#suggestions

1 messages · Page 82 of 1

cursive lynx
#

I'm amazed this hasn't been suggested yet. A slight expansion of the current lootbug mineral eating mechanic.

I'd like to see lootbugs munch down on large chunks.

A loose aquarq eaten by a lootbug would make the bug glow blue (just like an aquarq) so it could be identified and the aquarq harvested. This is the main one. The others are just expanded off of that.
||A gold chunk would turn the loot bug into a golden loot bug (although I'm hesitant to suggest this since gold output from golden lootbugs is less than compressed gold).
Eating a bittergem would turn it a bright glowing pink. It's now a bittergem lootbug. ||

pale pebble
#

Suggestion on voice comms. When engaging the push-to-talk, there could be some small technical sound distinct from the ambience and music so that you could tell there is an incoming voice message from your team mate. Doesn't have to be much but just a small signifier before the voice comes through.

near glacier
#

nerf omen modular exterminator machine event, its attacks are unavoidable and do too much damage. its pretty much impossible since some attacks are impossible to avoide like the purple waves and chaingun at the same time

waxen crater
#

Countdown notification at critical points: ie 1 minute until pod launch

candid phoenix
#

more paid dlcs so i can give you more money

near glacier
median terrace
#

would be nice if there were more places where charge-suckers appear, even if for no real purpose and just as decoration.
seems kind of off, at least to me, that they seem to exist purely on BET-Cs, and nothing else, despite there being plenty of other sources of energy, both natural (electric crystals, as an example,) and mechanical (mini-mules, as an example.)
it could be interesting to see them on, say, OMEN Modular Exterminators. it would stick to their gimmick, but also tell a visual story to what might have happened that caused the exterminators to go haywire.

#

also, since i'm on the topic of BET-C
it seems to have a shield, as shown when fighting them, so how come they refuse to use it afterwards?
would be a nice addition, at least in my opinion, if it would drop it's shields either every once in a while or with certain events, even if it doesn't really do anything gameplay-wise. it would help make BET-C appear to defend itself as well as the dwarves, instead of focusing purely on the dwarves' safety most of the time, anyway. if it doesn't say somewhere in the operator's manual to stay away from cliffs, i'm suing R&D...

near glacier
#

interactive taunts like Conga or rock paper scissors in TF2

autumn chasm
#

A very original and novel concept inflatable dingy that can deployed for no other reason than to annoy management. It should also make Dingy noises and squelching sounds.

For the sake of argument we will say you need to drag Kick a non-inflated version in to the drop pod before departure. (cue more management lines)

prime void
#

When using the engineers PGL with the Rj250 OC on teammates that are carrying heavy objects don't make them drop what they're carrying. It currently makes them drop it

lament dagger
#

An achievement where you have to kill one of each insect with your pickaxe

shadow dragon
#

When you pull out a bug and stomp it at the endgame screen your kills should go up by one

wraith pebble
#

A voice line for the Driller: “I’m the Driller Dwarf, Bitch!”

late valve
#

Some more full face-concealing helmets, because everyone deserves to have one that matches whatever sci-fi game/movie preferences they have (my own tends toward warhammer 40k).

royal fern
#

Idea for the RJ250 Compound OC for the Deepcore: dwarves damaged (and thus launched) by it are temporarily coated in a cushioning substance that drastically reduces fall damage.

dapper flax
#

New Swarm Variants:
Currently, we have swarm variants for glyphid swarmers, grunts, praetorians, macteras, and a single dreadnought.
Different types of swarms would encourage more varied ways of dealing with them, as most current swarms (dreadnought and praetorians excepted) encourage hunkering down to better face the swarm.
I'd be very interested in having to abruptly halt a mission to prepare for when mission control announces, say, a brood of C'ronars (perhaps only in salt pits for lore), a herd of spitters (both web and acid), a family of naedocytes (current pre-spawn mechanics might complicate this, perhaps another member of the family is in order?), or even a disturbed nest of exploders (and perhaps one, or hell, a few, let's say volatile larger variants I just want to fight multiple bulks at once a little more often, come on).

near glacier
#

Something simple and small: A few new beards compatible with full helmets and they just kinda slip through the bottom of them for no other reason than to show your epic dwarf beard whilst also showing your epic helmet. Another perk is that this creates more meme material for DRG.

feral prairie
#

Used search bar for this and suprised it hasn't been suggested before.

Could dwarves equip 3 active perks.

  1. 3 is a magic number and seeing space for a third slot like with passives drives my OCD nuts.

  2. Lot of cool trio build potentials. Like hell, iron, and beserk. Dash hover link/medic. Etc.

  3. None of this is really over-powered due limited uses and cooldowns.

unkempt harness
#

If a Bosco is dragging you into the post-game summary screen because you didn't make it, it should be your Bosco instead of a generic one.

blazing herald
#

Possible new titles for the blue number: Prince of the Pit, Princess of the Abyss, Queen of the Quarry, King of the Core, Master of Minerals (or Mine), The Lode Legend, The Bishop of Bedrock, The Hero of Hoxxes.

vagrant nacelle
#

A different color for the player when looking at the minimap for when multiple same classes are in missions.

next holly
#

I have a suggestion for a balance that has either been missed somehow, or intentionally left as is. I am not sure which, there may be balance issues I am unaware of at this time. Currently the enemies in Glacial Strata have a high resistance to the Cryo Cannon. However, enemies in Magma Core don't seem to have any extra resistance to the CRSPR Flamethrower. This is either intentional or an oversight, obviously. I just don't know which is the case. In my opinion enemies in Magma Core could plausibly have this extra resistance. I am not aware of the balance issues involved as I am only a tier 3-4 player at the moment. Thank you for your time and consideration.

#

Crap, I just realized my suggestion is flawed. Enemies in Glacial Strata have a resistance to the "freezing effect" of the Cryo Cannon, according to the game's wiki. So in light of this new information I would revise my suggestion to looking into whether or not enemies in Magma Core should get bonus resistance to the CRPSR's "burning effect". Once again, thank you for your time and consideration.

regal ridge
#

Also while I'm here- skimming through older comments people seem to want to make the HE grenade stronger. This is absurd its an escape device.

I'm not here to suggest a new HE grenade or buff it, but for the love of god can it at least blow up dirt a little bit better? It's description says to use it for blowing up compact dirt but, It can barely do that.

It'd be handy if only for a panicked driller to run off, but nothing more.

Either that, or change it's description as it's currently misleading. I'm serious attempt to use the thing to blow up dirt you're getting nowhere. It's explosions resemble that of an autocannon trying to blow apart the dirt.

knotty prism
#

Suggestion: New secondary, similar to fester fleas. Cave Crabs, little crabs that skitter across the cave floor. When shot they skitter a small distance away and dig themselves in, then reappear else where, similar to a Menace.

hollow stone
#

If having more than 3 loadouts is a problem for programming, maybe we could have a section for saving the loadout as a macro instead? Don't know if that make sense.

marble ravine
#

A mission where your put into a large long corridor, bugs spawn on one side in waves and you have to protect a pod of some sort, the terain is still fully destructible, resources like nitra are given for killing bugs, if your down for more than 1 min then you can force respawn on the pod. There are a few premade turrets already around the pod but they only have 200 bullets each, you have to survive 50 waves to escape.

near glacier
#

Here we go, couldn't find any duplicates of this so let's try it:

For modifying the union system, make it an opt-in system. Have a week long period where people can register each month for a fee. Then at the end of that week, those who didn't opt-in wait until next month. Goals are calculated based on number of registered dwarves.

You always break even at least.
Bronze reward is 1.5x fee. Silver is 2x fee. Gold is triple fee.

Thinking the fee could be a few thousand credits and 2 random mats, 300 each. That way you get nearly 1000 of those two mats and some major credit payout. Good incentive for gold, and if everyone hits gold? Free beer for a week as is now. The fees can of course be tweaked as needed too.

It solves every problem I currently see there, (lack of overall engagement/interest, worthwhile goals, and better player engagement with the unions). Players who opted in will do the work, goals will be kept in check, and engagement will naturally draw more dwarves in.

Perhaps even an option for richer dwarves to sponsor poorer ones too?
Give a vent for all the extra mats and credits as well as helping the new players get involved faster.

vague hazel
#

When fighting Dreadnaughts, Extermination missions to have a 5-10% chance of getting a Twin egg that spawns Two Dreadnaughts instead of 1.

dense sundial
#

Hey! New player here. I have trouble picking out UI elements (objectives, pings, other players) and I would like to suggest being able to change the colors for some of those elements. Even just overall UI color change might help me out.

glad ingot
#

Whenever a bulk detonator explodes in magma core all big and small lava geysers within a certain radius erupt at the same time.

neat vortex
#

Make the BRT7 Burst Fire Gun have a two shot burst instead of a three shot burst.

runic acorn
#

I feel like missions should have a difficulty rating assigned to them, and should not be able to be changed. It feels weird choosing a mission and going "Hmm, I don't think I want many bugs to show up today".

spare juniper
#

I have seen people saying similar things but i cant find this suggestion.

The ghost should be something other than a detonator. they are honestly too slow, or getting caught should be an instakill. if u have full health u can literally walk thru the detonator and escape.

If the ghost was a slasher, spitter or a grunt I could see the speed creating problems as well as a decent damage. however if u really want to make the ghost challenging I would suggest a Glyphid Spawn. this way u are forced to run with it constantly right on ur tale, its fairly easy to escape still but if u pause at all ur screwed

teal cliff
#

any way it would be possible to release the class/drink logo/icons/the dwarves ETC patches (for a backpack for example) (either singularly or as a set (all of one category or the option to mix and match sets (being able to buy the drinks and dwarves together for example) so i can put them on my bag that would be awesome, but i would like both the sew on or iron on patches

feral prairie
#

Be interesting if the unknown horror of haunted caves would periodically vanish and reappear like a real ghost.

Vanishing would give breathing space but add to the fear of when it'd reappear.

true egret
#

since ME's are so damn annoying to farm how about at the 20 minute mark there is an announcement if the ME spawned so you don't need to continue exploring everything when you are already done with the objectives

alpine pagoda
#

Have Deep Dive host options remember what you chose last time (ie if I hosted private last time, don't default to public when I host the next one)

shrewd orchid
#

When approaching the Drop Pod before missions in the Space Rig, there could be a potential pop up / screen notification that would question / warn the player over bringing perks or items that conflict with the mission's or session's parameters.

EX :

  • Triggered upon attempting to start a Shield Disruption mission with the various Shield - related armor mods and the Shield Link perk equipped
  • Field Medic / Shield Link in a Solo mission
rose pasture
#

I think the Fire Effect is a bit too static. Maybe have it to where it does a percentage health loss over time, modified by Fire Resistance, or maybe the higher the Heat Build-up beyond the Combustion Point, the more damage over time the flame afflicts.

flat orbit
#

I think it would be awesome if you guys ported over the Space Rig as a VR environment for Steam VR Home. I'd definitely set it up as my house.

trail spade
#

I'd think a light crossover with Hardspace Shipbreaker would be fun, Not a major one or anything. Maybe a Lynx sticker, or add it to the lore of the Engi's breach cutter.
Context- HSSB is a game about making a lot of cash by breaking down old spaceships (which can kill you quickly) And it seems to at least be in line with the tech of DRG

twilit mauve
#

Every weapon type for every class, IE every class has a sniper, shotgun, rifle and a heavy

Like for gunners sniper he would have a high caliber sniper rifle

weak valley
#

An alternative to Mission Failure when you don't succeed at the mission because of not making it to the drop pod. "Mission Failure" makes it feel like when I spent an hour collecting minerals and going down cliffs only for the drop pod to spawn on the literal other side of the map from my current location, above cliffs and everything else, made me foam at the mouth with rage, then get very confused emotions when I was still given a damn good amount of money and exp. Something like "Mission Success" and with a subtitle of like... "but not for you..." or something? Or maybe "Objective Secured" to kinda show that you didn't make it, but you did get the job done.

urban brook
willow oak
#

A subset of the apex-predator style suggestions I feel, but it would be mildly interesting to theorize about a loot bug predator. Perhaps something similar to a frog that just hops around the map (slowly if high in HP, or quickly if low) and just finds open areas with which to grab them with their tongue.

Since it would be out in the open, it would be fairly noticeable to any dwarves... as well as an effective taunt as it eats one of the loot bugs out of no where.

#

Although on the subject of frogs, an enemy type similar to the cave leeches / trawlers / grabbers however instead of grabbing you without you being able to do anything, you can attempt to smash your way out with a pickaxe or a QTE.

One of the most interesting / dangerous parts about the things that immobilize you isn't about the high damage, it's about being moved away from your fellow dwarves, which would make a frog-like creature that attempts a grab-shot at a distance (that you can still break out of) quite interesting in gameplay I feel.

desert gale
#

Tunnel rat and Rocky mountain buff effects should be swapped.
Tunnel rat sounds like you are digging and Rocky mountain sounds like you are climbing and falling. less confusing this way

mortal jetty
#

Breach cutter overclock idea:
🔼 max ammo increased significantly
🔼 faster reload
🔽 fires multiple small circular circles instead of a wide beam
The idea is to reward the user for accuracy and focus on armor shredding at the cost of giving up crowd control

shrewd orchid
#

Make the Hazard sensivity slider be able jump from an extreme to another. Which means, pressing left while on " Hazard 1 " should make you jump straight to " Hazard 5 ".

As a hazard 5 player that constantly has to interact with that slider, i think this change would have a massively positive effect on my experience, because this would effectively make me click one less time every time i pick a mission.

desert solar
#

I have a biome idea.

Some of the biomes have large dinosaur bones in it, which makes me think of all the oil and natural gases that could have developed in the caves, why not have a biome dedicated to that.

I have a temporary name for the biome <Gastly Gultch> but I am always open to other names.
The biome would be sleek and slippery due to all the oil covering the ground.
(this would work similarly to the ice in the glacial Strada however it would be a little more flammable, my thoughts on the flammable part would be it would burn longer with sticky flames than on regular rocks).

The natural gas would be poisonous to breath when walking by the gas vents (causing health damage) but lighting it would cause a great explosion clearing the gas (drillers would have a blast).

The overall aesthetic on the biome would rough, ridged, and pretty grey, a lot of jagged edges and sharp pointy rocks.

having the Enor pearls as the main mineral would fit the scheme of the biome and magnite to be sparse.

I'm always down on sharing ideas and suggestions that would add on the biome.

hoary tartan
#

A QoL suggestion make the game remember which haz you played on last so you don’t have to change it off haz 2 so often

split trench
#

Should let the scout have a perk on the flare gun where you can charge up the shot and shoot one big ass flare that does triple the illumination and lasts twice as long, but to balance it out it uses four flare ammo in one shot.

storm mortar
#

QoL: buy all accessories for that category of items

sly shore
#

needs to be a "buy mission control" a beer button.

twilit mauve
#

Give Bosco overclocks and stuff, i would love for bosco to be expanded on and stuff because i play alone alot

I also think that there should be a "Buy mission control a beer" button. When you press the button you'd hear a bunch of cheering from mission control and the intercom guy would say stuff like "This one goes to you miners, rock and stone"

copper cairn
#

Ski lift Gunner Zipline upgrade;

Allow the zipline to have 2 ‘shots’ per ammunition (reduced range on the first shot, regular range on the second), which uses the end of the first shot as the starting zipline point for the second shot.

lucid fox
#

The droppod should make some (more and more) noises during start-up, after defending it. Like the engine's revving up, clanking noises 🙂

uncut ingot
#

REANIMATOR: Unique mini boss enemy type that self revives on every death, perhaps replacing ghostly detonator with something notably faster and aggressive, but when killed it comes back a short time after requiring it to be led away from objectives for breathing room.

Could also be applied to a group of basic enemies tied to the warden or something similar.

regal ridge
#

Whilst it is a clever reuse of assets, the loot bag that drops when players leave the game is: Hard to notice, Looks a bit awkward, and generally blends into the game. Whilst I appreciate it's utility, It would be nice for the bag to actually resemble more of a... Bag. Currently it's just a big gray hexagon. It's been like this since beta, when I first started playing, too. It would look better to resemble a big, brown, bag. Almost like the Perk for holding more minerals. This allows players to more easily spot it, as it won't just blend into the yellow, blue, and gray envoirments of caves (unless it is on dirt) and will actually resemble a. Well, collection bag. Or what one would presume a collection bag might, resemble.

I suppose all I'm asking for is- Improve the looks for the "resource bag" as it's offically called, when players drop.

shrewd orchid
#

||This has been only posted once, and alongside a fuckton of bad and undeveloped, weapon suggestions so i guess this post is fine||
A Revolver-Shotgun for Gunner's secondaries if you ever add third unlockable weapons. Like the Taurus Judge. I think Gunner could use shotguns, but we already have autoshotguns, so this would be a cooler idea, working as a Shotgun secondary that takes up the Pistol slot.

AMMO : 5 round magazine, 40-60 max ammo.
DAMAGE : In total higher damage per shot than OC-less Gunner's secondaries if all pellets hit, as they are supposed to deal high single target, but this weapon sacrifices ranged ability so it deserves higher DPS up close.
Shoots normal Buckshot by default.

It could also have options for :

  • Dragon's Breath rounds ( Incendiary ), minor damage reduction, maybe minor ammo reduction
  • AP slugs ( Single, accurate slug with Blowthrough property. Slightly or moderately lower overall damage than all normal pellets, but with Weakspot Bonus to compensate. Also should be able to penetrate or at least deal very high damage to armor )
  • Flechettes ( Less direct damage, more ammo, increased armor breaking capability )
fossil onyx
#

Be able to pour one out for Karl.

marble ravine
#

a secondary weapon for the gunner called Power Fists, their a melee weapon that does more damage depending on how much armor the target has, more armor = more damage, it fuctions simular to the drills when it comes to fuel and over heating but the power fists over heat after 6 swings. The upgrades include more swings before overheating, more fuel capasity, more dm, higher chance to shatter armor, explosive punch which makes each swing have a slight kick to it, and so on so forth.

cobalt mortar
#

Suggestion: Further visual distinction between red sugar and nitra (chunks of nitra and red sugar too), I've often tried to go for something red while Iron Will is active only to find a chunk of nitra.

spring yoke
#

Hey all Just a small couple Suggestion. First one . As of now aside from the first Promotion there isn't any real gameplay reason to shoot for a high promotion (minus the gold achiv's) so why not give those who do a increasing % bonus to reward payouts at the end of missions for ex, starting at bronze 2 you get 1% at bronze 3 2% etc. ((NOTE the bonus would be character locked similar to the Tritilyte Key)). Now for something in the similar vain those that reach gold and higher could be rewarded with something on top of the % increase, that could be a one chance Re-roll of the special beer. or something else befitting any who make it to gold and onward.

round vale
#

Suggestion: Accessibility for Eye Conditions - turn off scan lines on the load screen at the start of the game and the radar. This filter is really painful for people with migraine conditions and not fun for people with seizure conditions. Low end for seizure conditions. High end for migraine conditions. (I do not think turning the filter off gives you a competitive advantage with the radar. Just allows folks to play the game without pain.)

dawn grove
#

Request: add a eyeblinking sound to the weird wall eyes. They are already very creepy, a sound when you get close and they start blinking would be .... amazing.

tired wren
#

I think that "a doozy" is being misused; in the proper sense, that's something extraordinary, and does not happen frequently. Yet, in each game we have mission control announce a doozy at least once. It's a frequent doozy. Maybe a dwarf doozy, since dwarves are not tall people and swarms to them seem bigger and maybe even more frightening. (naah, not that)

near glacier
#

I wish there would be a good flamethrower OC for an ignition + fear build. Something like:

Fast burning fuel.
+10 heat
+20% fear chance

x0,25 sticky flame duration
-2m range

potent comet
#

Just a little thing I was wondered.. Be able to get back proximity mine faster.. it happend sometime you fail and don't have time to get it back faster and it explode and you just waste it cause the throw doesn't follow the line.. and why not C4 too but we control when it explode so it's in 2nd position. Sry I'm kinda not activ but want to bring idea 🙂

smoky imp
#

I saw a suggestion about reward bonus from promotions. I have similar idea, with a couple of changes:

  1. Bonus will be added from silver promote. For example, first silver promote will give you 1% bonus, second - 2%, first gold promote will give you 4% and so on. So, on last promote you will receive 15% bonus.
  2. This bonus applies to all team and it stacks. For example, one dwarf on gold level 3 will give 6% more rewards, 4 dwarfs will receive 24% more rewards.
  3. maybe apply this bonus to exp only, because in endgame i have tons of gold and minerals.
quartz citrus
#

I think this could be a bit difficult from a programming standpoint but it would be really cool if rain is able to cause physical damage. Like in Radioactive Exclusion Zone that the rain is radioactive and damages you if you get hit by it. You have to find shelter (make caves or use a platform as a roof for protection) or else it would kill you. It should also damage or interact with enemies. I think this could be a cool concept for some biomes.

floral urchin
#

There should be a massive live event were we all go to the bar and the devs give us an exclusive drink!

kindred kettle
#

A "chain lightning" visual effect for the Stubby SMG, arcing from the gun to the bullet's point of impact whenever an electrocuting shot is fired. Make it feel even more like a lightning gun.

red plank
#

Mission Type Idea: The Mother Lode

The idea is timed mission with a gold quota to be reached for management’s immediate and dire financial troubles. You do not have to meet the quota to complete the mission, but once you do, the payout of gold to credits gets better and better and better. You have to traverse a level not that easy to scale: pits to zip line across, dead ends that drillers need to get the team through, etc. all the while a slow stream of enemies are alway coming at you (scales to hazard difficulty). The longer you stay in the mission the more enemies will spawn so speed is of the essence.

The final room you arrive at contains a giant, giant gold vein and/or many compressed gold chunks, and your team is just furiously trying to mine as much of it as possible while the swarm of enemies begins to increase more and more as the clock runs down. Your team will have to figure out how to balance mining with fighting until it becomes untenable to stay. Perhaps the original drop ship stays at the original entry point since management knows this has to be a quick smash and grab.

You can call mule back whenever and perhaps it starts back automatically if you are still mining when there is still a few minutes left where it would for sure load into the drop pod with 30 seconds to a minute left in the mission.

For added effect/humor, there could be lines from management that give away that he’s getting more and more nervous you won’t succeed. Then perhaps once you hit the quota and then start exceeding it, his tone becomes more and more exuberant (while trying not to overly-compliment his subordinates).

To avoid people just quitting the mission if they won’t hit the gold minimum for the start of the big escalating payouts, you would still get some credits and a large amount of exp no matter how badly you do as long as at least one dwarf makes it back to the drop pod in time.

sand wave
#

This is totally minor change but one that I thought I would mention. The textures for Croppa and Bismor have weird colour pairings and their textures look kinda low-res compared to the other minerals. This is a small request but I think it would improve the look of the caves.

lavish tundra
#

Please reduce the time of reparation for the abandoned supply pods, is way too long and you just get 1 ammo recharge, make this time equal or less at what you need to repair BET-C.

simple escarp
#

Searched 'Meta' and did not find this:

I find myself discouraged by the general meta of joining late game rounds and leaving the moment the round is finished.

I effectively solo'd the first 15 minutes of a 23 minute Mineral Mania Haz4 and by the 17 minute mark, 3 account level 100+ people had joined. The only reason it wasn't over by 20 minutes was searching for the 2ndary objective.


My Suggestion:

Add an additional modifier to cr/xp/special resources to players that represents their 'time in mission'.. eg, if they joined for 5 minutes out of a 20 minute mission, they get 25% of the resources.

This is modifiable to not be quite so harsh.. eg; Devs could decide to do a formula where Late Joining Players get X.. where X = '50% resources/cr/xp guaranteed' + %('Time-In-Mission' / 'MissionTime').. where as long as players are there for 50% of the mission time, they will get 100%.. reduced for less than 50% of mission time.


Barring the above; any ideas that promote 'group stickiness', instead of instant disbands at the end of every round.

Edit; I'd also take an option to autolock my group if no one has joined after 10 minutes of mission time.

thorn sapphire
#

Just a tiny suggestion: Pressing "continue" on the mission ending screen shouldn't turn off the music for the one pressing it. It doesn't do so for other players so why for the one who pressed the button?

median rivet
#

I'd love to see a full radar view of the map post game including unmined resources and other locations of items (miners helmet, secondary's) from missed tunnels.

Also, a post-game history could be sweet. Can be put into the Memorial Hall (and/or statistics area or, hell, maybe in the bar. Need some TV). Something where you can save/"favorite" maybe 5 games where it shows movement of team members/enemies from a "radar" kind of view.

weak valley
#

I saw this suggested once before, but I wanted to add my own two cents to it and a potential solution.

I hate cave leeches. They don't make any sound unless they're agro'd and the only way to deal with them is a perk or a player being near by (or a friendly robot).

I propose a sound (maybe a slicky gross fleshy sound), a sight (drool like someone else recommended some years ago), and a way to break free without the perk. The perk would still be useful since it's instant and it still gives you a very obvious warning (while the sounds and drool could be subtle). The "standard" way to get out of the grab would either be a) a combination of wiggling around like when you're frozen. Maybe it doesn't even kill the leach but stuns it and you're let free, giving you a chance to attack or get the heck out of there, but take too long and it will grab you again. Or b) make it so we can melee it with our pickaxe or other melee tool. I had a glitch earlier today where I went down, got revived, then got picked up by a leech upon reviving but was able to defend myself (had my drils out) and obliterated it. It felt oh so satisfying. Maybe the B option would be a little much, but either way, A or B, the Leeche should obviously still damage you and ravage you while you're fighting it.

I say all this because I hate feeling like I need to take the awareness perk because it's the only way to defend myself against things that grab, especially when I can go several missions without it ever being relevant.

cedar shadow
#

Suggestion for Interplanetary Miners Union

Keep the overall system the same, but add individual weekly goals. I got this idea from someone breaking down the overall goals in a graph giving a number of how many each person would need to kill/gather in order for the community to hit the goal.

Example: with the current number of members in Mighty Miners, each person would need to kill 14.3 breeders in order to reach the Gold reward. Take that and average it to 4 per week, and if you manage to kill 4 this week, you get some money or mats or whatever reward they wanna give us.

Quick edit for note.
I think this would help break down these large numbers to be more reasonable to each individual. As is, unless you do the math, you don't know if you're contributing enough to reach the goal. I believe this would give incentive for people to more actively participate, and a visual indication of progress in doing your part.

pale turret
#

how about a modifier where there is no red sugar on the map - u can only heal from supply drops - this would be like +75% XP and if an extra 25% if no dwarf gets downed - it would be extremely difficult but worth the challenge

brazen moat
#

A unlockable boom-box to play jukebox themes in the pod on entering and exiting missions

thorn sapphire
#

It would be cool if the ammo counters for guns worked in third person as well so you could look over another dwarf's shoulder and see how much ammo they have for their current weapon. Mostly esthetic but it would be a nice detail.

dapper flax
#

An armor mod that somewhat increases/decreases aggro from bugs, allowing dwarves to better build towards drawing/dropping aggro. A gunner with aggro could, for example, be focused on cutting down bugs in his face constantly, or one with less aggro could be more focused on taking down distracted priority targets at range. Scouts could serve as distractions or mobile medics/support, and engis and drillers could set up a killing floor centered on themselves, or build more towards being mobile bug sweepers.

shrewd orchid
#

EDDs are starting to feel quite stale by now, and many find them a bit easy, specially due to hoarding nitra at Stage 1, which is just hazard 4.5. While i understand a big bunch of people struggle with them, i think those ideas would overall make the game more fun for most people who are properly ready to face EDDs.

This is what i think that would make DDs more interesting :

  • Being exclusive to EDDs ||( or not, it could replace current double EXP )|| there should be double warnings from time to time. It just needs to not allow outright unfun combinations like low o2 + haunted.

  • Being exclusive to EDDs : Be able to have more than 1 Black Box in a level.

  • Later stages could use longer levels. Most deep dive levels are somewhat short. It would be cool to have long caves and the long objectives from time to time, like the regular missions. ( Like the 325-400 morkite ones and 8x geggs )

  • Rather than having always completely random levels, add some dev-made touches from time to time. Sometimes add or move some pre spawned enemiea around, sometimes manually modify specific areas to make something cool and unusual, or a more interesting starting area for example. This would be good specially for people that are highly used to the current map gen.

near glacier
#

Make the sound effect of some hard hitting gun have more punch to it, like the double barrel shotgun, engineer shotgun, and the scout m1 garand

crimson locust
#

i've noticed with promotion assignments ( at least, from the dozens i have done ) that at no point do you do an elimination mission, it would be nice if promotion assignments either had more alternatives in the second and third mission or two set alternative for the last instead of always having to do a point extraction.

prisma timber
#

one thing that would be nice to have is that when playing with others and they have the same class that their arrow on the map is a different color. and following the same idea that if both same class players or in general that when the player marks something if it could show their gamer tag under their named class, i think it would minimize some confusions.

shrewd orchid
#

Give Plasma Bursters 1 Electric damage and 1 Fire damage on each detonation, so it has the same utilities as BC. ( Ex : igniting praet clouds )

distant reef
#

When drilling into ice with the drillers arms there’s a slight buff where it takes a bit longer to overheat

rose pasture
#

If you kill a Crassus Detonator while it's frozen, it should explode into a bunch of Compressed Gold Chunks, enough to equate to the quantity you would get if it had died normally in a tight tunnel and the team has Pots o' Gold. Wouldn't that be nice?

near glacier
#

Swap the wardrobe icons for the gunner's Megacorp and Dark Future armour paintjobs around.
The Dark future icon is black and green, but the armour doesn't have any green on it.
The megacorp paintjob actually is black and green, but its icon is black and grey.

distant reef
#

In the kick Player menu there should be an option, sorry you picked a class that has already been chosen

shrewd orchid
#

how to fix micro flechettes ( BRT OC )
Right now, its basically Minishell's younger brother. It's very similar in function specially considering it usually sacrifices the Stun for 6 round burst, except its damage is shit, killing your DPS and not improving your grunt clear. And its hard to balance it around BRT's multiple options for burst size and overclocks, so upping its damage to Minishell's level wont suffice.

  • 0.65~x Damage (from 0.5x)
    It needs to at least not be a downgrade in damage to standard 3 round burst while using 6 round burst. In comparison, Minishells is 0.75x with the damage mod on Warthog.

  • Reduce recoil to 0.2~x (from 0.5x)
    You still need to slightly move your aim downwards at a considerable range, and for an ammount so low that it makes the burst sometimes harder to control recoil with than without the overclock. You shouldn't have to have to worry about the recoil at all imo, specially with 3 round burst. 0.1-0.3x should remove your troubles at a range.

  • Make flechettes able to penetrate armor at close ranges, + increase Armor Break modifer by 2-4x.
    Flechettes have some notable armor penetrating capabilities IRL. This would give the weapon a nice gimmick for Guards and Shellbacks, alongside the other buffs above to make it generally usable. And, ignoring the fact they're '' micro '', it makes sense.

  • Reduce magazine size bonus to somewhere close to 18-24.

lime marsh
#

I'd like more than just 3 load out slots that have to be synchronized between cosmetic load out and weapon load out.

I'd like to be able to just setup and save a load out for my weapons that way I can quick switch between dreadnought busting turret, breach cutter, and shotgun to full parasite/swarming denial with Gemini turrets, fat boy grenade launcher, and high capacity magazine stubby as well as other different load out types for different classes between missions depending on what's coming next. This could be arranged by a drop down box for you to scroll through to select which loadout you want depending on what name you've given it or what icons it has.

I'm ok with leaving the cosmetics how they are but just desynced from the weapons or just have the different slots removed all together since I rarely ever see anyone with multiple specific cosmetic loadouts. Most people just seem to have the one cosmetic loadout they like and change it whenever they want something new.

sacred igloo
#

Considering how often Karl yells at or insults the 4 dwarves, they really should have vocal reactions to him. I suggest adding banter to give them a bit more personality. For example, when Karl says "Stop dancing and get to work," the scout replies "Kiss my ass, Karl! I'll do what I want!" Or the gunner says, "Why don't you come down here and make me, fatboy?!" When Karl tells them to stop kicking barrels, their answer is something like "Nyah nyah, you can't stop me" and Karl just sighs with frustration. (It would also be funny if Karl actually fined the dwarves for repeated disobedience. If they keep kicking barrels, they get like 50 credit removed from their bank accounts.) Interactions like this would really help bring these characters to life.

spiral jolt
gaunt copper
#

it would be great if the ramp of the escape pod goes down until it touches land, because sometimes it land in the middle of the sky and you cant do nothing

mortal jetty
#

When Bosco is carrying an item, marking an area with the laser pointer will cause him to drop the item in that exact location.

hexed grotto
#

Remove hover+scroll swapping of grenade/weapon in equipment terminal. This feature makes it very easy to accidentally change a weapon without noticing it and ending up with a big surprise when in the mission. It's great to have the clickable arrows there for quick swapping when you actually want to swap weapons, but the hover+scroll is too easy to do unintentionally.

fickle arrow
#

What about make the comm-linking zones and battery zones in the salvage mission bigger ? When you're in hazard 4 or 5, it's kinda a pain in the ass for nothing

heady citrus
#

When the full team is assembled at The Abyss and Bocherini's Minuetto's is the song selected on the jukebox, the dwarves should actually dance a minuet. The Driller and the Gunner can lead, and the Engineer and the Scout can follow.

regal ridge
#

Can't find anything related to it, but for the love of god

Can I please just look at the paints I have available on armor, before I actually buy it?

I spent 30k on the Mk5 Gunner outfit. I personally wasn't a big fan of it but. I bought it because I thought to myself, surely, It will look good with my paint. Surely, just an optical illusion, once I get that gold turtle plating? All worth it.

well I was wrong.
https://cdn.discordapp.com/attachments/672633099447959582/736765477853855845/unknown.png

This is probably the worst looking outfit I think I have to go with the helmet, let alone I just, personally don't like the green. But, knowing this beforehand? That would have been- soooo handy.

So that's all, just. please let me preview my paint schemes on an armor before I buy it, or at least show the armor in my current paint scheme.

formal garden
#

"Special napalm" as third possible upgrade for choice on last tier for CRSPR Flamethrower.
10-20% chance that Glyphid Grunt (may be even Slasher and Guard) get stunned and starts start trying to knock off the flames (with animation, of course, may be something like death of Dreadnought, when he falls and turn on his back like spider, but may be with rolling and twitching of their legs). If they has low HP - they burn to ashes.
Nothing personal, I just want to see how they suffering.

flat oxide
#

Auto reload for inactive engineer turrets upgrade

smoky imp
#

New minigame on space rig - cannon to shoot some asteroids. Or even better - two of them with separate score. Are you bored waiting for your team to ready up? Make use of this time and clear asteroids and debrees near space rig!

cosmic hill
#

Add a "Hail to the king baby!" voice line to the salute phrase pool

warm basin
#

A beard and crown cosmetic to mimic that of the high king himself it’ll be a grudging if the leaf lovers don’t let us represent karaz ankor

late valve
#

new mission suggestion type: Titan Slayer. It is no secret that Hoxxes is home to some of the most viscous lifeforms in the galaxy, but every so often a true horror emerges from the planet that must be put down with extreme prejudice. These creatures are known as titans, and each is a test of true dwarven resolve. There is a unique species for each biome, and therefore each requires a different strategy to take down. Example: the titan species that has been seen in the Crystalline Caverns is an abomination made of rock and shock crystals, capable of hurling bolts of lightning at any thing unlucky enough to be in range (I do not have a name yet for this yet because honestly i can not think of a good one). One positive note, due to the exceptional risk undertaken in this mission type, a success will immediately grant the miners that undertake this mission a free random core.

verbal arrow
#

allow us to bunny hop while in the space rig

hushed portal
#

Scout throwable:
In the dark caverns of Hoxxes, the creatures we encounter have poor eyesight, so they rely on their sense on smell to find prey. To exploit this, I propose this; a canister of scent masking chemicals that, when thrown, can make any dwarf covered by them effectively invisible to the native wildlife.

Edit: To answer questions about balance, I'd like to add that it'll cover a small area (just big enough to cover one or two dwarves), and that it'll only last a short time, just long enough for the target to escape being chomped on by bugs so they can recover and head to safety.

quartz citrus
#

Suggestion: Missions on the assignment board (cosmetics, promotions, weapon unlocks) should get more special requirements to accomplish. Like the mission to unlock hazard 5 where you need to manage three missions on hazard 4. Just to fullfill three or four random mission feels not very special. Give them something like an automatic individual mutator or level requirement. Make it more of a challenge.

runic acorn
#

When descending towards (loading) the next mission, the video on the side shows the number labeled "depth" going down, meaning the drop pod is actually climbing. I suggest this is changed to "Distance" or the numbers should increase, to show that the drop pod is actually descending.

valid notch
#

Make Leaf Lover's Special a green tea or some kombucha rather than a shitty beer

pearl geode
#

An issue I ran into that infuriated me.. please, dear god, include a minimum number of gold veins in the mission generator. There is nothing more infuriating then chugging a Pots and finding not a single vein in the mission.

sick surge
#

There's a very important feature missing from the Space Rig.
Y'know how you can press E on all the terminals? You can't with the Pickaxe one. Intuition forces me to try the terminal before realizing only the pickaxe-thingy itself is clickable.
Make its terminal clickable too, please!

late valve
#

new mission suggestion type: Titan Slayer. It is no secret that Hoxxes is home to some of the most viscous lifeforms in the galaxy, but every so often a true horror emerges from the planet that must be put down with extreme prejudice. These creatures are known as titans, and each is a test of true dwarven resolve. There is a unique species for each biome, and therefore each requires a different strategy to take down. Example: the titan species that has been seen in the Crystalline Caverns is an abomination made of rock and shock crystals, capable of hurling bolts of lightning at any thing unlucky enough to be in range (I do not have a name yet for this yet because honestly i can not think of a good one). One positive note, due to the exceptional risk undertaken in this mission type, a success will immediately grant the miners that undertake this mission a free random core.
@late valve okay, so here is more bit more information on suggested titans to make this idea more worthy of consideration.

near glacier
#

I was thinking about a new modifier this morning
DRG can't send a big drop pod at the end of the mission, so each dwarf has to go to a smaller, personal escape pod somewhere on the map
Maybe each player gets a mini mule too so it can guide you to yours.

late valve
#

Sandblasted corridors titan: remember all those trawlers you run into? There is even worse relative of it lurking around down there that miners have described as a giant sand snake, capable of completely submerging itself in the sand before crashing out directly under a dwarfs feet to send them flying, not to mention it can also spit a cloud of toxic that will also send you flying. Magma core: the titan lurking here has noted to be some unholy fusion between a lizard and a bug, spitting fire that can completely engulf an area in flames along with anything unlucky enough to be there. Other abilities still unknown. Glacial Strata: No confirmed sightings yet, but there have been a number of weird transmissions, the most coherent of which is "the ice bug cometh". Fungus Bogs: ever wonder where the heck all those macteras come from? DRG believe they have found the source with this titan, although they are still arguing over a name. Dense Biozone: one of miners most annoying enemies is without a doubt the korlak tyrant weed. But there has been reports of an even worse species of flora lurking down there. so keep your eyes open. Radioactive exclusion zone: no confirmed sightings yet, but we know there is a titan down there, since there is direct number of casualties tied to a massive moving source of radiation. No clue what it is, but you can bet that it is big, ugly, and very dangerous for your health.

mystic marsh
#

Save control bindings to backup files/cloud. I (randomly?) lost my save earlier and after restoring had to rebind my controls

snow remnant
#

Thanks to the amazing 1.0 the caves are now much better looking, all those new structures reallt fill up the empty space ! The biodiversity is still a little bit left out though in my opinion so I am sugegsting a few cosmetics changes for the uninteresting naedocyte cave cruiser. I think out big floating gentle giants should be a little bit more like their little cousins and use a form of bioluminescence to light up the caves and attract smaller preys like jellyfish of the abyss in our very big oceans. Just look at this https://www.youtube.com/watch?v=TYY4Ic8jFJo tldr : the naedocyte cave cruiser would emits light to add a little bit more ambiance in the caves

shrewd orchid
#

Make the Incendiary Grenade detonate on impact, rather than occasionally bouncing

urban plover
#

bulk detonator madness in egg hunts+ eggs have a chance to trigger a bug swarm that will spawn 4 bulk detonators.

runic acorn
#

audio sliders (and maybe others) have intervals instead of being continuous. 5% or 10% intervals would be nice.

rain juniper
#

make it so that you can't be grabbed during your invincibility period after being revived

dawn iron
#
  1. point m.u.l.e. to travel to a specific location 2) refund brewing materials if you buy a round and no beers are consumed 3) gunner gear mod for faster team travel on ziplines 4) add songs for the miners! dwarves sing songs (hi ho hi ho etc.) like sea shanties in AC: Black Flag. Would be fun, another collectable (rare songs) as well. 5) fix barrel game xd
soft anvil
rugged field
#

Some weapon ideas (I'll keep it short. For details, just ping me):

PRIMARY WEAPONS:

GUNNER - CHIMERA
Basicly a beltfed LMG with underslung grenade launcher. The LMG doesn't need reloading, but gets more inaccurate with extended firing time (opposite of Minigun, basicly). Reloadbutton shoots the grenade launcher. Bullets and nades have seperate ammo.

DRILLER - MJOLLNIR
Short range lightningbeam gun. Can electrocute, and has arcing "chain lightning" as its special quirk.

ENGINEER - HELLDRIVER (suggestion from @civic coyote)
Semiautomatic nailgun which deals instant kinetic damage and leaves a fire DoT on the target (can ignite etc). Upgradeable to have "Volcanic Minelets" when striking terrain, which let out a jet of fire when enemies walk over them, or after a few seconds.

SCOUT - HELIOS RIFLE
Rapidfire high-accuracy fully automatic plasma rifle. Uses overheating instead of reloading. Hold reload to charge a wide plasma-shotgun-swarm.

SECONDARY WEAPONS:

GUNNER - FORCE GUN
A slow semiautomatic pistol shooting medium/shortrange cones of explosive force, damaging and pushing back/stunning enemies. Can be modified to also offer a frontal shield (holding the firing button), the shield lingering even when swapping weapons.

DRILLER - NOSFERATU
Slow semiauto pistol. Launches big metal bolts. Good armorbreaking, stunning and on landing deals constant electric damage briefly in a small AoE. Has upgrades like penetrations, thicker-sized bolts, exploding when electricity ends etc.

ENGINEER - OORT'S CLOUD
Micro-rocket launcher, shooting multiple little rockets on each trigger pull. Of note, can be upgreaded to leave small toxic clouds on impact, and a lock-on feature (takes a bit of time, has a max range to function etc).

SCOUT - REGULATORS
Dualwielded duplexfire (one shot on buttonpress, another shot on buttonrelease) pistols. Decent power and speed. They have a ricochet option, giving them a little bit of crowd control potency.

violet night
#

Make a "Lead Storm" Negative mission modifier. Its like the sandblaster corridor events with wind but it damages you 1 HP every 2 secs or something similar. It also restricts your vision the same way as those events. 🙂

cursive venture
#

a random excitement beer, its effect gives you a 100% chance for something exciting to happen, but its randomised if its good or bad, so a cave with a lot of loot, or 3 bulks at the same time

runic sapphire
#

Suggestion around beer costs: The special beer, always costs the bulbs. It would be good for the special to cost something varied - having unlocked all the beers, unless playing around with blackout effects etc., then generally you just rack up malt stars, and so on - there is no incentive to collect them in game. If Pots O gold one day cost barley, and the next yeast, then you would want to make sure you have a nice array of 'stuff' to pay for it

vague hazel
#

A perk that allows you to carry the Two Main Guns or the Two main secondaries: example DRILLER being able to equip Flamethrower and Cryocannon (negative could be affected movement speed or which ever comes up) And of course if you do this you can't pick the secondaries and vice versa.

runic sapphire
#

Some more achievements please - they come thick and fast early on, but there is little incentive to then do anything other than grind for XP, to get everyone promoted 7 times. A few extra achievements along the way would be good, to encourage people along, but also to engage with other things, so:

  • Claim all perk points
  • Unlock all guns
  • Rank 25/50/75/100
    I'm sure there are more, but yeah I never play low O2 or ghhost missions as they are a pain, but if I had to to get the perk points achievement...
runic acorn
#

Perk that increases equipment power/effectiveness.

floral sparrow
#

Suggesting a change to Elemental Insulation
Get 15/20/25% resistance to all elemental damage.
When you take elemental damage (not from dwarves), you deal 20% more elemental damage for 4/6/8 seconds.

dusk belfry
near glacier
#

Currently the game will automaticly select a random core infusion if you don't choose anything after inserting a core into a core infuser. Please also add this if you successfully finished an event and forgot to use the core infuser. I didn't get my event reward simply because I forgot to use the infuser.

warm hill
#

Really easy suggestion. Holding V down should keep your pickaxe displayed indefinitely so you can show your pickaxe off to friends. It's really hard for people to see the individual pieces or get a good look at the paintjob in the time that your character holds it up for, currently

worn forge
#

Hello all! Rock and stone! I posted a suggestion for a new mission type called Drill Defense. There's also a few nods at other potential additions to the game. The post is on the Steam Suggestions and Ideas forum. Feedback most welcome! Cheers!

rugged prawn
#

I would love to see tyrant weeds steadily expand out farther and farther, especially on higher difficulties

unborn bridge
#

do you think it is possible to implement some kind of API? it would be nice to have a way to be able to check if there are double xp missions available without getting into the game for example

vocal breach
#

A beard that looks like the friendly cave vine! even have it move around a bit

latent brook
#

A simple red marker to show if teammates have nitra in their inventory, which will be shown next to ammo counts when taking out the ping tool.

This is mainly for point extract missions, as an extra way to make sure everyone's dumped their resources bags and are ready to call in the escape can

shrewd orchid
#

Sort your mineral inventory by relevancy, so the most important things are deposited in the mule first
EX :
Nitra -> Morkite -> Fossils -> Crafting Materials > Gold

hoary tartan
#

Make the mineral inventory become smaller when you have a certain amount of unique minerals, it doesnt happen often but when it does it blocks the ui

hidden phoenix
#

Vary the color of the shield generator's center light to represent how many shields you have remaining. Blue for 4, green for 3, yellow for 2, red for 1, and no light for 0. Those of us who play with minimal HUD could really use this, and this change would fit in line with how the other tools and weapons are designed.

candid phoenix
#

I think they should redesign the cave leech, go for that mouth in the ceiling look. And change it’s mechanics, make it grab you and slowly reel you in towards it mouth, and once you reach it’s mouth it’s an insta kill or something. But you can try to escape while being reeled in. I feel this would improve the design and add a sense of dread while your slowly being pulled into the ceiling. Also maybe it has more health due to I’d being more obvious when someone gets grabbed, maybe the equivalent of a nayaka trawlers health or somthing

oblique bough
#

I also will present my idea for the cave leech as i feel that it is a little bit too harsh for someone that makes one small mistake and is in the wrong place at the wrong time to fully die from it in a frustrating way. Personally my idea would be that The leech first of all has a slightly more obvious sound and visual que (Drool dripping from the ceiling and a light like one on an angler fish someone suggested. I also like the mouth in the ceiling look) Next i would say that rather than killing a player outright they should do a large chunk of damage and explode. The strange acid/drool from the creature would give the dwarf in question a significant debuff. something like -50% maximum health or a -XX% movement speed debuff. That would either last X amount of time or until the end of the mission perhaps. The Heightened Senses perk would now allow people a slightly longer time where they have a chance to shoot the leech. And would lower. And at higher ranks perhaps even, totally counteract the debuff. I feel like this is more fun and interesting. For both higher and lower level players. I feel like high level players are killed very rarely by leeches. And pretty much don't have to worry about them when they are working together. And thus instead of shooting them and being done with it higher level players would have to deal with a hard debuff And figure out ways to protect and or escort an effected player. And lower level players benefit from this as well. As i feel like taking a wrong turn and being totally killed by a leech is a really un satisficing way to die. particularly for more causal players who are not diligently checking ceilings. They will still get a debuff and take a large chunk of damage but not die outright. Thanks for listening rock and stone to the bone.

autumn chasm
#

Depositor perk rework suggestion:
Depositor now provides the player with a blue Mini-M.U.L.E that follows them around, when the player is within Xm of Molly the Mini-Mule will deposit on the players Behalf (at a set speed), players can still deposit at the same time for faster depositing or go back to mining and killing.

covert lynx
#

New mission type idea:
area scan

Overview:
Area scan is best explained as a mission with a moving triangulation area. The dwarves are tasked with guarding a device that scans the surrounding area to see if it’s suitable for mining. The scanning rig will move on a path from a start location to a check point, where the dwarves can get a breather. Before activating the machine and going to the next check point.

Intentions with this idea:
Currently in DRG, the combat “meta” is almost sessile. The majority of swarms and enemies are dealt with by hunkering down and dealing with them with sheer force.
The one point where mobility and combat should matter in the game; when you follow the mule to the drop pod. Is always nullified by a driller just drilling straight to the pod and settling down there.

With area scan, the miners will be forced to move at a certain pace whilst fighting. Making it so that upgrades, strats, tech, and overclocks that improve mobility actually has a role instead of being pure utility.

fiery apex
#

Psycho mutated alien bug dwarves that have been left behind and lost their minds and attack anything that moves would be a sweet bad guy to fight. The bugs seem to be able to infest machinery, so what happens when they take control of a dwarf?! (Now that I'm thinking about it, what if the upgraded version of this enemy type is part bug, part machine, part dwarf?)

hollow raft
#

Can we get official DRG fuzzy dice with the Ghost Ship logo on it as merch?

copper cairn
#

Every explosive in the game should knock you back further

quartz citrus
#

Enemy suggestion – Alien Venus flytrap: It is like a cave leech but on the ground. It camoflages its skin depending on the biome. When you step on its mouth it will slow debuff you. You have very little time to react and escape. When it catches you you´re trapped and it is trying to eat you. Just like a cave leech you can´t escape unless someone saves you or you have heightened senses.

sacred igloo
#

The dwarves sometimes say their lines in nonsensical contexts. Example 1: When choosing a new paintjob, "Aerodynamic! I like it!" And example 2: When using the flamethrower/cryogun "Here, have a bullet in the face!" Please prevent this from occurring. Common sense matters.

carmine haven
#

In deep dives when you have to restart the lost pod when mules are the objective the dwarf on the comms should maybe say different stuff. Since the pod is being prepped to drill deeper not blast off into space, so radiation shielding might not be so useful/necessary to get the dwarves deeper.

#

In regular salvage missions maybe the pod might be so badly damaged so it cant be restarted after doing the black box triangulation resulting in a point extraction type finish or some thing new: maybe theres a part buried nearby that can repair the pod. Would give that particular mission type a bit more unpredictability, if people would want that.

spring yoke
#

QoL : AI fixes
(some little quirks I've noticed while playing that could use a looking into/fixen)

  1. Bosco is unable to shoot while moving outside of the players radius unless commanded to. (meaning if the player was constantly moving while fighting ("scout"), Bosco wouldn't be able to contribute at all.)
  2. Glyphid Praetorian,Oppressor and Dreadnought have a nasty habit of spinning on the spot while locked on to a player. (less of a problem with larger groups of players but makes it very difficult for duo's/solo to get those weak-point shots in)
    That's all I've as of now hope we all agree these could use a tune up.
carmine haven
#

Promotion suggestion: change the statues in the memorial hall to the metal/mineral of that classes rank. Stone>bronze>silver>gold>platinum>diamond>...legendary??. Or certain milestones unlock the option to buy different statue materials (bronze 2 = magnite, legendary 3 = bittergem etc.) For the customisation nerds.

sterile cliff
#

Nerf OEM wave generator, either by health or damage. on 4 stacks it's impossible to stand on the plate without getting killed by the wave, and the waves come out at a rate where you can't shoot the health pods before they lock again if you want to stay alive

#

An alternate nerf could be having the pods stay out for longer, and have a visual ring for when they reset, kind of like how the minigun's heat gen works

fathom gull
#

Deep Rock management should really change how the chapters work. What I'm saying is you should make it a game feature that isn't locked behind joining Discord. Now Discord, of course, is massive and especially so amongst gamers, however, if I don't have a Discord account then I'll have to make one if I want to get hundreds of extra minerals and credits. Now, that's not a major issue. Make an account and get the minerals. Easy. What isn't easy is finding out you have this feature. First off, the terminal to join your Discord looks like all of the other terminals you can't interact with, meaning it might get ignored. Second, it's literally behind a cart of junk. Not even shiny, alluring junk. Just straight up trash. Maneuvering around it isn't difficult, but it just adds to the 'It's just a message board' thing. Third, you have to interact with the terminal and then join the Discord before you even realize that the chapter/quest thing exists. If you want people to have a reason to join, and stay on, your Discord, then fine. However, you need to show the incentive before expecting it to work. Fourth, I really like the idea, (and the free credits, thank you very much) and I would like it to stay in the game and maybe even become a more prominent thing. (If you add PVP for example. Party buffs? Armor/weapon painjobs.) Thanks for reading my college thesis about your game, Cave Crawlers Cave_Crawlers forever, and ROCK AND STONE!

#

This is said cart. It's not large or obtrusive, and you can still see the terminal just fine, but still, it should be moved.

cunning solstice
#

I’d really like a way to change viewmodel fov like in Team Fortress 2. It’s just a nice QoL change that allows you to fine-tune your settings even further

maiden fractal
#

Could OMEN drones have some lights on them? It's really difficult to spot them when fighting all the other things.

celest tusk
#

Arena Game Mode that scales like a Deep Dive but is wave based, every 5th wave or whatever a Dreadnaught (or 2) spawns and upon death explodes into loot and even condensed mineral chunks. Every 10th wave the drop pod comes and takes the group to a new biome. Just an idea. Maybe have a custom game variant to this mode that offers either no rewards or increased rewards by choosing modifiers.

kindred kettle
#

Goo Bombers, Menaces, Detonators, etc. to become afflicted with a "bleedout" debuff once all destructible weakpoints on their body are destroyed; bleedout causes enemies to move more slowly and gradually lose health until they die.

sterile cliff
#

Minigun overclock "hot rod"

-Using black market parts, the weapon's lost some weight but become more unreliable

-Balanced


+No Movement Speed Penalty

-50% accuracy
+50% overheat speed

lime marsh
#

If you hover over a different weapon loadout slot from A, B, and C and that slot also has the same weapon as the one on screen it should show how the stats of the weapon will change. This would allow easier comparison of full weapon overclock/upgrade builds vs other builds.

versed isle
#

i feel like having a sort of shop or (more preferably) a forge to construct more guns! the originals are still cool to earn through missions, but a forge where we can construct a list of new weapons for certain classes would be pretty good. You could find new materials/alloys or forgot machinery to construct certain weapons. Laser-based ones could use a specific gem that is as common as the error cube or a bitter gem, as to have us search harder for any chances of finding such materials.
Don't have much for it yet, but i'd be more than glad to help make sketches and stuff for it. Would be cool to have a wider assortment of guns, eh?
I've always seen lost metal that are probably pieces from other pods that are buried into the ground and walls, so maybe some material like that that could be found like gems or could be as scarce as the minerals we can find now.
Again, i don't have much for this idea but it sounds pretty cool imo

hoary tartan
#

make magma core maggots freezable similar to freezing an exploder

shrewd orchid
#

Achievement for having your Steeve die.

shrewd orchid
#

Achievement for having your Steeve live.

terse cloak
#

Scale XP gained to enemy killed. I'd like to have a reason to kill Bulks, other than "It's gonna be an annoyance for the rest of the mission if I don't take care of it."

ancient copper
#

Make achievements like "Karl Would Be Proud" give you the easier ones, this is often the case in other games and it doesn't make much sense that you have to get them separately as if you can do a Haz 5 mission without resupplying or dying it's obvious you can do a Haz 3 or 4 as well.

thorn sapphire
#

How about, if you're very drunk during a mission, there's a chance that you'd announce a wrong thing when marking something. For example, when you're marking an exploder, your character may scream "Detonator!" instead. The announcements would be randomized as drunk people might get various hallucinations.

The marker would still show the right label, of course.

kindred kettle
#

Engineers to be able to right-click built sentry guns with their laser pointers to quickly disable/re-enable them for the purpose of conserving ammunition.

fathom gull
#

Gain bonuses for being drunk such as more health, more pickaxe damage, a small fear radius around your character. However being drunk gives you disadvantages such as potentially fumbling a reload or maybe @thorn sapphire's idea with the randomized confusion.

ivory kraken
#

Remove Mule Salvage its a drag, or at least make it less drawn out

shrewd orchid
#

Make the starting room for Salvage and Morkite missions more interesting and scale on hazard.

  • On lower hazards like 3 and below, it should have more chance for nitra veins / an early mule spawn on 3x mule levels.

  • On hazards 4 and 5, it should have pre spawned enemies ready to attack at times, maybe some spitballers / nexus every once in a while, and also Cave Leeches.

peak aurora
#

Quotes depending on mollies distance when you call for her. It is a bit odd when you just want to make molly stop at blank sight and your dwarf says "Where is that damn tin can" while looking at it. Here are some ideas.

Far distance

-Where is molly again? I must have lost track of the old lady...
-Molly? Molly... MOLLY! (Metal gear solid reference in this)
-How did this tin can end up on the other side of the cave again?

Medium distance

-Wait... i just saw Molly 5 minutes ago... where is she?
-Molly, wrong way! I am here!
-Who is hogging molly again?

Close distance

-Molly, get your sensors calibrated! I'm right here!
-Do i smell bad or why do you run away from me?
-You're supposed to follow me, not to gain distance...

Point blank distance

-Stop right there!
-Who allowed you to walk away, molly?
-Just a little bit more in my direction and i can spare all steps to reach you.

lost zealot
#

Could it be possible to add a channel that has only a bot who ping every 30 min the current a anomalies/mutator rotations? So ppl can check on disc before going in the game
So each person reacts to what he/she is interested and get a notification once that rotation hits what u waiting for. For example double exp, mineral mania, etc

candid phoenix
#

An animation for resupplying and some new animations when you press r with full ammo pls. Maybe something like when you inspect the cryo gun you accidentally freeze your hand, for the gk2 maybe you take a bullet out of the mag and do a bullet walk between your fingers.

peak aurora
#

3 variants of resupplies

-Variant 1: Standart resupply. It costs 80 Nitra and works as usual

-Variant 2: Gun resupply. It costs 60 Nitra but only refills 50% of your primary and secondary ammo + 50% of the throwables

-Variant 3: Secondary resupply: It costs only 40 Nitra but also just restocks 50% of your third and fourth weapons ammo. Such as gunners zip lines and shields.

vocal jasper
#

The elephant rounds oc on the bulldog reduces the ammo capacity to 3, but in game when you reload the gun it clearly shows 4 rounds being put into the chamber, maybe for this oc specifically could have it's own reloading animation, showing 3 bullets going in instead of 4?

lost crane
#

The Omen machine event is a bit difficult actually, and even if it's doable, I thought about a quite cool nerf:
When the weakpoint is revealed, you can stand on the platform to pause its internal retractation timer

carmine haven
#

People seem to want a means of guaranteeing they only play their missions with double xp, mineral mania etc.
What if with every mission you play provided by the company you get points towards unlocking your own mission.
For example every ten games management let's you build your own mission: objectives, area and modifiers. But they dont make it a free pass to just stack goldrush, mineral mania and double xp. Do this by making it that an equal value of negative and positive modifiers have to be taken. For example to take the holy trinity above you also have to take low O2, haunted cave and exploder infestation.
Also there could be no limit on negative modifiers so if you want to have a real challenge (or really hate yourself and your fellow miners) you can build a haz 5 magma core mission with all the negatives

flat oxide
#

a stop moving button for on zipline that temporarly stops u from moving

spiral solar
#

Maybe.. you can add a bionic arm for all the Dwarfs(like Doom Ethernal)this arm can be upgrade like granedes to use in a posible hazard 6.Perhaps Driller can use a canon with Sticky Goo

strong vector
#

One of my favorite things in the game is when you are at the bottom in a tall vertical cave and bugs spawn in above and your team just obliterates them and it rains bug corpses. So here's an idea I have that could be used in a new mission type or perhaps a sort of intermediate event in a deep dive.

DRG drops a large drill platform that is able to mine through a tougher bedrock the drop pod is unable to penetrate. Your team is inserted into the cave system the drill platform is in where you must locate it and gather resources that fuels the drill (new mineral type!). You're require to retrieve a certain amount in order to power the drill to dig down to the next cave system. Once you locate the drill platform and wish to start the event you hook Molle, filled with the fuel, into the engine and turn on the drill where your team is required to be on it to defend the platform and it begins digging into the earth at a slow but steady pace. The fight quickly turns from a horizontal battle to vertical as the drill descends deeper into the ground and bugs start pouring in from the top of the shaft the machine has dug. The glyphids can't dig through the bedrock either so this gives your team a longer range to engage them (Hallelujah it's raining bugs). Once you get to the lower cave system your team is required to retrieve a certain item, like an ancient alien artifact, return to the platform, go back up the shaft while fighting the bugs again, and return to the drop pod for extraction.

It's almost like a mix of a mining mission, point-extraction, and a salvage op all rolled into one with a fun twist. Could be simply called Artifact Recovery.

violet mulch
#

Ascension

I propose this suggestion as a way to retain immensely dedicated players and also retain more new players.
The idea itself can be described as taking the ascension mechanic from Cookie Clicker.

When a player reaches the highest promotion rank together with all overclocks and perk points, they can ascend.
When they ascend, they practically wipe their save aside from a note that they ascended once.
What ascension gives is yet to be decided as it requires a lot of analysis of what developers want the pro players to do.
If, for example, the pros love to increase their level, developers could increase the multiplier of their experience each ascension as it's done in Cookie Clicker, and then have a public top of the highest ascension levels.

After ascension, the pro can be given means to introduce new players to the game.
On Reddit, I often see the talk that experienced players like to join novices and show them the ropes, so developers can give the ascended ones a search where all lobbies of the new players are shown.
You can further multiply their experience if the novice "commends" them like in Dota 2, indicating that the experienced player was indeed helpful.

The Ascension change will increase the retention of the completionist playerbase while also increasing the retention of novices, introducing them to the mechanics and skipping the part where they suffer from trying to understand all the tools that they have.

As a counteraction to hijacking this system, wiping a save would not make a Steam user novice again.
I think you have the data and tools to automatically identify who's actually new and who's not.

fickle arrow
#

Making some tweaks to the double beer emote
Replace it by 2 blackout stout and make the player pass out after those two

(IDEA FROM #drg-gallery , FROM A Gnotic Gnelf AND Din Brad)

lavish tundra
#

According to the wiki BET-C presumably acted as a depository for previous team of dwarves, like the M.U.L.E. (maybe deep rock use to invest in some better equipment). Knowing that will be fun in the deep dives have a variation of point extraction mission where you have to retake a old more powerful version of the mine head form Xynarch Charge-suckers and just send the rocket after. This mission can be cosider also a variation of the salvage operation because you will need to have a similar map layout.

near glacier
#

Prop Hunt minigame obtainable by drinking a magic beer at the Abyss Bar that randomly assigns a team of hunters (and gives them a weapon) and a team of people who can turn into a handful of props on the station (tools, mugs, barrels, weapons, etc)

This is not a serious suggestion at all

tribal heath
#

Bring back the old NUKs blowthrough + IFG efficiency.

Problem: Since guards were added in update 23 it has seriously impaired this setup combined with the nerfs that came to the Zhukovs in update 24 (made hollow-points and blowthrough same tier and reduced conductive bullets from +100% to +30%). Guards are tough and will quickly start to block, preventing damage and blowthrough, but the zhukovs just can't get through their armor efficiently.

Fix: Add an armor shredding mod to tier 1. Sacrifice a bit of ammo/damage so you can more easily break guards armor and blowthrough to the enemies behind them.

Either that or at least add an armor break bonus to the gas recycling OC so that it isn't gimped so much without it's weakpoint damage.

snow remnant
#

The Supercooling Chamber OC for the MK1 could use a little bit of love. Like the change we had with Big Bertha's base spread, the focus speed modification should a boost and not a reduction.

undone roost
#

Whenever you succeed on a solo mission, the drop pod takes off and leaves Bosco behind. Could there be a special mission type where the abandoned, malfunctioning Boscoes are enemies? They could like, have missing limbs, and broken lights and such and all that

rustic wraith
#

Not sure if this has been suggested before, but on the server list can we get a filter to remove servers that already have the class on it that we have selected. That way you don't have to find a server that doesn't have your class its just filtered to not show them.

Also it would be nice to be able to enforce no duplicate classes in the lobby before the mission starts

green spire
#

Nerf Mactera, they honestly cancerous in Mactera Plague missions. I've lost so many runs because of them. Maybe limit their accuracy? They have aimbots and can 2 hit you without shields. Not to whine but they're the only thing in the game I hate with a passion. Maybe do something with them to make them more like webspitters.

shrewd orchid
#

Black Crag paintjob for Bosco.

wide ingot
#

Tweak Mactera spawns to spawn out of view of the players. Will give players audio cue and be able to react and prepare properly. It is sometimes impossible as of right now.

spiral oracle
#

New Class idea: The Foremen: Ability: shouts into megaphone to give the dwarves speed, mining and damage buff

#

For example imagine running back to the drop pod with this guy yelling his ass off for everyone to hurry up

stone dirge
#

Change flying enemies (such as Mactera Grabber / Spawn / Bomber ; Naedocyte; and any that may come on update 33+) to either spawn from ceilings (or high up on walls) or / and with a cloud / smoke around them. basically anything to give players some reaction time without looking weird.

wide depot
#
  1. Zipline moving direction indicator to tell you which way you are going to move. Would be very helpful when you don't know which way it is going to move right after catching it.
  2. Zipline tool indicator to tell you if acceleration will be available before you install the zip.
wide depot
#

Pressing R to change draw distance for scanner (10m, 20m, 30m and full map). Sometimes the scanner screen is simply unreadable due to 128964129 stuff in the picture.

wide ingot
#

An icon next to the player name or covering the portrait indicating what they are currently doing similar to what Bosco has. Depositing, fighting, mining, resupplying, carrying heavy object.

HUD timer that shows time spent on a dive, a little easier than pressing escape twice.

Synchronize / create new assignment missions if party members are on different stages, it sucks to have to give up a fun group to play with.

Memorial hall statues material correspond with promotion tier of each individual character.

Cosmetic emotes and voice lines with emote menu.

gilded cypress
#

Negative Mutator: Logistical issues
Supply drops will, at random, fail to resupply one piece of gear - including HP, but not Primary/Secondary weapons.

limpid mirage
#

i play without ammo count hud, so i'm having trouble playing driller

here is my suggestion:

trim flare
#

I have a small question/suggestion:
Does the combination of the "magic bullets" overclock and penetrating rounds (super blowthrough rounds) work?
I was wondering that because on the wiki it states that magic bullets do not ricochet if it hits a creature but the super blowthrough round penetrate an enemy. So in my mind that should allow it to hit a hard surface again, thus allowing the magic bullets to ricochet again.

near glacier
#

(This has probably been suggested but I couldn’t find it through searching so here we are)

Let us place and detonate satchel charges using different buttons, or make the existing system less likely to throw out a second, useless satchel.
I’ve had situations where I want to throw and detonate a satchel charge quickly, but what happens instead is I throw a second one before detonating the first, and the second one just sits there and does nothing. The second one doesn’t detonate when I blow the first, it doesn’t explode when caught in the explosion, and it slows me down because it stops me from blowing the first when I wanted to. I’ve had this happen numerous times so it's not just a one-off bug.

copper cairn
#

A big red horn honk button for the drop pod

shrewd orchid
#

Lower ( or remove ) Gas Recycling (zhukovs) movement speed debuff.

It already has enough drawbacks as it is, specially with being practically forced to pick the accuracy mod, turning it into usually a +3 rather than a +5

additionally, it screws up one of Gas Recycling's main niches which is being substantially better ( yet still not good ) at swarmer clearing, as it enables zhuks to go above 15 damage and one shot the little dudes on hazard 5

I think reducing it to 65-80% speed would be good.

wild sleet
#

Joke tool: a mineral vaccuum that sucks up minerals off the walls and floors like a super poltergust3000, can also clog a single grunt and launch it back at other glyphids

late valve
#

a minor modification to the region map that would highlight certain areas as having an increased chance of cargo crates, lost gear or machine events. Not sure on the best method to prevent this from creating servers dedicated to "farming" runs, so feel free to comment.

valid notch
#

Display a hard timer on mactera grabbers when they're holding onto you. Sometimes, the map has no verticality and your team has tunnel vision, so the grabbing period feels like the length of 2 LOTR binges

fierce mica
#

Remove the "medium-intensity flare" name from the Engineer's and Driller's flares, and make every dwarf use the "high-intensity flare" name. While there used to be a mechanical difference between them, they're all the same nowadays. People could mistake the separate names (and their equally misleading descriptions) to mean that gunners and scouts have more powerful throwable flares.

rugged mountain
#

I know that a lot of people don't like the haunted cave and personally I think the ghost bulk is just kind of boring so,
New Haunted Caves
New foe type Figment foes, essentially they are reskins of other foes in the game Grunts, slashers, dets, wardens the whole shebang but theses figment foes have zero hp and when they attack they poof dealing no damage and killing the figment. The figment should have a tell when they come in as they might be a single one or a whole swarm of them, probably something as to they don't burrow in or something of that nature. But this change would had an interesting aspect to the caves in general as should you throw a fat boy at a swarm? they might be all figments or maybe some of them are who can tell.
Random pings. Like the name suggests add random pings everyone in a while on no point in particular around the dwarves exploring could be important could not be could even be from a class you don't have in the party spooky right? As well as these pings maybe have them ping Figments or foes that don't actually exist.

I don't know how hard is it to code this or even if this change will take place, but what I know if that most people don't like the haunted cave modifier and I think it's justified unlike O2.

cosmic mango
#

Put some stuff in the description of the Proximity Mine that explains the new multiple-charge mechanic to newcomers, and how many it has

near glacier
#

Make its a bug thing the only perk

shrewd orchid
#

make its a bug thing and double jump the only perks

stone dirge
#

Make Korlok Tyrant-Weed drop Nitra on death. From what I can see, people complained it can require a whole bunch of ammo, so curious if that would make things any better / more fair. (maybe people would start using pickaxe only to not spend ammo, but if you limit the Nitra to 40 it may be fine, not sure of the best value for it)

rugged mountain
#

Can we get a few perks related to Flares, nothing big just adds +1/2/3 flares and maybe extend the time on them by +15/30/45 seconds or makes them recharge faster.

peak aurora
#

Some lore behind the stuff you mine for as objectives.

Here are some ideas

Morkite: Used in many electronic devices, this ore runs through a refinery process just to be found in many tools you use on a daily basis, such as the map tool and boscos main circuit plates.

Hollomite: Used in batteries, this mineral provides alot of functionality when it comes to store electric power.

Fossils: To get a better understanding on Hoxxes and to get people to buy tickets for our museums, theese fossils are importand to the outcome of Deep Rock Galactic.

Apoca Blooms: Used in shampoos, soaps and other cosmetical products, this flower is used in a wide varietey of products in the daily life.

Aquarks: Used for lighting devices such as lamps and flares, this mineral is necessary for them to be constructed

Boolo Caps: Radiation shieldings need theese mushrooms to properly function as they absorb alot of radiation. Also, some say that smoking them gives you alot of hallucinations.

Dystrum: This very flexible material is often used in composite materials or doormats.

Okay the fester fleas are well explained in the miners manual.

Alien eggs: To understand the Glyphids better, we need theese eggs to find out about their evolution on the planet. Also, some medical companies want them to create new sorts of treatments.

Ebo Nuts: Theese nuts are mainly used to create an alternative fuel source. Some say that Karl also chews them for the extra protein in his diet.

Did you read that in the voice of mission control?

torpid tapir
#

Scanner installation: The first 4-6 player co-op mission where the team is sent out to a biome but lands without knowledge of the anomalies, mutations, map or biome only that it is selected from the 2-3 of the "out of scanner range" biomes and that they are more likely to find events, broken resupplies, lost equipment etc. while on the mission the team will need to install a seismic scanner which will attract bugs for 3:30 mins when this happens at least two players need to move scanner triangulation modules via mule to points on the map that are at least 100 meters away to synchronize the modules, the rest of the team will be on the scanner fighting bugs and occasionally restarting the scanner which only pauses the time and doesn't reverse it. the mission ends when either the module team is gone from the mule for 1:00 or if the full team is down. there is a chance that a glyphid brood queen will spawn in which the team will fight the boss getting a lost equipment and extra loot.

peak aurora
#

To maintain the time you played, the dwarfes could use some timed voice lines.

1 hour gaming: Phew, shift runs well after an hour

2 hours: Hmm... almost time for a lunch break, 2 hours are no joke down here.

3 hours: Seriously... i need a break... 3 hours is alot...

4 hours: Okay, we gotta fill in our quote but resting ain't a bad idea by now... after 4 hours you really want a break

5 hours: Ugh... it's getting exhausting here after all that time... 5 hours of work really gets you...

6 hours: please... give me a break... 6 hours is alot...

7 hours: Ugh... you send me on a 7 hour shift... we slowly even reach the limit of DRG regulations...

8 hours: Okay that's it, even a dwarf has his limits! in a few minutes i pass out...

about 20 minutes later the game could crash on purpose as your dwarf passes out to remind you not to play this excessively...

We all love DRG but also we should look after our health and some help with that won't hurt in a few peoples cases. Also it would show that the devs care for their players.

peak aurora
#

Custom voicelines depending on your weapon
A trigger can be when you fire them.

Minigun

-Come here, enough bullets for all of you!
-The leadstorm is coming!
-Hail of bullets incoming!

Artillery cannon

-1 shot, 2 kills!
-Come in a swarm, that makes it easier for me.
-I cover more area then you!

Magnum:

-I have a bullet for every single one of you!
-My bullet has your name on it!
-Bang! You're gone...

BRT7:

-Time for you to get turned into paste!
-I have a bunch of bullets that want to meet you.
-Removing you from existance, burst by burst!

Flamethrower:

-Extra crispy!
-That smell makes me hungry
-Bugbacon coming up

Cryocannon:

-Say freeze
-The iceman commeth
-Showing you a really cold shoulder

Subata pistol:

-Why taking out the big guns on you?
-Drill is for dirt, lead is for you!
-I only need one hand to deal with you!

Plasma pistol:

-Haha, bugs go zap!
-Electrocuted!
-Even better then putting you in the microwave!

Shotgun:

-Painting the walls with you...
-Hungry for pellets?
-Splatterfest!

SMG:

-Zappidy Zap!
-How shocking, ha!
-Let me enlighten you!

Grenade launcher:

-Ka boom!
-Look, you transformed into a crater!
-Advanced pest control!

Breach Cutter:

-Clearing a path!
-Should have stayed out of my way!
-Yeah, stay in a line. Thank you!

Assault Rifle:

-I will keep you at distance!
-Coming fast at me? I come faster at you!
-I am faster then my gun, hah!

M1000:

-Hold still!
-Gotcha now, bug!

  • You won't even get close to me!

Shotgun:

-2 Barrels of fun!
-1 blast, 1 dead bug!
-Even more lethal then mommy!

Twin wielded pistols:

-Twice the fun!
-I'm a gunslinger!
-Watch me go like a cowdwarf!

jade bone
#

Customizable phrases for miners. See rocket League. Pressing “X” followed by 1-2-3-4 gives 4 options each for a total of 16 customizable phrases. Could be fun. “Nice One!”
Of course make muting an option too.

bleak granite
#

Make the drop pod's hitboxes tighter to the model. Currently, bugs that are crawling on or around the drop pod can be immune to direct fire from certain angles even though they are completely visible.

thorn needle
#

April fools assignment on three missions where's all glyphids are Steve

thorn sapphire
#

Speaking of voice lines, one thing I've noticed is that my character uses special voice lines much more rarely than others, unless playing alone. For example, I'm using almost exclusively plasma grenades as engineer and I've yet to hear myself saying special lines related to them, whereas when another engineer uses those grenades, it's almost guaranteed that I'll hear them saying at least one line in a match.

Same can be said about virtually all special lines, weapon related, bug-killing related etc. I really don't know if it's a bug or something but it would be nice if it was tweaked a little.

shrewd orchid
peak aurora
#

Custom voice lines for when you are exposed to radiation

-This light makes me feel funny...
-Did i always had this extra toe?
-Radioactivity! And not the one where you dance to nice music...
-I bet some wrist mounted devices would make alot of clicking noises now...

near glacier
#

Please add a moustache resembling that of Dr.Robotnik/Eggman

upper girder
#

I find the dense biozone to be my least favorite biome and the only one I actively try to avoid playing. This is as a result of the cave gen, which leads to extremely large caverns that often times are nearly empty of anything in the center as a result of most things spawning on walls; as well as being hard to navigate in general due to the slopes and cliffs unique to this area. Despite being called the "dense biozone", from my experience its a horrible wasteland. A scout is pretty heavily required for this map as a result of the large caverns being very hard to keep lit, and without one its a boring trek through the dark trying to find resources. I suggest the addition of much more plant life in this area that produce bioluminescent light so that all these large caverns aren't just empty black voids.

snow remnant
#

I propose a little change for the AI Stability Engine OC : remove the -1 damage but the gun can no longer stun. It's still not like Bullet of Mercy but it should do better in my opinion

tall lynx
#

Subjective voice line issue: as a former minigunchad, I never used it until now- so my fresh opinion is that the auto-reload voice lines for "Born Ready" are a bit too common

shut rivet
#

Vertical weapon sway?

hasty dome
#

Change the PGL's incendiary compound modification to make a blanket of fire, functioning like the gunner's incendiary grenade, making it a more effective wave clearing tool

late valve
#

Extra exp for retrieving lost gear or cargo crate if you have acquired everything currently available from either of these drops.

muted burrow
#

You need to balance this... Check the ammount of minerals that I have. Please add more croppa and Jadiz on the maps!

lime cobalt
#

I love the M1000 classic and the grappling hook, they are extremely fun to use together, quickly grappling over a praetorian and and popping it's ass mid air is a very satisfying experience. I would love to see an unstable overclock that is focused around getting these mid air shots. just a quick example that isn't too well thought through but good enough as concept.

↑M1000 gains x2.5 Focus shot damage on weak spots while mid air after firing
the grappling hook
↑NO fall damage after mid air kill

↓M1000 suffers a 50% damage penalty.
↓M1000's ammo capacity is decreased.

Or perhaps less focused on focus shots and more just unloading mid air.

↑M1000 fire rate increases drastically while mid air after firing
the grappling hook.
↑Increased weak point damage while mid air
↑NO fall damage after mid air kill

↓M1000's ammo capacity is decreased.
↓M1000's suffers a Damage penalty while grounded.

The idea is that it isn't very versatile but works wonders in open spaces as a powerful burst damage weapon, it should provide/reward a playstyle for the scout.

I suppose it's very inspired by the tf2 market gardener and air strike, which isn't a bad thing really, infact both of those weapons where both very entertaining.

THE STATS AREN'T PERFECTLY THOUGHT OUT, THEY'RE NOT MEANT TO BE, THIS IS JUST CONCEPT, DON'T JUDGE THE ENTIRE PREMISE OFF THE NUMBERS thank you c:

stable pagoda
#

I have 32 blank cores now. I would really like an easier way to get them all infused because machine events are just too rare for me to keep up...

Either increase the chance of machine events or come up with a new creative endgame way to infuse matrix cores... otherwise i see no reason to play this game if ive got all this grinding to do for just cosmetics...

kindred kettle
#

A starch nut incinerator where players can just dump their excess starch nuts and watch them go up in flames.

shy turret
#

Remove the Wormhole Brew's ability to teleport you inside of the drop pod. It's so much less fun than the other two teleport options, and it's actively annoying when I get that one instead of one of the space ones, and it feels like I wasted the materials (and that brew is relatively expensive, aswell)

warm birch
#

When you take off after a mission the rocket torches everything around it and you watch a bunch of bugs get fried as the pod closes

golden urchin
#

Instead of having to stand near the fuel cells like with the uplink in salvage missions, Make it so that you have to pick up the cells and bring them to the pod like in tritylite deposit missions to change it up and prevent bunkering for that part of the mission

lime marsh
#

Instead of a black box for salvage mission why not have a Molly outfitted with a repair station or have one dropped down and certain ship pieces need to be brought to the repair station so they can be fixed and reattached to the ship. when youre ready to start this section all the pieces will begin to "ping" which can be what attracts bugs to come and attack. Then the fuel cell chargers can be dropped in and the normal "stay in the area" objective continues like normal.

stark cypress
#

Game Suggestion: Being able to turn down our own dwarf's voice while keeping everyone else's up. Like a volume slider labelled 'Player Voice' and the another called 'Other Voices' or 'Team Voices.'
This would (for example) help my slightly hearing impaired friend differentiate callouts when people play the same character.
It would also help dysphoric players but I'm not sure if pointing that out earns my cause any points.

delicate remnant
#

make minimule's appear on the scanner in dd/edd so you don't have to spend 20 minutes looking for one in a offshoot passage

alpine root
#

Add a delay to Iron Will's availability upon death, or extend the duration needed of holding down Space to enable it, to prevent accidental activation when dying during a jump.

covert lynx
#

With hover boots: have a reminder on screen when you’re falling and able to activate it (including which key it is on, I keep forgetting when I have it)

covert lynx
#

Overclocks that affect more than the weapon itself:

Examples: flamethrower OC that makes the flamethrower and drills share their ammo pool. Primary weapon OCs that let you carry more secondary ammo/traversal tool ammo/utility ammo/grenades, at the cost of primary ammo, and vice versa.

Main Purpose: allow players to build their loadouts in accordance to how often they use a articular item, instead of how they use said item.

Secondary purpose: circumvent the need and/or want for traversal tool/utility tool overclocks. And in the future open up for more overclocks that change characteristics other than the weapon they’re on. (this could include things like a dedicated melee build and other things that can be easily integrated into existing Overclock infrastructure instead of having to make new features from the ground up)

wide depot
#

Pliz make da pickaxe charge indicator moar INDICATABLE. I can't find it in the middle of battle in the middle of nowhere of my screen and I get into stupid situations because I think it is charged while it is not so. It is especially unindicatable when a white neadocite is behind it. May be it needs an upscale and color changed. Or give it a transparent background just as for any other stuff like ammo, flares, display.

kindred kettle
#

Dynamic Active Perk Cooldowns:

  • Shield Link cools down faster while the player's shield is full
  • Beast Master cools down faster after Steeve dies
  • Berzerker cooldown period is reduced when killing an enemy
  • Dash cooldown accelerates the longer the player goes without taking damage
  • Hover Boots cools down faster while the player is on the ground
peak aurora
#

Imagine a Xynarch-Sucker infested heavy lifter you have to reactivate to call in an escape pod. It could be a random happening or a mission objective. A Xynarch on each turret that is also able to call for backup.

#

Tricks for Steve. As soon as you pet Steve, there is a small chance for a random trick.
Tricks such as...

-It stands on just it's front legs, doing some sort of handstand
-It hops on it's butt and spins around
-It performs a weird bug breakdance
-It grooms itself like a fly or other insects
-It salutes to you
-It makes a noise that sounds awfully accurate like "Rock and Stone"

Perhaps that comes with some special voice lines, like:

-Ha, you actually CAN do some tricks!
-Now i hate it even more that no bugs are allowed at the space station...
-I am a master bug teacher!
-Psst, sneak in the pod, i will look away, i promise. Just don't tell the mission control guy...

snow remnant
#

Flying Nightmare's projectile could grow in size and speed with the distance it travels ti make it a little bit more usable.

near glacier
#

Golden Bugs levels should give regular detonators a chance to spawn as Crassus detonators instead, or have an increased chance of having a regular Crassus spawn.

river pier
#

Alternative support tools (replaces #4):

  • Scout: Beacon; produces molly-extraction-like pathfinding aids to the beacon
  • Engineer: Combat-support Drone; like a time-limited Bosco. Nanodrone Matrix; negates enemy explosions in radius
  • Gunner: Armour-piercing fin-stabilised discarding sabot-tracer (APFSDST); single heavy-damage armour-penetrating shot
  • Driller: Shaped Charge; like detpack but with a cone-shaped explosion

These are all terrible ideas of course because they would make Scouts not use flares and Gunners not use shields and so forth but hey just a bit of fun.

near glacier
#

Make the engineer's proximity mines affected by gravity. If the terrain underneath them is destroyed by any means, they're pretty much useless unless you get a lucky mactera flyby, and its a pain to try and defuse them when they're floating,.

wide depot
#

Change waypoint setting bind. <Pointer> + <interact> makes it impossible to switch direction on the zip while holding pointer. I can confirm at least one mission fail due to such a bad choice of key combination. I could have marked a cave leech if I could spam reverting direction on the zip while having pointer in my hand.
Are GSG elves who's job is to make us fail, huh?

near glacier
#

Don’t let players join public games after the primary objective has been completed and the kick option becomes unavailable (unless they’re invited by the host or join through Steam's friend list), and autokick them if they are still loading in when the objective is completed.

It encourages people to join games late and not help, but still get the rewards, and there’s no way to remove those players if they sabotage the game in some way since the option to kick becomes unavailable when the primary objective is completed.

blazing plinth
#

Shotgun on Scout adds a kickback allowing you to negate fall damage with it. KRUNKER style

near glacier
#

While we're on the subject, let people join into Deep Dives on the 1st stage, and disable the ability to kick people from Deep Dives in the 3rd stage.
There's not really any reason not to let people join Deep Dives during the 1st stage, and if people needed to be kicked from them you'd think hosts could figure it out before the 3rd stage, but arseholes being able to kick in the 3rd stage for no reason can cause problems..

#

On morkite missions, mission control's starting lines say that the level has "particularly rich veins of morkite and gold". I'm pretty sure that there isn't actually more gold on those missions than the others, so (assuming i'm not wrong) it would be nice for that line to make sense (either by cutting that part or making gold more common).

bleak granite
#

Remove the delay when weapon swapping where you are holding the weapon but can't use it. Either:

  1. Make it part of the weapon swapping animation.
  2. Remove it entirely.
wide ingot
#

Option to disable tinnitus sound effect on close proximity to grenades.

summer pond
#

Normal uplinks should also show the radius before you have repaired them, just like the black box.

inner ether
#

remove the ability to kick players in Deep Dive missions after the escape pod HAS BEEN CALLED on the FIRST mission and have it carry through to the end

lavish pendant
#

More Naedocytes, but they only spawn in a certain biome, or anomaly. Maybe there could be a huge one comparable to a dreadnought. (Bluejay, I changed it)

inner ether
#

also, an ability to report a kick if it's unjustified

LESS NEADOCYTES

near glacier
#

For biome ideas that are significantly different than existing ones. I've been trying to think of a few concepts.

First, I think a dense forest like biome with tree like structures everywhere that obscure visibility would affect gameplay a lot. Next up would be a kind of precursor biome that looks like left-overs from another alien civilization with all sorts of miniature structures and waste strew about, similarly if you don't want to expand the lore than a dump zone biome could work just as well. Lastly, I would suggest something like a fleshy biome that looks like you're on the inside of some massive organism, perhaps even add shaking and sound effects for destroying organ structures to imply it's upsetting the massive organism by causing damage to it.

peak aurora
#

Exclusive skins and beards for lost gear and cargo crates. Seriously, many are far from having all the beards and skins in that game, yet they do get nothing at all after some time from theese 2. Going for them is nothing but wasted time, perhaps leading to them fully ignoring them. New players might not even seeing this stuff and therefor losing an option to gain some nice loot, as the ones who ignore them won't even bother to show the greenbeards what theese are.

peak aurora
#

Have a certain set of keys (propably the 1 to 9 numpad keys) being able to hold previously keybinds for certain text messages.

Explanation:

In the options menu, you have the set keys, all empty. Just like the server name of yourself when you first start DRG.
Then you can type in a message for each key.
Pressing this key InGame now, will result in the previously saved message being told in the game chat.

Example:

You bind numpad 1 to say: Rock and Stone
Pressing numpad 1 InGame now will automaticly make you post "Rock and Stone" in the games chat

Bunch of useful lines:

-Resupply and leave
-Do not call the pod yet
-Do not mine any gold, just mark it. (We drank pots of gold beer and you joined late, we just want to have the highest outcome)
-Driller, please drill us to the pod
-If you see a special glyphid warrior, do not kill it, i want to tame it
-Do not call for molly, we have to deposit a big chunk here
-Rock and Stone forever!

Notes:

It would be best to implement that feature with a timer to prevent spam
A filter to make offensive language impossible to be binded would come in handy
Maybe have binded messages come in up in the chat in a different color, so people see it is a bind

stiff flower
#

Could we please get a cosmetic for Scout's Grappling Hook that sets the rope on fire?

I got this idea when a friend and I were playing and a Glyphid Menace killed my Steve. I flew into a rage and pulled out my Grappling Hook and fired it directly at the Menace. In the split second it took me to get to point-blank range, I pulled out my Jury-Rigged Boomstick and blew it away. The whole thing just screamed "DOOM: Eternal" and it's Super Shotgun Meat Hook and my friend and I thought it would be an awesome silent nod to that game if we could get a cosmetic inspired by it.

lone musk
#

New Deep Dive-only objectives that make it less of a generic slog.

  • Why are there not unique monsters that deep, or uniquely challenging minerals to extract.
  • or how about deep dives that contain map events unique to DD's that are challenging and risky to undertake so that you honestly consider not doing them.
  • The alien tech could really be a recurring theme in DDs.
  • Or DD-only map modifiers like increased darkness, flare malfunction, fog, significant earthquake hazards, etc

DD's don't need to be just "more bugs" and longer. They can be uniquely harder (though I love the long duration of them as well).

plucky mountain
#

a work shop so u can make your own guns would be cool

shut sail
#

Allow the use of gun model skins on other gun models
Or just unlock the skin of that gun model

wide depot
#

Make turret arc rechargable while it is still working + some effects fired on sentry getting charged.

snow remnant
late valve
#

an idea for the roadmap update: allow the players to vote on what they would like to see added in future updates, drawn from a list of most requested suggestions. Example: new weapon sets, further modifications to the space rig, new weekly assignments etc.

prime zenith
#

Suggestion that came up organically during a Haunted Cave mission in DRG: when you point the laser pointer at the Ghost Bulk Detonator, instead of saying "Unknown Horror" it should just glitch the hell out.

marble raven
#

Can swarmer's get a reduction to attack speed and damage?!? 1 swarmer kills faster then a single grunt and that is just stupid

storm gust
#

Machine event with a relic from the past.
Makes angry noises while working, just like the old man!

Properly Over Pressurized Smelter aka P.O.P.S.

• New creature type: Crassus Exploder.
• Machine summons Crassus Exploders as well as standard glyphids as most machine events do.
• Killing them they explode, but their mid section stays in tact as they are too small to burst the golden crust they have.
• You put the husks into the machine that smelts them down and makes compressed gold out of the them by the end of the event.
• Minimum amount for 1 compressed nugget needs to be reached otherwise the event fails.

pale turret
#

event idea - Super Swarm

somewhere lies an egg filled to the brim with minerals - Once the egg opens a super swarm in unleashed which is 4 to 5 swarms all at once - This could be a 5x normal swarm or a smaller swarm but has somthing like 3 detonators & 5 praetorians

This will be the hardest event in the game so its extremely rare to find one and gives 50% extra XP

kindred kettle
copper cairn
#

Union based weapon skins

nocturne geode
#

Also I just realized there is a suggestions section! (lol I'm new to using discord). I suggested this in the general channel - that there should be special perks once you hit certain level milestones like level 100, 200, 500 etc... Someone suggested instead of perks access to beer brews and once you reach level 1,000 you have access to Karl's secret brew which I think would be hilarious. Once you reach lvl 1,000 bugs of all sizes should just randomly explode around you out of fear (like the loot bug perk).

#

Just food for thought, I was chatting with someone over lvl 1,000 and he almost seemed depressed lol. He said something to the effect "yeah they didn't even give me a hat". Would be great to add content of some kind for hardcore fans that keep playing even though they have maxed out on gear/weapons/attributes, etc... Anyway, DRG has quickly become one of my favorite games I own!

shadow nacelle
#

Mission Idea

Highly Radioactive zone

Mission type: Rescue Mission M.U.L.E

Context:
The hole zone is radioactive, you drop in with a radio suit that can keep you alive. The suit's durability will go down as you spend time in the zone. You will underway though out the map find suit parts to repair the suit to add more durability to it. Like 5-10% per part you find. supply ports will give 50% durability back. The suit from 100% to 0% last a total of 5 mins. This will make the Risk Reward will you run against time. You will always get 50 - 75% more reward from running one.

cosmic mango
#

Have Molly's GPS beacon that calls the droppod have more visual and audial flair, and trigger a screen-shaking swarm warning the same way that egg hunts do. Adds some loose explanation for why the countdown wave occurs.

floral sparrow
#

Promotion Mission Types

Currently, the promotion assignment for Driller (morkite, egg, egg, aquarq) is different from Scout, Gunner and Engineer, who all share the same missions (morkite, salvage, egg, aquarq).

If you are a team that plays the same classes together and does assignments together, this breaks the flow of mission choice. Instead of progressing in lockstep like usual, we start doing missions that only advance some of us. I don't understand the benefit of that design decision, singling out only one class like that.

My suggestion is to make the mission sequence in the promotion assignment either uniform for all classes or different for all classes.

(this hasn't been suggested at least since the promotion rework update 5 months ago, so I decided to bring it up)

wide depot
red coral
#

My suggestion is Making a sand box cave. You can set what biome, complexity and how big you want. So start off in the normal drop pod and when your drop pod leaves a mining head drops in as well, But instead of a grinder a in the middle its 4 mini drop pods for whenever you want to leave and the turrets would have infinite ammo, it is optional if you want to disable the turrets. In the sandbox cave there will be 0 resources in it you can call any amount of resupplies and most importantly you can spawn in waves and the difficulty of the wave.(you would still need to unlock haz 5 to unlock haz 5 waves and custom waves) With the custom wave you can select what spawns in either it being a entire wave of bulks or million of Swarmers, and yes plz make it multiplayer. Rock and stone.

placid nebula
#

half the visual ammo count for the minigun and zhukov, as they fire 1 bullet per 2 bullets anyway
makes it more clear what you are actually getting instead of being misleaded by wrong numbers

molten forum
#

Could we get an accessibility option to remove the tinnitus sound off? I don't want to suffer because my friend likes to give close air support with his PGL

thorn needle
#

Ability to see friends mission time and cave complexity in Steam
So we can know how much time left for our friend to end the mission.

pine prairie
#

Ability to skip the Forge animation and the promotion speech. Forging 5 or 6 items at once can be real tedious watching your guy hammer away. Promoting your charter can also be a pain as you have to get the long winded speech you've already heard a million times. (All my charters are 3 star legendary)

pine prairie
#

Better prioritization of the use key. I'm getting a resupply, no I do not want to tame the glyphid that came up and started biting me, I want to resupply before I die. I'm trying to resurrect a teammate, no I do not want to pet the teammate's Steve that is wandering around his body, I want to get him up. I would be fine if I could turn off the petting of glyphids all together as it tends to get in the way a lot in haz 4 and 5 missions.

plain parcel
#

I think this was a thing back when people first played Update 25 in the experimental, but how come the host is the only one popping off most of the one liners after a special kill? I think all players should be able to do it regardless whose host. Perhaps some folks would enjoy playing the game more if that were possible, just saying

wide depot
#

Bosco target prioretization. PLEASE. Otherwise we have little choice for solo missions (driller and AoE engineer and gunner builds) and solo scout salvages are hardly ever possible.

patent eagle
#

Promotion Rank Missions

Promotions right now are just for vanity's sake after unlocking Bronze 1, which is fine. However, it can feel a bit lacking when you consider how much time you need to invest to get to later ranks. I therefore think a little extra goodie wouldn't hurt and since a lot of veteran players would love to have some more ways to challenge themselves I present my solution: Promotion Rank Missions!

These missions function just like normal missions in that they get rolled and put on the mission select screen at random. However, there are a few key differences:

  1. You can only access these missions after attaining a certain promotion rank and there will only be one mission per promotion tier aka only one "Bronze Mission", one "Silver Mission", etc. Only the host needs to be able to access the mission to start them, so unpromoted players can still experience it if a veteran player wants to host.
  2. These missions are dangerous - after all, only veteran dwarves are allowed to start them! In gameplay terms this means they will never have Anomalies but always at least one Warning. The higher the tier of the promotion mission, the higher the chance will be to have two Warnings on it (Bronze 10%, Silver 20%, Gold 33%, Platinum 50%, Diamond 75%, Legendary 100%).

Imho this is a good way to give veteran players a different sort of challenge while also not completely reinventing the wheel with new modes and other ressource heavy dev work. I am also aware of a big disadvantage this idea entails - mainly the dangers this could pose in terms of splitting the playerbase to a certain extent. I don't feel this would be such a severe case as some may believe as the lack of Anomalies makes Promotion Missions something that is mainly undertaken as a challenge in between other missions, but in case such a worry still persists maybe there could be a "Clearance timer" or some other form of limit put on them. Maybe once every few days or so.

Rough mockup:

stoic skiff
#

can you make it were when someone orders a leaf lover one of your team mates shouts "LEAFLOVER" or something

willow vine
#

I checked the Trello, but nothing was immediately apparent but:
Short and simple: Expand Annihilation missions to include Tyrant Weeds and BeT-C's as the objective target.
It would also be neat to have a mix of all 3 in a mission. It would allow for more strategy such as do we go after BeT-C first to gain her extra firepower? Do we risk awakening the Dreadnaught that's right next to BeT-C? Do we save the Tyrant weed for last since it's an ammo sink?

Balancing all 3 "boss types" with the procedural caves I think would expand on emergent gameplay even further. Right now, the only real concern with exclusively the Dreads is navigating the cave and finding a good "arena" to face it.
I'm not sure if BeT-C has any balance issues when fighting a Dread or Tyrant weed however which might be a consideration. Never experienced that combo naturally popping up in a mission but I'm sure someone has.

cursive valley
#

I think it would be awesome, if you could change the colour of the stars. If u are on platin atm, it would be awesome if u could change the inside of the stars looking like the Ranks you already unlocked, so that u can change from white to bronze or gold. The outer line can be the colour u are on atm, platin in this case. you guys know what I mean? What do you think about that idea?

storm mortar
#

Make it so you can mix and match configurations instead of it being a set of 3. This way you can say, use config A's primary but config C's secondary.

soft wave
#

Please add haz 6, or even 7, make bugs faster smarter i beg

lone musk
#

Deep dives modifiers, esp one that dissalows nitra for ammo (and requires secondary objective completion or salvaging from equipment instead). In general, nitra should be only one way to resupply?

vital elm
#

Some of the best teamwork I've seen has been from crassus detonations and trying to retrieve a vast amount of ore before the next wave. Why not make this a primary mission goal in a cavern ram packed with morkite, with an objective of around 1000 ore in a relatively tight area? Might find a use for those minimules in this style too.

proper pendant
#

I’ve seen in the Drg chat channel that we need the following changes ASAP.
All of the following creatures here need the following buffs.
Maggot

  1. Speed increase by at least 10%
  2. Increase health by 20%
    Radiation Maggot
  3. Increase Health by 30%
  4. Increase duration of Radiation Aoe to 10 secs.
  5. Increase spawn likelihood.
    Magma Maggot
  6. Increase Speed by 12%
  7. Increase explosive radius by 5%
  8. Increase damage by 5.
    Thank you Ghost Ship Games.
placid nebula
#

random thought, a overclock for the minigun, 2x ammo, x0.5 damage, 1 overpenetration, x1.5 firerate, 0,5 more cooling, walking speed while shooting x0.75( up from x0.5.

(think of it like the micro fletchettes of the brt7 burst gun)

near glacier
#

Modular armor: Armor in the game already seems to be made of pieces that shift or are removed to make space for a beard. Every class's Mk4 and Mk5 armors are merely another layer of plating to their respective MK3 armors anyway. it seems like there's already that basal framework for custom armor building to replace the current system. I wouldn't be suprised if you were already working on something like this. Wouldn't it be nice just to swap out the MK2 gunner armor's shoulders for something less oversized and rediculous?

snow remnant
#

Ice Strom OC should also improve the Cryocannon's range. It would help the weapon

late valve
#

scaled nitra amounts for hazard level increase, and wave staggering if you are in not ib a full squad.

zenith parcel
#

Change the jukebox tracks from the "sound effects" category to "music". It makes more sense to have a music maker be listed under here so we can turn all music off rather than needing to turn all noises off with it.

near glacier
#

Glyphid Hunter: Praetorian-sized (but with lighter armor), fast and decently tanky enemy with highly damaging melee attacks. They would spawn occasionally throughout a mission and make the entire party aware of their presence with a unique screech/howl. These enemies could also come with their own unique wave consisting of 4 hunters and smaller numbers of supporting grunts to form an alien hitsquad.

golden patio
#

I think I would be kind of cool to see neoctdyte shockling corpses on the natural webs. Just to add to the ecosystem of hoxxes

late pelican
#

I think it'd be cool as hell to see more lore on the leaf lovers. I wanna know more about them so I can hate them more

shy turret
#

Also, another maybe interesting negative modifier:
Abandoned Mineshaft
The cave is stripped clean of Nitra from previous expeditions, but there's plenty of Supply Pods in disrepair that you could repurpose!
(No Nitra viens in the cave, but a massive increase in abandoned supply pod spawning. This would make the team extra ammo-conservative and force them to cooperate and discuss who gets the limited ammo supplies.)

distant kernel
#

I just wish todays specials featured two beers, instead of one

runic agate
#

For xbox I would like to see an option to turn off vibration. I thought there was one added but I guess not

sand wave
#

I love Ghost Ship and the fact that they listen to the wishes of their fans while still preserving their artistic license. When I look through this channel I am astounded by all the minor tweaks and awesome ideas of the community, but saddened because most of them won't be seen by the devs. I would love if Ghost Ship would add a section on their website where the community could post ideas and upvote and downvote them in a more formal and organised process than posting in a Discord chat. Similar to the Minecraft feedback site that Mojang put up a while ago. Devs, if you are seeing this please consider it because it would streamline the community suggestion process and allow more QoL stuff to be siphoned into this amazing game. Rock and stone!

harsh elk
#

An achievement and outfit that is only unlocked after a player unlocks everything else in the game and then resets their character back to level 1.

viral panther
#

Minor suggestion - show what the secondary objective was in the mission end screen. I'm saving screenshots of my best times, and a gunk seed run vs. apoca bloom makes a big difference

bronze jetty
#

I love custmazation in games and i thought if itd be cool if you could custamiz your own pod. Not the drop pod but the pod you spawn. Like borderlands 3. I think itd be cool going into a group and seeing how everyone likes to keep their room. You could get peices in matches or bought in the shop with the rest of the skins. I know its far fetched and would be hard but i think itd be very cool

hidden phoenix
#

So the devs said they may re-add the infamous jump boots perk as a kind of “experimental artifact” that can be randomly found in missions. My proposal is gsg think up a bunch more items, put them in deep dives, put a price in nitra on them (bc nitra is so abundant), and let you keep them from 1 deep dive mission to the next.

near glacier
#

A new passive perk that allows power attacks to break large gems like jadiz into small chunks.
Could also be a secondary effect of the strong arm perk.

summer pond
#

Add a randomize button to the loadout menu which randomizes all upgrades ocs and guns you have equipped for the current loadout just for fun

jaunty trail
#

add the ability to craft a blank matrix core once a week but make it expensive. only being able to get 3 a week is a bit low.

pale turret
#

Maybe a station where we can re-roll matrix core stats

for example if a core is MORE AMMO (+5) we can re roll it (for lots of gold) so it can have a chance to land between 0-10 more ammo

I dont know about you guys but I have absolutely nothing to spend gold on apart from promotion

wraith light
#

Hey. I think there should be an achievement to bunny hop on ur team mates head 10 times 😄

high ivy
#

An achievement for killing dreadnought/oppressor with flare gun

shut sail
#

Random Molly colors each mission

shy turret
#

"Ascertain for certain" in weapon license assignments is weird wording

runic agate
#

Achievment for melee killing dreadnaught.

near glacier
#

Make the enitre body of swarmers a x1 weakpoint. This would allow the Subata to always one shot swarmers. The Stubby wouldn't require a specific full DPS build to one shot swarmers. The GK2 with electric reload would have more options to reach the one shot break point. And Zhukovs could one shot swarmers without the gas recycling OC.

wispy siren
#

Create more game modes, maybe one where you are sent in to extract some old tech, like a giant spindly tube crashed somewhere and you have to carry them like batteries back to the dropship, it would be intense because you would have to carry something heavy a long distance so you would have to organize how many people could carry and how many could protect. It would add another level of team dependency and would just be nice to add something else, have the guys back at HQ mention something at the beginning, and at the end

spice grail
#

Balance Neurotoxin effect by naking it remove a certain % of enemies' health instead of fixed value. That way most enemies will die in roughly the same time, instead of swarmers being instakill and anything bigger being basically immune to toxin. To balance this out, a poison build up mechanic can be added, much like heat or cold buildups right now. So instead of instantly poisoning any enemies, weapons would instead cause toxic build up, which can take quite a while to trigger for bigger enermies. When finally triggered, however, it will remove big chunks of health since they have a lot of health and neurotoxin would deal a % of that. That way, hopefully neurotoxin weapons and grenades would be maybe a bit more viable in terms of damage over slowing down targets. After all, frost and IFGs are a lot more efficient at slowing down traffic than neurotoxin is anyway. Hope this helps balance Neurotoxin Payload OC. Cheers!

mental yacht
#

I'm not sure if this is the right place for this, but I'm really really hoping I see a Vinyl OST release someday. The soundtrack is incredible and deserves a spot on my wall..

cursive lynx
#

This one hasn't been suggested yet either, surprisingly. Free beer currently only applies to corporate beers. Given the difficulty of chapter goals, and how infrequently all three chapters hit their gold goals in the same period, I think it would be fair if all beer was free for a week when the three chapters hit gold (crafting resources included).

(well it has technically been assumed with others suggestions stating free beer, but I think their suggestions weren't based on the current system or the amount of goofy beers, rather the old system with just the buff beer and the three corporate beers)

hoary panther
#

Tie secondary objectives to biomes like how crafting minerals are.

Of the list of currently 8 possible secondary objectives, take 4 or 5 of those and limit each biome to only have those. An example would be having Boolo Caps, Ebonuts, Gunk Seeds, Fester Fleas, and Apoca Blooms be the possible options for Dense Biozone. This would help add to the identity of each biome.

snow remnant
#

Many changes to hyper propellant have been suggested already because it's way to memey to be usable. Why not turn it into more of an "opposite" of Fat Boy and multiple the total ammunitions by 2 ? It's fun to kill fester fleas and destroy electro crystal with a grenade launcher but it requires too much ammo ederp

shut rivet
#

If a dwarf hops on the minehead rocket during liftoff, Mission Control could say something like "We're detecting a weight anomaly on the rocket, might you know anything about it?"

autumn vessel
#

A new hazard warning called ‘Bio-Diverse’ where every enemy type can spawn in that mission.
For example a Radiation Praetorian and Nayaka Trawler spawning in a Dense Biozone mission with this hazard warning.

thick sedge
#

I couldn't find this, so here's to hoping this isn't a repost!

Traversal Tools could do with a Paint Job, now I don't mean custom Paints, I mean they could do with a Paint Overhaul, right now, one of them is Yellow, two of them are Orange and the other is Green.

I'm suggesting they tie to the Class Colour, since they are the most Unique component to a Class. Bright Orange does not always look great against Gunners Green.

covert lynx
#

terrain/cave Generation algorithm change:
change the cave gen to be less "room based" to being more "geometry based".

currently, the game uses a "room based" terrain gen. which isn't that much of a "problem".
however, due to the game using a preset of rooms, it has a tendency to reuse some of them. for longer time players, this means that cave traversal in some mission types (point extraction being the most egregious) becomes thoughtless, as the same two~three rooms gets used agin and again.

therefore, i think the game should switch (partially or not) over to a gen algorithm that uses a combination of shapes to generate a room. as this would allow less "samey" rooms, more varied terrain between biomes, and greater customizability in the cave gen to differentiate between biomes, without having to manually make new "rooms" to use.
this would also allow for more "adverse terrain" (aka, terrain that isnt just flat and easy to walk on)

rustic vault
#

We definetly need the Henry Stickmin distraction dance for the jukebox in the next update so the dwarves can distract themselves even more from doing their work.

shy turret
#

Show your empty cores in the escape screen during s mission.

raw ridge
#

Being able to shoot Detonators in the head to diffuse them as they're preparing to explode would be a nice.

toxic quartz
#

You know the button for doing the stone and rock thing? Yeah, make the dialogue and animations interruptible for each time you press it. So every time you push it, it refreshes the animation. Better yet, do it for all the dialogue, including ping, for no other reason aside from it would be fun/funny.

Oh, and allow us to change dance moves without having to leave the dance area and come back.

austere oracle
#

Mabye there could be a mission for mining a lot of gold, mine around 500-700 (mabye even 1000) gold for the mission, gold would also be more common as well, I guess management is low on funds and they need gold to raise the funds again for better equipment, of course the players would be paid a little bit more since it is more work to be done, the extra money for the gold count on normal missions would be decreased for the payment outcome to be balanced, or it could be for nitra instead (since you are already mining gold for the main mission).

#

Gold bugs mission bonus should actually have gold colored bugs.

echo elbow
#

Can we change the indicators on steam to show the mission you've selected while in space rig? I would totally join friends on steam if I saw they're waiting for people to join them in EDD (for example)

snow remnant
quartz hollow
#

Beer idea

Blackest Night Mixer

"A mix of dark mead and strong coffee, the Blackest Night always comes before the brightest day. One mug of Blackest Night is guranteed to knock you stone sober."

Q: Isn't this just Leaf Lovers?
A: Yes, except it's expensive, and doesn't make people laugh at you for drinking a leaf lover's special.

#

Also

Vinicole De Moose Extrait
Fancy wine (Moose Urine) that makes you vomit because it's disgusting. Possibly made by elves.

near glacier
#

New active perk - Shared Destiny

Passive effect: 50% of any healing beyond full health is transferred to the dwarf with the lowest health.

Active effect: Use the scanner + R on a dwarf to give him the "shared destiny" effect. This effect will transfer 50% of all damage he takes to you. 20s duration, 60s cooldown.

fierce mica
#

GSG (more specifically Robert) should make a voice pack featuring Mission Control saying assorted livestream-related announcements, like welcoming a new watcher, subscriber, thanking a donation etc. The Darkest Dungeon narrator did the same, so it would be a good place for reference.
Would make the current, rather dull livestream pop-ups more exciting for GSG's streams!

covert lynx
#

further cave gen stuff: uneven distribution of "props" in caves

to elaborate: currently, crystals, mushrooms, etc. generate rather evenly throughout a cave. id like this to be made "uneven" (e.g. one rooms has a bit more fungus, another has a lot of crystals. a large room could have different parts of it be different instead of it just being "it'slarge, thats the difference").
I opinionate that this would be beneficial for the following reasons:

  • ease of "mental mapping" (essentially, players will have an easier time "understanding" the cave, as different areas will be different. and makes it easier for others to understand where something is, e.g.: "oi, where are you? - im at the blue crystals!")
  • the ease of mental mapping also makes caves easier to comprehend for greenbeards. (and could help player retention, but thats a stretch)
  • makes individual caves feel more varied without using more assets
  • provides a generation algorithm that is more open for more niche cave decorations and props (but thats a stretch, as i don't have any experience wiht coding)
near glacier
#

Blacklock lager could use some more hallucinations. Such as bugs loose on the station. Seeing a dwarf screaming about nonexistent mactera grabbers would be hilarious.

snow remnant
#

Add some voice lines for when a dwarf step on a cave urchin, in the same way the dwarves complain when they are on molten rock.

formal olive
#

A few changes regarding loadouts.

  • separate equipment and cosmetic loadouts
  • make pickaxe designs completely separate from loadouts
  • add more loadout slots
  • add more loadout icons (including one for each mission type)
  • add the ability to save specific perk loadouts

I created an image which showcases the perk save-system, and introduces the idea of an "add loadout" button.

late pelican
#

How about a spooky event where the bugs all look like they're demonic and/or undead/ghosts on regular missions? Call it.... Creep Rock Galactic.

languid topaz
#

How about a mini/young Menace that is called a Nuisance

autumn chasm
#

Proposal for a new weapon mod system with point allocation that can transplanted on the current system without messing with balance.

How does it work?
Each Tier has the current set of mods we know for example lets say Damage, Ammo, Choke for the warthog you have 3 points you can distribute in that tier in to any combination you want. having only 1 point in a mod gives you less benefit than having 2 or 3. See image below to see what interesting combos you can make in this example image. (just a concept piece)

Interactions

  • Additionally this system can Make mods cost 2 points max to incentivise players to mix and match, instead of the base line of 3 points max, this is for those mods that see little play.

  • Some mods cannot be easily divided in to 3 and as such you could have an all or nothing mod where the game automatically allocates 3 points when selected (many tier 5
    mods may fall in to this category)

  • You can also add special effects when a tier is maxed out this could really help out under used mods by simply taking inspiration from the perk system and applying that
    logic to weak or uninteresting mods.

Hopefully this point system provides a better means to balance mods and tiers going forward allowing for interesting build paths and dynamic builds. perhaps it could be used for interesting actives or passive abilities on weapons, and it can be largely transplanted with little issue depending on how far the devs would take it. If they were to use the system and go all in it probably would require some balance changes.

Thank you for your time, feedback is appreciated!

thorn lynx
#

Full futuristic Helmets/masks that cover your mouth and nose, should alter your voice to make it sound like it's coming from a speaker from the helmet. (Think Fallout 4s power armor, how it changes the player's voice when wearing a helmet).

quartz citrus
#

Just some suggestions for good and bad mutators, which can make some missions more intresting:

Warnings:

  1. Bad weather: (only biomes with weather changing like sandblast corridors, glacial strata etc.) Much more blizzards, sandstorms and rainfalls but with a shorter duration.

  2. Fragile underground: In some areas the floor is very insecure. The ground can crack and you fall into a deep hole, where you can die from the fall or get attacked by creatures (like glyphid swarmers waiting for you there). You´ll get an short indicator when the floor is about to break.

  3. Stronger gravity: Fall damage is stronger and more deadly → I think the enviromental fall damage on higher difficulties should be removed and instead made into a mutator.

#

Anomalies:

  1. Shiny minerals: Every mineral source shine in a bright light. This will make them easier to find and additionaly illuminate the caves in wonderful colours.

  2. Bulletloving enemies: Every bullet that hits a wall will automatically track a nearby enemy. Just like the „magic bullet“ overclock for the bulldog. Just with every weapon which uses bullets as ammo.

near glacier
#

Glacial Strata's steam vents should blow any minerals that fall down them back up.
We just killed a Huuli Hoarder and had all of it go down the holes. Thankfully I was a driller, so we were able to get it from the bottom fairly easily, but it would be a lot of tedious digging for anybody who happens to have that problem without a driller on their team.

heavy dirge
#

Rename the mactera grabber to the bug express

stuck mauve
#

Blunderbuss OC for the M1K. Tap fire is a very short range shotgun blast, but fires decently fast. Charge up shot increases damage, range, and reduces spread for how long you charge it up, but it also uses up more ammo. For example, charging a shot for 1 seconds increases stats by 10%, but it also uses up 1 extra bullet. Charging it for 2 seconds increases stats by 20%, but uses up 2 bullets (3 bullets total). These numbers are just random, idk how long it should charge up for and whatever.

thorn hatch
#

Allow the host to pick out the 'Daily Special' beer when going into a deep dive. It'd just make it so you don't have to wait / do missions until you get the beer you want to take into the dive while also not affecting any balance in relation to normal missions.

(Apologies if this has already been suggested, as I couldn't find this idea with the search function if it already has been)

rustic furnace
#

My suggestion is to rework the Ice Spear modification. It feels a bit underwhelming (imo). My idea would be to increase the size. It should also **penetrate **through creatures.

On top of that, if possible, the massive ice spear should get stuck on the wall.
So you could climb on it. This could also make this spear more versatile.

Of course you would also reduce some stats of the weapon. It could take 80 Ammo for a speer (50 before).
My suggestion aims to make the modification more impactful and noticeable for the player.

foggy stag
#

I realized while seeing a post on the subreddit (featuring someone assembling a ring with a missions aquarqs) that there isn't anything in DRG in the way of hidden challenges in missions. Yes, there are achievements like no one going down and not getting any ammo, and there are random hidden bonuses through cargo/helmets/machine-events, and the crazy masochist can pop all the dread eggs at once to scratch their itch.

I'm talking about unique triggers the mission doesn't spell out for you that give an unexpected encounter, like piling up 12+ aquarqs would attract a gang of 2 blue dreadnaughts + 3 blue oppressors, and killing them would replace the objective of loading them into the rocket. Ignoring all of a missions fester fleas for too long summons a pack of 15+ grabbers, popping 10 loot bugs in quick succession spawns a wave of entirely menaces as retribution, etc.

Give it bonus xp/creds, but I'd be happy with just a hidden achievement. Little gauntlets for experienced players to break from the normal objectives, or another one-time challenge for greenbeards to aspire to beating. Either works. It could even be a whole update if you thought of enough of them, like a "Karl's Hunt Log", whereby you got some bug-slayer cosmetics to match the pickaxe skins for completing them.

mystic marsh
#

Creative methods to escape grabbing type enemies, giving dwarves some much needed agency when trapped. Method should vary by enemy, and be somewhat of a challenge... to compensate, the enemies could be more deadly once they grab you, or approach faster, or have other adjustments so it's not just a freebie escape. If the dwarf succeeds, the enemy is not killed and still poses a threat. Some ideas:

  • Dwarf remains in first person, and must deal damage to the "nose" of a Trawler to escape.
  • Dwarf can swing left and right to shake loose the grip of a Cave Leech, or spin to twist and choke it.
  • Dwarf has some directional control while being carried by a Grabber, to resist pit drops.
  • Dwarf becomes inflicted with a disorienting/confuse visual and controls debuff, but can still fire weapons at their attacker to break free.
  • Dwarf alternates left and right inputs to escape the grab, like being frozen.
peak aurora
#

Idea for a mission hazard: Breakable armor

When a dwarf goes down, their armor breaks off in some parts. This leads to the dwarf being more vulnerable to attacks after the shield is depleted. The armors damage could have about 5 stages so if you are down 5+ times you have no armor at all and the bugs can one hit you if your shield is to weak or depleted.

When the armor breaks off, it could lose some parts that lay around like the dwarf kits that are scattered across maps with helmets/lost gear.
So you are basicly running around in nothing but a jumpsuit when your armor fully broke off.

fallow axle
#

Show your mineral count in the space station, either all the time, in the escape screen, or just the mission selection screen. That will make it easier to compare what you're out of with what you can find in each biome.

peak aurora
#

Trigger places in the memorial hall where the dwarf stands still with his hands crossed infront of him and looks down to pay respects, familiar to the dancefloor when a song plays from the jukebox and you enter the area.

peak aurora
#

Custom voice lines when the pod takes off and you are left behind.
Theese only take place when at least 1 dwarf makes it back.

1 dwarf that is left behind

-I curse you all...
-I'm sorry mama...
-So the bugs got me...
-Remember me...
-No, i don't want to end in the memorial hall like that!

2 dwarfs left behind

-Do not fear brother, i am with you...
-Together, we take on the long journey...
-I'm sorry i couldn't save you brother...
-At least you are not alone...

3 dwarfs left behind

-You left us to die, you coward!
-Stick together brothers, don't let the dark cold seperate us...
-Rock and Stone... to the end...

peak aurora
#

On the 8th of August i wrote a lore idea on mission objective items you mine and some possible lore behind them.
Here is the post about the minerals and my lore idea behind them.

Jadiz: This green mineral is used for metal refinery processes and is known for giving alloys alot of flexibility

Bismor: This hard and cubic mineral serves in armor smiting as including it in your plating will harden it alot more then any other materials you could craft into it.

Enor pearl: This mineral is crunched into a thin grain and used for conserving meals and to spice them up. Why do you think this 10 year old steak is still tasty and even edible?

Umanite: This very energetic minerals served well in batteries and with some very advanced refinery processes even is used for the drop pod fuel cells. Mine as much as you can, the you can salvage more pods then you can imagine.

Magnite: Despite being called "Corny turd" for it's looks this mineral has amazing abilities. Mix it into any material you create and it stays flexible yet sticks together. Like clay. Or any other mass that can be compared to clay... if your diet is right...

Croppa: This exotic mineral is yet from being fully researched. Some scientist say it's potential is unlimited, others say it just fits into overpriced jewlery...

pseudo bluff
#

I am not sure if anyone has posted this (I didn't see it when I used the search bar.) but could I suggest you move the start button to the bottom middle instead of the bottom right? with steam, it pops a notification that perfectly covers the button on my screen.

I don't know how hard it would be to fix, but it would be greatly appreciated.

dusky narwhal
#

I'd like a way to determine where a looking for group is hosted (e.g. EU vs. US vs. AU etc). Maybe make a region tag similar to the role tag so that when I click on a user it says which region they're playing in, or maybe make separate looking for group channels for each region on discord?

late valve
#

minor adjustment to the silicate harvester: you can now use ledge grab to get up on it

urban brook
#

An option for ammo resupply: Tapping E will start the collection process, tapping E again or moving away cancels it.

stark flame
#

currently the grenades dont have a running animation n it looks kinda weird to see it barely moving whilst you're runnin bout

jaunty glacier
#

New difficulty modifier:
Can be enabled to take the total RANK Level of the team/players into account.
Spawns more/stronger enemies and might even add random negativ modifiers for normal missions.

neon charm
#

We the people want to annoy other dwarves with blinding light in the form of laser pointers in their eyes.

wide depot
#

Maxwell's Demon: unstable EPC OC.
Needs Cryocannon to operate.

+ capacitor for 1/2 of total ammo from build
- total regular ammo x0.1
+ capacitor gets 1 charge for each 10 cold units sent (for 1 cryo fuel point if it is built for 10 cold, ignores T5 cold radiance)
- capacitor looses 1c/s
+ EPC uses capacitor first, if it is not at zero charge
near glacier
#

Downscale the corporate marine helmet

gilded cypress
#

Add option to disable audio ducking for Mission Control voice lines

feral prairie
#

On xbox, telling bosco to fire missiles by holding LB then hitting LT is unconfortable.

Be nice if can double trigger pull RT or click RS to command a missile strike.

near glacier
#

Change the classification of the various Homebrew Powder overclocks (the ones that make the gun do a random amount of damage between 80% and 140%) from Clean to Balanced. It's not clean, because it can have a downside.

snow remnant
#

For BRRT, the Homebrew Powder OC was reworked into Lead Spray. The same thing should be done with all Homebrew Powder OCs, because it is boring

late pelican
#

Aight so I did my research and alarmingly no one suggested this one...

BIOME BASED COSMETICS

Basically I'm thinking paint jobs, armor skins, weapon skins, and general dwarf cosmetics fitting each biome. So a smokey smouldering beard for magma, frostbitten armor, mushroom covered weapons, and so on!

copper cairn
#

Mission control refers to many Aquarks as ‘Aquark’. But the total count for Aquarks is referred to as ‘Aquarks’ in the countdown in the upper right.

Change the countdown or announcer to be consistent with one another.

tribal heath
#

We need a unique icon to represent the stacking of damage resistance bonuses from the veteran depositor perk and the Autocannon's damage resistance at full RoF mod when they're combined. Currently it shows the exact same shield icon when either or both bonuses are effecting you.

quartz hollow
#

Volatile Uranium should be a valuable resource. Mining it and putting it in the mule gives you credits

late valve
#

New mission idea: clean-up operation. Remember all those barrels that you periodically kick into the launch bay to get sent out with the drop pod? Management warned you not to do it, and now you are being sent down to Hoxxes to reclaim the lost goods. The good news: Management is willing to forgive you (somewhat) for causing this problem upon mission completion. The bad news: some of the barrels had some interesting chemical compounds and have begun to leak, causing dangerous mutations in the local wildlife that is already hell-bent on destroying you, so be on guard. Not sure if this mission should use a standard mule or something similar to what you use in point extraction missions.

limpid mirage
lost crane
#

Change the name of the Special Powder OC into Broomstick as it can make a scout fly

near glacier
#

Adjusting the textures for the Mk5 gunner suit so that more skins look good on it.

prime plume
#

Matrix core beers

solemn summit
#

remove the downside and turn RJ 250 compound for PGL into a clean overclock

worthy helm
#

change the over clock "sticky fuel" too "hell fire"

ruby ruin
#

Buff the PGL overclock compact rounds because as it stands, there is no reason to pick compact rounds over pack rat with ammo upgrades. Perhaps by increasing the ammo count by one or two would make it more viable.

lavish pendant
#

When a player salutes mid swarm they should have a battle cry. Maybe a shout like "Blood and Stone!" or just a ferocious bellow (preferable more drawn out than when using the heavy hit on a pickaxe). This should probably only occur on the higher difficulties, where there are swarms of enemies. This would give the player an immersive sense that the dwarves are giving it their all, and that they will fight to the death, even if that means breaking their pickaxe over the backs of their enemies.

sand wave
#

I know this one is pretty minor, but it is super glaring to me. When you unlock the EPC this voice line plays: "Congratulations! Your weapon license has been upgraded. Say hello to The Experimental Plasma Charger. The folks up in R&D are very excited about this one...I'd be worried if i was you."

The correct grammar would be: I'd be worried if I were you.

rustic furnace
#

My idea today is about a friendly creature.
A creature that is worth to defend and nice to have around (not like BET-C).

Im talking about a **Butterfly **or a Moth. It has the size of a Mactera Grabber.
This creature has a low spawn rate and tends to be in bright places.
The butterfly gets the attention of air creatures. (or spitting creatures that can reach it)
Her healthpool is about 200 HP. And she spits at enemies.

peak aurora
#

a perk that lets you use a drill drone. You place 2 beacons. beacon one is where the drone is set, beacon 2 is where it drills to. It can help the drill safe fuel and the other 3 classes to be more mobile.

autumn willow
#

So there are crassus bulk detonators and those things are sweet but what about adding a crassus exploder. Sweet, sweet gold but on the small scale.

ember pendant
#

to add on to felch suggestion golden bugs and gold rush would have the golden bulk det and exploder (if added) have increases spawned rate and and give a chance that when a bulk spawns to be a golden bulk

inner glade
#

I would like to see a new category of equipment called Gadgets. Some piece of tech that follows you around through the caves of Hoxxes and provides you support with something (a bit like bosco but way more specialized). They could be walking, driving, hovering, whatever you can imagine. Some examples would be: a little personal mule, something to provide better lighting, a little turret on wheels, a shield bubble/generator, a mining robot, a resource scanner or basically anything else. The Gadgets would be independent from the character and could even be upgradable to further customize them.

marsh vault
#

A possible plaque/wall space/terminal for all previous employees of the month in the memorial hall. Let's not forget about the best of the best.

snow remnant
#

A new Victory Pose where the dwarf drinks a Burning Love beer and breathes fire. Also beards are fireproof right ?

snow remnant
#

A new perk or a possible rework for poor Hover boots (I don't like this perk but it is not that bad either). Gravity Capacitor : for a few seconds your dwarf is less affected by gravity (similar to Low Gravity anomaly). It would really help for when you're falling like Hover Boots but it would also allow the player more possibilities like floating over a dread or a pit of molten rock. A 75 seconds cooldown at max rank look hover boots sounds good

plucky kernel
#

Bulk Warden Boss

How it Functions: The Bulk Warden will be a boss that doesn't attack the dwarves directly, instead spawning different enemies depending on the damage it has taken. There will be three pods on it, just like a detonator. However each of these pods will grant their own buffs to the bugs it spawns. One will be a defensive buff, another will be an attack buff, and the last will be a regeneration buff. Any of these can be destroyed in any order, so it's up to the dwarves in how they want to handle it. When a pod is destroyed, stronger enemies will be spawned in this order; 1 Pod Grunts -> 2 Pods Slashers -> 3 Pods Guards. The bulk warden will be faster than a regular bulk detonator, but not by much (I'd say somewhere between a bulk and a praetorian). It should also be noted that this boss could be larger than a normal bulk detonator, but size is up for change.

Behavior: When the fight starts a mini 'swarm' of bugs will immediately spawn (the amount depends on difficulty). During the fight the bulk warden will slam the ground to spawn more bugs (once again the amount AND FREQUENCY depends on difficulty.) When a pod is destroyed it will temporarily dig into the ground and become invincible for roughly 6 seconds, another 'swarm' spawning during this. It CANNOT buff the bugs while invincible.

Spawning: The dwarves find what seems to be a large boulder with a glowing pod on the top, attacking the pod or getting close will wake up the bulk warden and begin the boss fight.

Resistances: Explosive 25%, Ice 33%.

Rewards: XP at the end of the mission, as well as potentially dropping one of its pods. The dwarves can bring it along with them and it can provide a boost to power attack recharges, shield recharging, or defense (this isn't required, just thought it would be neat.) While carrying the pod the dwarves wouldn't be as slow as they usually are when carrying objects, I'd say walking speed. They can drop it and still be buffed.

devout vector
#

add rail carts

finite yoke
#

Mutator idea: Korlok Overgrown. The level has a bunch of Korlok Sprouts (just the sprouts that spit at you, not the entire boss with the core and healing pods) scattered throughout the level, and the walls have random korlok vines scattered around the sprouts to give it the "overgrown" look. Sprouts would not regenerate at all once killed, and these are spawned in with the level, more do not spawn. Actual tyrant weeds generating in the level would be completely independent of these. (And Karl help you if you DO find one...)

agile jacinth
#

Space Rig Idea: Add some visual completion indications to each dwarves room! Maybe after getting their alternate weapons, or having equipped one of the weapons, their other weapons reside in their respective rooms, as well as the alternate grenade items. Also, perhaps dedicating some of the beer monitor in the Abyss bar to a cheeky "favorite beer" section that shows your most purchased/drank beer type would be cool!

harsh elk
#

Change both primary and secondary objectives to be thresholds. Objectives would read pretty much like they are now except you could go above the number. A 4 egg mission could spawn between 4 and 8 eggs and if you collected 6 eggs you would get 150% of the primary reward.

rotund coral
#

Ambient sounds. Also maybe sounds where you can hear dead dwarves mining in the far depths or their ghostly vails.

cedar merlin
#

improve the quality of the ultra setting for anti aliasing, because as of right now its a little lacking, if its the ultra setting then it should affect my fps more than >1 (i get the same amount of fps when on the low setting as i do when on the ultra setting)

mossy heron
#

While on the space rig the x and y axis is the same but while on playing a mission or going on a deep dive they are different. (While on a mission looking up and down is slower than looking left and right. On the space rig this isn't the case, it's the same.) There is no reason why the mouse sensitivity x and y axis should be different while going on missions. (literally look up and down while on the space rig compared to looking up and down while doing a mission, you'll see the difference if ur on low sens)

naive hazel
#

a warthog mod that removes random spread every shot for a consistent pattern

late valve
#

another new mission idea: Smash n' Grab. While the DRG corporation is the only one to have a record of success of any kind on Hoxxes, that does not stop others from trying. However they do not take the straight forward approach that any true beard would rely on and instead rely on automated operations run exclusively via drones. Management can not allow this sort of competition so your objective is this: find the automated drones (enemy Bosco units maybe), smash them, smash the mining gear that they were sent with, grab anything they already dug up, and leave in one piece. Simple. The bugs will be riled up though thanks to the incursion of your rivals so be careful.

main reef
#

For Salvage Missions, refueling currently is just another tower to build. It'd be cool to see more repair style things that involve extra different steps. For the Salvage refueling stage as an example, I was thinking it'd be cool to have to repair the fuel rods pod, and possibly carry fuel rods as large objects to the drop pod, or have to attach the fuel pod to the drop pod with a 'hose' that connects the two that needs to be built. In general, I think more steps to do under pressure to make salvage feel a bit more varied than just defend two towers would be cool to see.

urban brook
violet hamlet
#

be able to pick up bulk detonator legs that drop when they explode

kindred kettle
#

^ and then throw them at enemies like makeshift explosive javelins

candid phoenix
#

a "splattered" beard color similar to the splattered paintjob that just has your beard with splatters of green (blood?) stuff on it

round moat
#

New Mission Type: Fracking. For those who don't know, fracking is a real thing where pressurized water is used to collect fuel from underground reserves. Basic idea would be to find clusters of fuel (Pressurized Ebonite or something), set up water devices and connect them to a mine-head type platform. The devices output water and absorb the Ebonite (or other). Multiple lines can be active at a time but enemies are more aggressive the more lines are active. Players can stay in the mission longer than necessary to earn extra xp and gold. Extraction functions like it does in Point Extraction.

royal marten
#

New Mission Type: Download "The DRG corporation has found a lost beacon that has valuable data for the company's exploration plans. Problem is... the beacon happens to emit a signal during download that draws bugs in waves and throws them in a frenzy. We need you to go in, download the data packets, and protect the beacon from being destroyed. Feel free to explore the caverns between waves so you can request those resupplies you are so fond of." I am thinking a combination between point extraction and black box event with 2-3 events. The beacon won't have a zone you will need to stay in, although more enemies will be attracted to attack the beacon if you stray too far (25% agro -> 80% agro). The beacon can be repaired similar to the fuel cell/turret/uplink, if it is destroyed during the initial 2-3 downloads the mission will be a failure. Mission will be "complete" after 2-3 times but will be possible to do more downloads for more rewards (The download waves will increase in size and difficulty after the initial 2-3 downloads are completed) Drop pod will be available at any time after completing the initial task and if beacon is destroyed in the extra waves, reward will be set at the last completed wave and drop pod sent in with a 30sec-1min delay. Side note: beacon will have ~90% Radioactive/Acid/Fire/Frost resistance but around a ~40-50% Kinetic/Explosive resistance

modest viper
#

make mission critical things like Mule Legs Shows as gems currently on the automap while while cargo crate batteries show on that map like you would expect. making mule legs look like mule legs on the map would reduce instances of looking for gunk seeds and finding extra Mule Legs instead.

Also pinging a Cargo Crate should mark it on the map as a Purple rectangle so teamamtes can navigate to found crates through the map. activated crates should that are ready to be claimed can be shown on the map.

tulip veldt
#

Make Iron Will immune to earthquakes in magma core, or less of an overall effect

brittle ice
#

could bet-c be shown on the map and not wander off when I'm trying to charge fuel cells and uplinks

swift hill
#

A button in the equipment terminal the takes screenshots of your dwarf holding all the weapons (in seperate small pictures). All the pictures can be stored in a directory or something like that. Useful for showing off your dwarves, and could also come with a new discord channel like #dwarf-fashion

hazy matrix
#

I had an idea for a victory pose:so your dwarf walk forward holding a wooden keg full of beer under his left arm,he then proceeds to grab it with bot hand and holding it up to drink all the beer,and to finish it he places it on his side and while cleaning his mouth with a hand

late valve
#

minor suggestion: sorted cosmetics. Currently the cosmetics are in the order that you buy them. This would change it, so they would be all neatly lined up in your closet with variations of a particular cosmetic like the beret or classic mining helmet being next to each other and not separated by however many random hats you bought on a spree.

young wing
#

Frozen enemies would turn into actual ice formations depending on the shape of the enemy type, you would have to break part of the ice within a certain time frame to kill the enemy inside (stronger enemies take less time to unfreeze) or they would unfreeze and return to normal. I imagine these frozen enemies, once dead, would stay frozen, and you could use them to change the battlefield with the added terrain. My brother came up with another concept where freezing works the same way, but frozen enemies will have a dome of ice AROUND them that you have to break through to get to the frozen enemy beneath

peak aurora
floral sparrow
snow remnant
#

With the introduction of new and more interesting secondary objectives the classic ones have become a little bit boring especially apoca bloom/fossils/boloo caps because they are technically the same. Change apoca bloom flowers so they always spawn next to a weaker and less irritaing version of the deeptoras (because the insects are attracted to flowers interaction). It would make the apoca bloom more different than the rest. I don't mention the fossils because someone in here already suggested a very nice change about it( check Bidoof's suggestion)

shy turret
#

Boolo Cap Brew - buff beer

Makes the glow of minerals / objectives / hidden ores much brighter. Good for pesky fossil missions.

silk flare
#

have a "gunner like shield" infront of the door of the drop pod. it's always been odd that the bugs just crawl on air when you're in the pod and they cant get in, this whould be a neat visual to show as to why they cant.

floral sparrow
valid sable
#

Perhaps could we make the the EVAC portion of missions even more perilous and climatic?

(aka: Glyphid grunts start spewing out the walls a lot more than usual)

weary shuttle
#

New modifier: Evolved Brood Nexi

"Attention miners! Brood nexi...nexii? Nexusese-Nexusee-the nests spawning swarmers! Seem to have aggressively evolved their ability to copy DNA. As such, the .... nests in these area have the ability to spawn all variants of glyphid grunts. Management recommends to eradicate them asap!"

formal garden
#

When you point on a Unknown Horror, dwarf can say "This kind of things should have some tentacles, isn't it?"
Just a reference to H.P.Lovecraft's cosmic horrors.

weary shuttle
#

New enemy type: websploder. Shorter fuse than normal exploders. Doesn't deal damage, but webs you and slows you down.

Alongside this, new mechanic: webbed teammates can be disentangled using fire based weapons

it's not friendly fire, I am helping you!

fathom ravine
#

Can yall add a sign for the beer in the drop pod or facing the entrance of the drop pod? To save a trip all the way to the bar to double check if the beer was good for that mission.

snow remnant
#

I think the Bullet Hell OC needs some love, it's the only "fun" oc for minigun (it's not just a pure damage boost) so it deserves to be usable. Add a bonus of ammunitions like x1.5 total ammo, or a blowthrough capacity of 3, or more ricochets per bullet and a bigger area for the effect to take place. Also, we don't really need 3 OCs that add pure damage for the minigun, maybe rework Exhaust Vectoring into something else. Like an OC that boost the rate of fire or the accuracy for a longer spinup time

peak aurora
#

Add a big glyphid plushie to the spacerig that you can poke with E and it makes a squeaky noise each time it's poked

late sparrow
#

How about a effect that makes the whole map covered in explosive gas

elder current
#

Music volume is attached to Sound volume in main menu (lobby). Music is at 0%, but still hearing it blast at 100%.

scarlet rune
#

Don't let the leech go through terrain.

hazy matrix
#

I tought about an utility for engineer:

The holo-bridge "roadmaker"
Basically you can shoot 2 darts that creates a holographic bridge that last 40 second the times lower for how many entity can go on the bridge(glyphid can walk on it)

hidden phoenix
#

1️⃣Bosco loadouts should be separate from dwarf loadouts. Nobody needs 12 distinct bosco loadouts when 3 would serve just fine.

2️⃣You should have one unique pickaxe skin/mesh per class (for a total of 4). 12 is, once again, unnecessary and tedious to customize so many times over as you gain new parts that you prefer over old ones.

upbeat yew
#

Here's 2 possible buffs for Hyper Propellant. Vote for whichever one you like best.

1: Hyper Propellant now gives a 50% weak point damage bonus, so that it may deal with most large targets in a single shot if you hit their weak point.

2: Hyper Propellant now gives +6 penetration, so that it can be useful against conga lines of smaller enemies or perhaps even lines of large enemies.

autumn sail
#

1 make gunk seed sacks hairier

near glacier
#

new overclocks

minigun: destroys terrain, overheats three times faster (or just breaks until the end of the mission if you overheat idk I never do)
brt: hitting a teammate with all bullets in a burst applies momentum to that teammate, kinda like Special Powder
bulldog: loud BARK and guaranteed fear AOE around the user if all four shots are released in quick succession and followed by a power attack
AC: Infinite penetration (splash multiprocs), can't move while firing, slowdown while holding, Born Ready doesn't work

CRISPR: the longer you hold down LMB, the more damage it deals and the more heat it applies. Increased fuel consumption
cryo: attacking teammates covers them in ice crust, protecting from damage
subata: all damage is converted into melee, thus allowing for ranged vampire procs. Each bullet fired has a 50% chance to drain 1 hp.
epc: charged shot is replaced by a burst of smaller projectiles spread in a conic pattern. If TCF is installed, each of these small projectiles triggers a small implosion on impact.

GK2: halved mag capacity and longer reload time, last bullet in each mag becomes a mini-grenade
m1k: charged shot bounces between enemies, cannot use normal fire
Boomstick: doubles the duration of whatever effect is applied by the shot
zhuks: pinpoint accuracy, only deal damage to weakpoints

Warthog: damage to each target is increased by 25% with each shot. 30% less base damage, elongated reloads.
Stubby: if a bullet doesn't electrocute the target, it applies heat and deals some fire damage. Electrocuting the target resets its body temperature.
PGL: 2x - 2.5x ammo pool, applies random status effects to everything caught by the splash.
BC: halved damage, leaves a walkable trail that lasts for some time

civic coyote
#

Here is a concept for a new Scout primary:

"Frostbite" Cryo-Injector Rifle

  • Uses compressed gas to launch self-injecting syringes filled with superchilled cryofluid. Deal fast acting damage over time, as well as chilling enemies. The rate at which enemies are frozen depends on their size.
  • Fed by detachable box magazine and semi automatic. Projectile velocity is determined by pressure within the system which can be read on a gauge on the weapon. At high pressure darts are essentially hitscan. They are fast moving with a flat trajectory. At low pressure darts are slower and have an arcing trajectory. The weapon loses pressure when firing and gains it over time. This means slow aimed shots are ideal against far away enemies while rapidly unloading the weapon at closer range is still viable.
near glacier
#

Minigun (Or Autocannon) OC: magnetic imploding bullets
Bullets deal less damage but enemies hit will be pulled towards each other, when enough enemies/bullets are concentrated in an area, all enemies/bullets inside them explode dealing massive damage

glossy pulsar
#

at the hub make the elevators stop if you are in the shaft so you don't clip through them

oak mason
#

simple thing; when firing nonstop and/or extended period (mostly gunner) the character will belt out yelling

oak mason
#

it would just have to happen infrequently enough to not be annoying. also potentially simple and easy to record, as far as voicework goes

tepid onyx
#

A way to transfer my Xbox account to my Steam account, including the DLCs and others. PPPLLLZZZ

ancient copper
#

Prioritize the activation of your drills so they don't stay down when you are using hold to sprint and press mouse 1.

near glacier
#

Make the Arkenstout keep you frozen until you wiggle out.

Makes a nice surprise for people joining to see some ice statues.

near glacier
#

Also, if it doesn't exist already, a Morkite skin texture.

upbeat yew
#

Make both Spitters and Menaces take 50% extra damage from electric damage.

Why? Because there's only 2 enemies that take bonus damage from this damage type according to the wiki. First is the Acid Spitter, which takes 10% more electric damage and second is Mactera Spawns which take 50% more damage from electric. I think this would be a nice niche for electric to have against these particular enemies.

distant reef
#

A cool enemy added for The Halloween update that’s sorta scary

frigid bane
#

Brewbug - a large neutral bug, about silicate harvester size. Has a plump, rounded barrel-shaped body, similar to lootbug. It moves by awkwardly floating around the cave, often found near large red sugar crystals or local flora. Brewbug feeds on red sugar and alcoholic ingredients, creating a vast array of strong alcohol inside it's body in order to nurture it's brood.
For that exact purpose Brewbug has four... udders. Dwarves can casually approach the bug and suck on it's succulent insectoid teats to receive a random beer effect - different for each nipple. It may be a gag beer effect, daily special or even some new unique ones. In any case, dwarves get healed by some amount, regardless of beer effect, but suffer minor inebriation.
The bug itself quickly flies away after being dried of it's udders content and despawns.
When killed - explodes violently, leaving sticky edible puree of red sugar honey and a few random brewing materials.

rose horizon
#

a song from the developers. 🤩

sullen berry
#

Bug Hide paintjob color for Armor not just pickaxe 😄

sacred igloo
#

Add some casual clothes to the space rig shop...t-shirts, shorts, glasses, normal shoes etc., the kind of stuff dwarves wear when they're partying at the Abyss Bar rather than fighting monsters down in the depths of Hoxxes.

uneven comet
#

Exploders on dense biozone sharing the same color with the exploding plants

young wing
#

Halloween is coming up in a month, so I thought I’d add something.

All missions will have pumpkins scattered about sparsely. Breaking the pumpkins gives you candies, which can be spent in the spacerig on Halloween-exclusive cosmetics. Don’t know if something similar is already planned but I think having some sort of connection between the caves and the hub for the holiday could be fun.

storm mortar
#

Sync thrown beer mugs in the hub so its Mug-Golf is easier to play

snow remnant
#

A little suggestion that is absolutely not needed but anyway. In salvage operations, after Molly's been secured, the dwarves will continue to use the standard voicelines when pressing C. They could say "Molly's been secured" or complain in this way :" Damn it now I have to bring everything to the pod !" EDIT : please disregard this suggestion because it is in the game now

snow remnant
#

Make it so the Hawkeye system is exceptionally good at shooting weakpoints so this mod is a little bit better next to Defender. Yes I know we have many suggestions about the fight Defender vs Hawkeye, sorry to add even more. lol

covert lynx
#

new mission mutator: Hyper hazards
makes the cave have A LOT more hazards than usual.

late valve
#

For the Love of Karl, Prevent a swarm wave from happening during the OMEN machine event, AND reduce the number of enemies that spawn once the event is active.

late pelican
#

I think I gots a good one!

CLASS ACIVATABLE POWERS!!!

So what I was thinking with this one is simple. Add a small activatable power for each class's primary gun.

For example, the gunner's minigun can sort of 'deploy' making the gunner into basically a turret with a tighter spread and a bit more resistance, but he can't move. Another one could be the driller can make a small frozen spike strip in front of him that can be destroyed if mined, trampled enough, or if a big boi like a dreadnaught or praetorian stomps on it. The strip would be limited to 3 small strips and have a long cooldown for each charge.

tribal heath
#

This is a copy paste from a Steam discussion, in relation to almost all perks and balancing them/making each more interesting. I was told I should share the suggestions here, so here they are.

upbeat yew
#

Warthog mod ideas.

Slug Rounds: Pellets are swapped out for a single high damage slug. Slugs deal 90 damage per shot and decreases base spread by 99%. Stun Chance is increased from 10% to 80%. Your reticule changes to a cross style one to improve your aim. This mod goes in the second row, replacing choke.

Choke goes into the first mod row.

Bigger Pellets can not be equipped with Slug Rounds.

A new mod called Hyper Shot gets added to row 4. Hyper shot grants +3 penetration to Slugs and +1 penetration to Pellets.

faint wasp
#

Suggestion for changing Lead Storm OC:

A friend of mine suggested a change to Lead Storm, specifically to help rework the movement speed slow and the damage ramp up.

Effectively, follow the precedent left in place by Variable Chamber Pressure, and offer a scaling damage boost/Movement speed debuff based on how stable the weapon is. Maximum of +50% damage boost, but all the way to a maximum of -100% movement speed.

This would stack with Variable, allowing you to build very heavily for stability builds, and allow for less 'complete standstill while spinning up' situations.

arctic siren
#

gunk seed tetherball game in the space rig

unreal roost
#

i would pay actual money for DLC that gives me 5 more build slots, and some way to label them that isn't one weird symbol. (Forex I have a dread killer build, but I forgot it's not great for Glacial Strata because one symbol doesn't cover it). Also (as a separate suggestion) the mission type icons should REALLY be in the loadout box images.

uneven comet
#

perhaps a turret on engies shoulder?

stiff mantle
#

A dive log where you can see stats from previous dives

proud coyote
#

Allow the cryo cannon to pop gunk seed pods

red thicket
#

Cosmetic sprays that we could spray on cave walls and such. Dwarf and mining propaganda

onyx yoke
#

New Union:
Miners Engaging Explosive Natives (M.E.E.N.)

Goals include converting Losers Overkilling Ostracized Terrans (Otherwise known as L.O.O.T.ers) and the general populace towards Karmic Friendly Mining on Hoxxes!

Pets vs. Kills on the leaderboard! Be MEEN for the Green! Extra rewards, extra community discourse! More reason to take the Friendly perk as sides emerge!

near glacier
#

Could we get the scout's grappling hook to "yoink" fossils, booloo caps, etc off of walls?

chrome spear
#

Suggestion: Additional filter option that separates lobbies that allow duplicate classes and those that don't.

near glacier
#

New boots for different things, the characters already make a comment or two about buying new boots, could be flame proof or walk faster in snow, lessen fall damage, or even just be for looks

blissful rampart
#

Have The Abyss bartender react to thrown beer mugs

harsh elk
#

A way to keep modded games off of the general server list. Jumped into a game this morning and all of a sudden i had no turret ammo and infinite grenades. the host said had a modded game.

wild swallow
#

Red sugar should heal drunk effects

undone plover
#

A deep-dive like mode where you start with no overclocks or anything of the like, and as you dive, you find overclocks, and maybe beer kegs with small buffs for that chunk of the mining, in a sort of "roguelike" game mode.

I know other games do it, and I don't want to take away from what makes DRG great, but at the same time, it would improve replay value if you could go on long treks for increasingly rare rewards at the cost of losing it all. I think it would also improve the ability for content creators to stream and make videos, as each rogue dive would be a whole different experience

wild swallow
#

Option to have the power hit cooldown merged with perk cooldowns, small but i think useful option / change

snow remnant
#

The fourth tier mods of EPC needs some work in my opinion. No sane dwarf would ever take Heat Shield instead of High Density Battery. Even insane dwarves would not do that. Maybe Heat Shield could be replaced by Tweaked Radiator because the thrid tier of mods is the most difficult choice in my opinion, even if Crystal Capacitors usually always win.

shadow harness
#

feedback system like in subnautica. you press f8, and you can see a menu, where you can type few words, rate the thing you are complaining(or happy about) and include a screenshot. then you can go to website, and see other people's feedbacks.

uneven comet
#

steeve should attack laser pointers

silver copper
#

Let us unlock paint jobs for STEVE!
So people can tell who is Steve. Plus Steve Dwarven runes or tribal markings.

faint wasp
#

QoL enhancement: Swarm Density slider

Small point on the HuD somewhere, probably at the side, where Management beams in a 'projected Swarm Density', which basically acts as a timer for the swarm. Lets you know when it's fully ended, so that Greenbeards don't miss the music ending as being queue, and start to wander off before the Management message comes through.

snow remnant
#

I think the swarmers should be a little bit different depending on their origin. Red swarmers (from a dread) could have little spikes on their abdomen, younglings spawned from a brood nexus could have a little bit of mucus on them etc. Changing just the color is a little bit boring imo

stuck smelt
#

I'd really love if the button to call the drop pod was a different key than the one to deposit ores. I have on multiple occasions accidentally ended missions earlier than we intended to because I held 'E' and instead of depositing ores, I called the drop pod.

silent verge
#

I would like 2 different playing realms similar to how Vermintide does it. One that is base game no alterations and second one that lets ppl mess with mods. Tired of running into ppl with mods and them taking the fun out of everything with unlimited health and grenades. I'm not against other ppl playing with mods in their own solo games, but it doesn't belong in muiltiplayer. Need some sort of anti-cheat detection or checksum reader.

peak aurora
#

Deutschbier: A fun beer that works like smart stout but instead of smart things, the dwarf that drinks it says something in german.

Ideas with translation below:

Hätte nie gedacht dass mir ein Bier eine andere Sprache beibringt!
Never thought a beer could teach me another language!

Warum feiern wir hier kein Oktoberfest?
Why don't we celebrate Oktoberfest in here?

Käfer und anderes Gewürm, ich fürchte euch nicht!
Bugs and other vermin, i do not fear you!

Ah ja, das ist ein gutes Bier.
Ah yes, that is a good beer.

Wir müssen mal dort landen wo sie dieses Bier brauen.
We somewhen have to land at the place where they brew that beer.

manic crescent
#

Okay this might sound silly, and this has probably already been suggested/joked about at some point, but the Double Barrel overclock could center the Scout's scattergun in the bottom-center of the screen, or give the option to do so.

long wraith
#

A reload animation for Driller when empty on charges where he just clicks the button and makes explosion noises with his mouth.

knotty glen
#

buff ebonut spawns

empty forge
#

2 suggestions:
1) Remove "sissy" from some of the voicelines. (The one I can think of now is when scout kills a trawler). It has some pretty negative connotations in American English, at least (https://en.wikipedia.org/wiki/Sissy)

2) Once I've gone down from lack of oxygen, please let the alarm stop blaring in my ear, even if only while I'm not spectating my crumpled body. It's adding insult to injury. I'm already down. Please stop kicking me.

proud nexus
#

some tv screen with random news/adds like we cna see in "journey to savage planet"

timber rapids
#

Suggestion:
A Bow (maybe for a next class or to current classes) , where the player would be able to get the arrows back , but having a chance to break , opening opportunities to different arrows , such explosive , flammable and so on...

( sorry for posting in wrong channels before lol)

late sparrow
#

How bout erie music when there are no lights on besides the headlight just to make it spooky for Halloween

marble ravine
#

A pistol idea for the Engineer, knock back pistol, each shot does low damage but sends the bugs flying away but its recoil nearly sends you looking straight up, when you hit a bug with the gun their body goes ragdoll and is knocked back like the name implies, it's base damage is low but extra damage can be gained by making the bugs get knocked into walls or fall down a far distance. Ammo is 120 and upgrades could be extra knock back, more dm, more ammo, less recoil, etc. Overdrive's could be along the lines of less base dm but more knock back and they take more damage from kenetic energy (falling or being knocked into a wall), more ammo but more recoil, and so on so forth. Named could be, Rocket shot, Spine breaker, or K-16 Spring Shot

languid vine
#

Make the First Stripe/Deepcore/Company Special paintjobs that you gain for every weapon by buying upgrades also available as pickaxe paint jobs, simply to have more customization options and for if people want their pickaxe to match their guns

candid phoenix
#

Gold, splattered, and blue beard colors (splattered like the splattered armor paint job and blue cause I think it would be cool)

dim elm
#

New beer that just causes you to insult your fellow dwarves. My example: "Your mother was a garden gnome!"

random filler name: Dirt Licker's Scrumpy

near glacier
#

Not necessarily gameplay related, but since there's a Point Shop on Steam, why not add avatar frames that look similar to those of promotion ranks (maybe also make them animated or sth, idk)

red elk
#

To the devs make a free weekend after U32 it's been a long time since ya'll done one

dim elm
#

an empty beer mug should make/lack a sound for itself being empty, rather than making the same fizzy sound upon picking it up as if it were full

thorny linden
#

The Battered and Broken Armor of the Dwarves that never made it home For Halloween, Wearable tho. We Wana look dope while being left behind.

forest nexus
#

Please Publish Deep Rock Galactic on Epic Games Store at the rate of $14.99 so that we could use our $10 EGS discount coupon

covert lynx
#

new perk: sleight of hand
increases item switch speed and reduces the slowdown when using melee on enemies.

somber drift
#

Guys please do the function of adding players to friends on steam, but inside the party in the game.

glass goblet
#

Let jumping through the barrel hoop make you sober.

undone wren
#

The driller and scout Character Roles need to be added back to #welcome-and-rules
Edit: I can see them now, but the scout and driller only have 2-3 people supporting them from my view.

frail slate
#

Make cryo cannon shrink/shrivel gunk seed sacks

trail birch
#

Johan just sang on the devstream. Pitch the Devs sung interpretation of DRG-OST and put it in the game as actual drunken dwarves voicelines.
No this is not a suggestion duplicate. I need this in my life, badly.

trail belfry
#

i wish there were more reload and clip full animations. i would like to see reload animations as a weapon cosmetic option some time in the future.

sonic lynx
#

Killing enough loot bugs puts a small statue in the space rig, it’s made of gold and reads “you got this, but at what cost”

young wing
#

these thruster-looking things next to the barrel hoop game ought to shoot out fire every 100 points. Perhaps the flame jet effects from Magma Core?

near glacier
#

Add a mushroom emoji on the discord

near glacier
#

Exclude shields and C4 from "Ammo count - hidden" in the HUD options.

Right now, these are the only weapons of which you can't see the ammo count with that element hidden.

sonic lynx
#

Update on my loot bug statue idea: the statue starts off non existent, once at 100 lootbug kills it’s a bronze statue, then 1000 is sliver and 1000 Golden makes the statue turn golden

near glacier
#

Name something the E.R.E.BORE

chrome spear
#

suggestion for glacial strata:
also allow the generation of larger bodies of frozen water in all different directions. Skating on Ice adds a whole new mechanic to kiting.

near glacier
#

you know, because "Erebor" was the Lonely Mountain, so the E.R.E.BORE could be a Dwarven drilling device/rig

peak aurora
#

How about glyphid slammer has a small chance to turn a dwarf into a glyphid for a short amount of time, you can crawl around the spacerig until you poof back into a dwarf. Would give that beer a notable difference to Oily Oafs other then the mug and low budget table fireworks.

eternal hound
#

Hello Miners,i drop this here,its bunch of gameplay idea like new 3rd weapon for each dwarf,a new healers mechanic,hud improvment and new building you can buy with nitra,i hope it will bring some discussion around it ^^

late valve
#

If they can get away with it, a headcrab hat for the Dwarves and maybe some Mask based on the Combine from Valve's Half-Life 2 series.

undone wren
#

We need hopscotch squares painted in the space rig.

autumn sail
#

Let me (scout) carry my friend (engineer) on my back for like 5 seconds

Option one

  • have them "grab on" and carry your momentum
    Option two
    -make a perk wher others can ride on your back for a short span
    -call it dwarve stacking technologies or something

It could help with reviving over zealous scouts that died on top of the drop pod cuz they wanted to see what was up there but they grabbed on to far and then fell and died

ruby folio
#

Just a small quality-of-life thing: A player icon animation to indicate when a downed teammate is in the process of being revived

bitter spruce
#

a new gamemode/missions type (if you can call it that)

this gamemode will be for the players who love to stay down in the caves for longer! it will be a grinding ground for general resources/exp/credits

players will board a unique shuttle on the station, and it will be launched into the planet.
essentially, there's an underground train with a massive drill attached to it, drilling through hoxxes. when you first land, the train doors will open up and you will be in a random biome.
there will be a small screen with possible anomalies/objectives in the immediate zone. there could be a couple objectives, like a regular mission, maybe like 3 instead of just 1. you are free to do any or none of the objectives as you see fit (maybe you have to do at least one)
or possibly if you do all three, you'll get a bonus of credits/exp

anyway, after you do the missions, or whenever you feel ready to move on (maybe you mined all the resources in the area), you'll head back to the train, and there'll be a button on it to let you keep going.
once the button is pressed a timer will start, and after the timer finishes the train car's doors will shut and the train will start up again.

from then, the train will take you to another random biome with 3 new missions on there, different resources (depending on the biome it drops you off in of course)

this could be a potentially endless gamemode, at least if you wanted it to be.
you could also just end it whenever you want to and go back to the space station.

the train car

in my mind, the train car is slightly spacious, having an equipment terminal, a mini bar, and maybe even a wardrobe!

snow remnant
#

The spider webs we can find from time to time in the rad zone, biozone and in the crystalline caverns could use a little bit of dedusting (ah ah ah puns). When you walk through it the web just vanishes instantly after a few seconds instead of having a proper animation like falling on the ground. Also a few elements could be caught in the webs it would make it more dynamic/alive, like entangled maggots or dried/consumed fester fleas and smaller particles that floats around. It's a web after all, it should not only catch beards and dwarves. TLDR : add a proper animation for webs and some elements tuck into it

glass goblet
#

Let me remove leaf lovers from the menu when I host. I’m sick of greenbeards bringing shame to my rig.

shy turret
#

In cave leech cluster missions, occasionally spawn a chunk of ore below a cluster of cave leeches as bait for grapple-happy scouts. Since cave leeches look like brains, it's be cool to see them exhibit some somewhat-sentient and smart traits.

near glacier
#

Bosco Bobblehead

snow remnant
#

What about a new flying ennemy that is a rarer and weaker version of a mactera that primary goal is to harass players that are high up in the air ? It would become extremely aggressive toward dwarves on ziplines (inspired by crawltipedes, Terraria). It could be named mactera Mobber or mactera wasp. I like the idea of the oppressor being the anti bunker bug (even if he is not good at it) and the same type of ennemy for zipline abusers (even if they are rare) seems like an interesting concept to me.

naive hazel
#

could we possibly get a set of frame works for the weapons that are more similar in shape to something we'd see irl? id personally love to see gk2 framework that transforms it into something like an AK

late sparrow
#

Make beer that can make tou infinitely drunk

near glacier
#

This is a design I thought would suit deep rock terrifically. The sort of fusion between an oversized worm and a centipede (kind of) called the clickervane beast. This 24 legged creature would firstly be found in two separate ways. Firstly it can be found in the dark, scuttling over a cave wall in its awake mode. The other and most notable way it can be found is by disturbing the bulb on its frontal angler-fish-eske tentacle which would poke out of the ground (it is buried in sleeping state). It roughly resembles dystrum and someone who didn't know better would probably go for it only to have the massive insect burst out of the ground. While awake the clickervane can replicate the noises of dwarfs with some slight pitch changes. When burnt by a driller the beast jets fire from its radial maw and scurries around the walls frantically, dropping up to 30 flaming teeth as it goes which act like 20 second flares. When it is near a flare though it is blinded and will make a beeline for whatever is making the most noise (this will probably be the gunner).
On the whole I would see this being a smart and rare enemy more akin to a miniboss, they would be quite rare and feature in large open areas.

snow remnant
#

It might too strong but ... For the Overcloked Firing Mechanism OC (deepcore GK2) I suggest to replace the recoil debuff with an accuracy debuff so it becomes more manageable.

summer pond
#

incindiary should last much longer so its more like area denial and explode on contact with walls and not just flat ground

wide lagoon
#

Can you guys sell a Glyphid Mug for Merch? How many people here would be takers?

wheat quiver
#

I think something kinda funny would be a tracker to see how much has been spent at the Jukebox; similar to how in some games you can see how many of a certain monster have been killed.

near glacier
#

Maybe a M.U.L.E upgrade which adds a net on the top of the M.U.L.E and a bags for minerals that you can throw in the net and M.U.L.E will collect it

snow remnant
#

Add a gilded version and an armored version of Rambunctious Elder beard please !

tender heath
rose hawk
#

ice spear shouldn't take so long to fire. By the time you've frozen an oppressor and the ice spear has 'charged' to shoot, the oppressor has thawed

upbeat yew
#

AI Stability engine should grant a 20% weak point bonus to make up for the reduced fire rate and damage. This would combo well with the No recoil and Recovery aspects of the OC and allow the GK2 to hit a 50% weak point bonus when combined with the 20% weak point mod and base weakpoint bonus of 10%.

near glacier
#

My suggested buff to the drillers He grenade as we all know the He grenade is the worst option for driller and the reason why its the worst for him 1. Its damage is far too low it takes too long to blow and rolls to much and its blast zone is far to small and with only 4 its overall to weak. 2. It has no synergy with his primary weapons where the axe goes great with ice and nero with fire but the He is in bad middle ground. 3. Driller already has the best source of explosive damage in the game the c4 so there’s no reason to bring the He over any other so how to fix it. 1. For the first idea just buff all its stats and shorten the fuse time and remove the roll that probably the simplest fix and would pair well with cyro killing a large cluster of frozen bugs but the second could be implemented into the first. 2. Add radiation to the buffs mentioned before it would make it the 2nd rad based weapon making it stand out and giving it some much needed punch considering how strong the axe is I don’t think rad would be to much. And where would the nero stand in this it would just need a arming time buff and a slight buff to poison . And if anyone else has an idea on how to buff it i love hearing other ideas 💡

quartz citrus
#

Mission ranking system and difficulty:
I had this idea for a little while. Some missions should get a rank classification based on the promotionlevels → bronze, silver, gold, platin. These ranks doesn´t influence complexety or length parameter but give missions difficulty caps, how many mutators or anomalies can occure and who can join the mission:

No classification: everyone can join and every hazard level can be selected; 0-1 mutator or anomalie (like usual)
Bronze missions: only dwarfes on bronze promotion can join; no difficulty restriction; 0-1 mutator or anomalie
Silver missions: only dwarfes on silver promotion can join; hazard level 3 or higher; 1-2 mutators and eventually one anomalie
Gold missions: only dwarfes on gold promotion can join; hazard level 4 or higher; two mutators and eventually 1-2 anomalies
Platin missions: only dwarfes on platin promotion can join; only hazard level 5; two mutators and eventually 1-2 anomalies

#

**How does this benefit the game? **

  1. Mission classifications make sure you get only players in your lobby who have at least some experience with the game. For a bronze mission you only get miners who are at least promoted once. It also does give more meaning to promotion levels. It is sometimes really frustrating to get green beards in your H4 or H5 mission, who doesn´t really know the basics and are only there to make missions unnecessary hard or sheer impossible to accomplish.

  2. More mutators in one mission would make the game significantly more difficult without increasing the enemy spawnrate. Many players asked for a H6 or even H7. But I think this isn´t even needed. With an additional mutator and more enemy types (which will be coming with the next update I suppose) the missions would be much, much more harder.

  3. Assignment missions could be more intresting when you have to accomplish missions on a higher rank. For example for a really cool accessoire or beer license you need to fullfill two silver and one gold mission. It would motivate players more to rank up their dwarfes to get the best loot. (Maybe missions on higher ranking level are more likely to have a machine event in it. So the grind isn´t to much dependig on luck)

zenith ridge
#

Possibly more rewards in the form of weapon charms? We have skins, dwarf customization, and a few stocks for weapons, but how about charms? Little bosnos that hang off your weapon, beer mugs, barrels, a mini-mini molly, or little class specific charms that we get better versions of as we level/promote? It's a little niche and doesn't change much in the game, but I think it'll add a ton of replayability for people who love to collect/show them off. Maybe even tie some of them to achievements or milestones?

misty roost
#

Would it be possible to implement PS icons instead off Xbox buttons? i mainly use a PS4 controller for all my games. But it's such a quality off life feature to see the correct buttons for once. I am not willing to buy a 70$ xbox controller to use on windows and pay again 25$ for a chargeable battery. That is just absurd ...

obsidian oriole
#

Endless missions

Plot Explanation

It has been known that valuable mineral deposits are more abundant and frequent the further down you dig, but we haven’t had the technology to dig through the tougher rock, until we discovered Nitrike. Using Nitrike, we can super-charge the drop pods to dig though the tougher rock. However, as these deeper caverns have gone untouched, the dirt-bugs have been able to multiply and grow strong without interference from our dwarven picks.

Game Mechanics

Missions are as normal: Mission type is randomized every level, but a mission is never repeated within 3 missions of it already being completed (aka, If you do an extermination mission, you cannot get another exterminate mission for the next 3 missions). However, alongside the primary and secondary objectives, you must mine out Nitrike in order to power the drop pod to dig deeper into the planet. It takes 100 Nitrike at the first level, increasing by 15 every level. Nitrike deposits are 150% of what is needed to reach the next level, decreasing by 5% every level, to a minimum of 115%. This means once you reach 115%, you’ll need to mine 205 Nitrike out of 235.75 generated at level 7.

Resupply pods cost more per level and for every use: Resupply pods cost 80 Nitra as usual at the start, but the cost increases by 10 every time you call one down, alongside increasing by 5 for every floor you have completed. (aka, if you call a 3rd resupply on the 4th mission, it will cost you 80 + 30 + 20 = 130 Nitra) However, when you complete a mission and dig deeper, you are resupplied 25% automatically, with no Nitra cost. Should you have completed the secondary objective as well, it is a 35% refill instead.

#

**Dwarfs left behind stay behind: **Any dwarf that is left behind when the drop pod leaves the level does not rejoin their brethren, and instead are able to either spectate their comrades, or leave the server. Either way, once they leave or the mission is ended, the fallen will receive 50% of all minerals deposited at the time of their abandonment, 75% xp, and 50% cash from their efforts.

More Baddies, More Problems: The deeper you go, the stronger and tougher the creatures will be. They will have more health and deal more damage. (I was thinking +5% health per level, and +10% damage, but I haven’t even promoted a character, so I’m not too sure if it will be balanced or not). Alongside bigger bugs, there are more bugs than normal. Swarms will spawn more often, and will last longer or have more bugs.

Calling it Quits: Once the miners are ready to return to the stars, they may push a button on the inside of the drop pod. There are 2 buttons on both sides of the doorway, and both need to be pushed for 3 seconds at the same time in order to call the drop pod back up. The Primary objective must be completed for the mission and the MULE returned to the drop pod should the current mission require it.

glass goblet
#

Promotions in multiplayer with a decorated party and beer specials in the bar after.

heady pilot
#

hello

#

i have a suggestion for a beer: Grumpy Glyphid Grunt Gut: makes you vomit green stuff (you don't want to know what it's made of).

near glacier
#

As a suggestion I would like to propose the 'kappa cannon' idea that I modelled. I believe it fits the DRG world conceptually. The cannon is for the driller and has the same amount of ammunition based fire time and reload time as his flamethrower. The cannon projects an (illuminating) molten stream of metal which can fragment minerals from afar as well as melt engineer's platforms. This beam does the same damage as the flamethrower but is not nearly as efficient at crowd control. I would appreciate it if a few people could re-discuss the function of such a sidegrade in #suggestion-discussion https://cdn.discordapp.com/attachments/565848635443642369/757864313120751647/untitled.png

snow remnant
#

A possible "rework" for the neurotoxic grenade. I want to keep the unique interaction of it with fire and electricity withtout modifying too much the concept. When thrown the grenade explodes immediatly, covering a certain area with with a sticky goo like viscous substance. It slows ennemies a little bit and can intoxicate them if they walk on it for too long. Once ignited this substance will slowly become gaseous and similar to the actual neurotoxic grenade, and is unable to explode again.

sour elm
#

Can we change the colour of the dark futures neon?

late valve
#

New way to infuse matrix cores: excess mining materials. Right now the only thing you get when you dig up extra morkite or aquarqs in DRG is extra exp, and not a large amount of it. This could changed so that once a player has promoted themselves at least once, any and all extra materials you dig in a mission would contribute to stockpile that once full, would allow you to infuse a core at the forge. It would take a large amount of minerals to fill it, more than what can be obtained in any single mission. And it would automatically reset every time the stockpile is filled. But it would make acquiring overclocks and cosmetics a little less grindy and encourage players to mine the maximum amount of minerals while also reducing supply drop spamming.

frigid bane
#

New rare bug species - Lumifuges. Possibly only appear with their own mission mutator.

A bit horror themed, every bug of lumifuge family is afraid of light and is incredibly strong and fast. Delving only in the darkest corners of Hoxxes, they pose quite the the threat to lonely dwarves, being able to quickly strike from the dark and retreat back into it. And even despite their nasty habits, purpose of lumifuges' are not to kill - they only crave blood and will retreat once sated, without downing any dwarf directly, however and most importantly, they will drain maximum HP. This effect can be cured by eating red sugar, healing at supply drop, slowly and steadily killing bugs with vampire perk or by hitting the guilty lumifuge with a powerswing (this only works for the afflicted dwarf). To show how sated a lumifuge is they may have a dynamic model with distinctive bloodsacks which make those bugs slower depending on how full the sacks are.

Even though being quite physically similar to Glyphids (arachnid in appearance, but have a lot more legs and are covered by smooth glistening skin instead of chitinous armor) lumifuges are hostile toward them, as well as to every other species native to Hoxxes. Except the lootbugs.
Lumifuges only spawn during the downtime and far away from Glyphids, which they don't actually attack and just run away from.
[more elaboration incoming]

#

Dark-loving and more commonly encountered Lumifuge Stalkers love to quietly and closely follow unsuspecting dwarves and can barely be seen outside the range of flares, mainly giving themselves away with their beady reflective eyes.
Once preparing an attack, a Stalker starts "sprinting" with a characteristic sound - an unpleasant cracking skitter of many hollow limbs. While the creature is running at the dwarf, he has a brief chance to throw a flare right beneath his own feet - it'll quickly scare off the attacker back in the shadows, where Stalker will attempt to break the line of sight, while trying to silently circle around it's prey. If timed correctly, single power swing is enough to kill the lumifuge in one hit.
Once struck with retracting lamprey-like mouth, a dwarf suffers a blow so quick it'll pass straight through his shield and will poison him for a brief duration, blurring his vision as if heavily drunk and also making all movements (including turning speed) slower. Once bitten three times the dwarf enters a paralysed state (akin to being frozen) and the Stalker leaves, having satisfied its hunger, ignoring any other dwarves.

#

Other lumifuge representative is the Constrictor. A hideous cross between a flying squirell, an antlion and an octopus, this monster is mostly flat, sticking to any suitable surface, mimicking its surroundings, only being given away by its ugly hagfish head that vaguely resembles a rock.
More of a trapper than an active hunter, Constrictor likes to pick a spot and wait for a victim in the dark. When encountered by an unsuspecting dwarf, the Constrictor emits a loud screech (audible by every dwarf anywhere) and hurls itself at its prey, wrapping its whole body around the miner. While not really dealing much damage, the creature completely renders its victim immobile and silent, while hiding the dwarf when viewed through the laser pointer.
When exposed to light, Constrictor doesn't drop its disguise but tries to crinkle away further from bright irritant.
Again, it can also be killed by a well timed power swing, although the window of opportunity is short.

Of course, every encounter with Lumifuges can be trivialised by a well placed scout flare, but it will only move those pests someplace else, and those buggers move fast so they can end up anywhere.
Lumifuges are very vulnerable to fire, being set ablaze in an instant and entering instant flee mode, while emitting most ungodly sounds. Electricity also effectively repels them, although it gives them a significant speed boost. As a bonus, shock status renders Constrictors unable to mimic ever again.

...Another way to completely counter any lumifuge is to drink some gag beer beforehand - those creatures hate the taste of dwarven brews and will actively run away from you during the mission.

TL;DR: Ticks, but bigger. One speedy, another sneaky. Both very ugly. Afraid of light, attack by draining max HP. Avoid drunken dwarves.

near glacier
#

scalable font option, we xbox miners gotta read too 😢

candid phoenix
#

New enemy idea for Halloween: a large spider like creature that only during Halloween appears. This creature would be completely harmless and it’s only purpose would be to scare you and your fellow miners, it would hide on the wall or roof and the second it’s in light or on someone’s screen it quickly burrows under the ground and disappears, much faster than a glyphid menace. Shortly after it would appear somewhere else in the cave system nearby. It would be completely black exept for 2 bright orange eyes that can be seen in the dark, and if not scared away it will slowly move closer to a player until it’s right behind them, once the player turns around it will quickly produce a loud screech and burrow (Like a jumpscare). Other than the screech and the sound it makes when it burrows it would be completely silent. This enemy could be rare and only spawn once every 20 missions or so. (Also please decorate the drop pod with Halloween decor!)

candid phoenix
#

Here’s a suggestion for a small change to cave leeches. Cave leeches can only spawn in certain biomes. it doesent really make sense when you see a cave leech in the ice, it doesent seem like they could survive intense cold or intense heat. Also I feel like the sandblasted corridors and salt pits would be too dry for a cave leech to survive.

So heres my suggestion, biome specific cave leeches. Just some slight modifications to the cave leech model and maybe to their behavior depending on what biome they are spawning in (similar how we have radioactive and frost praetorians). Maybe in the glacial strata and magma core biomes it could look similar to the bets cave leech, with some armor that opens up when it attacks, and the armor stays closed to keep intense heat and cold out. Maybe in the radioactive zone it could have strange tumors on it or something.

Here’s another idea: Biome specific camouflage, the armor like stuff in glacial strata could look like Ice and In magma core it could look like rock. In fungus bogs it could have vines growing from it and in crystalline caverns it could have crystals forming on it, idk it’s just a suggestion and i would be ecstatic if you take anything from this.

civic coyote
#

Simple Suggestion here. For the Tier 4 mod It Burns on the Driller's Flamethrower, it currently has a fear factor of 13%. I believe this should be increased so that the fear becomes more consistent on heavier targets. I should be able to turn the flamethrower on Praetorians and consistently get them to run away. Maybe a fear factor more like 30% would do it. I don't really know how the stat works.

near glacier
#

The mug dispensers of the Abyss Bar have a small chance to eject a sandwich instead of a mug. Lloyd doesn't care and will pour the beer on the sandwich.
Your dwarf will say special voice lines when you pick up and eat the soggy sandwich.
Beer effects still work because the beer is in the sandwich.

patent eagle
#

Oktoberfest beer, just a special kind of craft beer that is only available during Oktoberfest. If you drink it, you can hear (royalty-free) bavarian folk music and start Schuhplattler moves (already in the game). In general more seasonal specific beers would be cool, tbh. Maibock during May, for example. Or an anniversary brew only available on the day DRG left EA for 1.0.

red elk
#

Well it looks like people think that TECHNICALLY weapon skins have been suggested before, so this part is gone
1 Changing how weapons sound. In fortnite STW as an example, the Candy Corn LMG makes a mainiac laughing sound as you fire it. The Pumpkin Launcher also makes a deeper "RAAHHHHHHHHHHHHHHH!" sound every time you fire it. The Present launcher makes a christmas tree shaking sound, and so on and so forth. Why not add something like that, where you can change how your weapon sounds? You could recieve these either from cargo crates or lost packs, but again a seperat task for event themed ones would be cooler.
(Vote #1 if you like this one)
2. Making event themed music. For example, again Fortnite STW the Christmas music (look up on Youtube 'Fortnite STW Christmas music'). It absolutely ROCKS, because it's the devs attempt, and a successful atempt, at making adrenaline rushing Christmas music. It'd be really cool to have that (for lack of a better term) Darksynth music go christmas or halloween style. Even just a few tracks replaced would be NEAT.
(Vote #2 if you like this idea).

peak aurora
#

A perk for the sentry. It will make it stop shooting or moving but follows your laser pointer to precisely light out caves with it's installed light.

chrome spear
#

Add more furnishing to this side of the space rig so I can stop losing the floor is lava to myself

unborn otter
#

Hey guys fellow game dev here, picked up your title on steam a few days ago and i'm already addicted, firstly really impressed with your production standards and attention to detail. Anyway, I got some suggestions:

New key bind: Weapon Switch
the default bind on Q to select the previous weapon is handy, but also quite annoying at times if you forget to prime it first by flicking between primary and sidearm, i've often ended up firing a zipline into the floor, grappled myself into a horde or tried to shoot a bug with the platform launcher

My suggestion is to create a new key bind called "Weapon Switch", this bind will only toggle between your primary and secondary weapons, (slot 1 and 2). WH: Vermintide has this exact bind for example and its extremely handy because the alternative is a mouse script or autohotkey. Simple to make, massive QoL benefit.

Similarly you could make another for "Utility Item Switch", that toggles between only slot 3 and 4, would also be quite useful, as I would stop dropping resupply pods instead of my turret because I fat fingered the number keys in the heat of battle.

#

New mission type: Large equipment delivery
Terrain manipulation is really fun, so I wondered how to utilise these abilities further for a mission objective. A story from an army engineer came to mind: "We were sent into a hot zone to build a bridge while under attack"

So I thought of a mission where the team is dropped in beside a large piece of mobile hardware that moves around on tank tracks called the "Deep Ore Scanning and Extraction Relay" or DOSER.

In the mission the DOSER acts like a mobile minehead, it can be moved using the same summon mechanic as the MULE, but its much slower and only availible to the mission's host, so basically a very large slow MULE. The DOSER cannot scale walls or steep inclines like the MULE so the team have to plan out a route to get it to its destination.

Options for good team play are: Scout to go ahead and plan a good route or handle secondary objectives, Driller can carve large tunnels and Engy can build bridges over ravines to shorten the route, A Gunner job is then defending it as the DOSER will periodically stop and deploy into "stay in the zone" swarm events during its journey.

example mission breifing:
"Heads up team, we lost a squad of engineers trying to get this DOSER in position, so we're sending you in to finish the job, this is as close as we could deploy the DOSER to its destination so we need you to do what ever it takes to get it the rest of the way, we use DOSERs gather intel for deep dives so don't screw up!"

Some issues I can see are:
Could see it being tedious if the team doesn't bring either an engy or driller, this happens already, but especially with this
Would need a new pathfinding function to limit the DOSERs terrain traversal
How to communicate to the players that a path is too steep or too narrow for the DOSER etc.

Would be a bit of work to implement, but I think it would be a pretty fun mission type and quite different to the usual mission gameplay loop.

meager blaze
#

I think this might be a recycled idea, but here goes.
what if we could use extra empty mineral bags to temporarily carry more of a mineral we're mining? Example: having 2 bags full of gold or 2 bags full of croppa. would help when mining particularly large veins of minerals or when Pots O Gold is active.

runic badge
#

Alright so I said a few months ago I had concepts for a new primary and secondary for each class, and I intended to give descriptions of each one with conceptual illustrations. I think I'm ready to start delivering on that. If any of them end up being too repost-ey and get deleted, I believe I'll post them in suggestion discussion(? I think that was the place to put them).

Here's my first one: a Scout primary.

uneven linden
#

Probably a stretch but a Shovel Knight themed helmet, armour colour and pickaxe set would be neat.

lunar latch
#

An Idea to add some supplimental background lore. Either Galactic News Reports and/or news articles to expand on the world of DRG. Maybe even hint at a sort of DRG for Elves in the form of a hunting resort?

fiery kindle
#

minerdetail, The scout's double barrel shotgun should have separate animations for when its empty vs one unfired shell

red elk
#

Idea based off holiday skins: Instead of holiday skins simply being added to cargo crates or weapon cores from Deep Dives, why not have some special task? For example, for halloween Dreadnought missions could have a 5% chance to spawn a Ghost Cocoon that spawns a Dreadnought that's just a skeleton, and once you kill him you have to take him apart and through the bones in Molly, and then bam once those are done you get a random holiday-themed skin.
An idea for something like christmas would be missions have 3% chance to spawn a christmas tree machine event where you have to put the star on the Christmas tree and then the Machine event starts. Then, you have to go around collecting ornaments the spawn all around in the cave and collect them all in like a 10 minute time frame while light swarms spawn. To make it more worth it you could also add in the weapon sounds for completing these from my suggestion earlier (https://discordapp.com/channels/257785731072786435/258990408602877952/758389693267312650).
TLDR: If you add holiday themed weapons skins do more than add them to cargo crates or weapon cores. Also probably make them available in Deep Dives.

near glacier
#

We (I) need some MIDI files/sheet music of the tracks from the game. (So that I (We) can learn them)

Pretty please.

valid sable
#

Please add extra shells to scouts shotty

Edit: I know scout has ammo issues, but I really think the shotty should have like 8 more shells, because as of right now, the Zhukovs are just better

rustic furnace
acoustic helm
#

a character selection terminal right next to the entrance of the drop pod

honest jasper
#

Take the Deep Dive loading screen (Like the one in between stages) and turn it into a Mini-Profile Animation for Steam

lost magnet
#

hello mr. rock, suggestion - make dwarf head make boing sound when jump on it, thanks you

molten moon
#

Minerals should spawn on the floor more often because right now the scout seems to be doing most of the mining instead of, you know, scouting

I wonder if gold, nitra, and morkite even spawn on the floor (I’m not talking about low on the walls, I mean the actual floor of the cavern)

knotty glen
#

add team kill messages in the chat so people know when they're being bad

snow remnant
#

Whata bout a new type of secondary objective where you have to destroy structures ? I'm thinking about a smaller version of the glow trees present in fungus bogs that held little unripe fruits. Those little trees would be scattered around the level, needing a few hits to be destroyed. For the lore, I think they could act as a food source for dangerous ennemies, so management ask the dwarves to destroy those you encounter before the fruits starts growing.

sour adder
#

adjust the prices on in the accessory shop so that they are lowered by 1948 credits in total so that the total price for all shop cosmetics is 3,141,592 which corresponds to the first 7 digits of Pi

toxic heron
#

make the screen shake and make the sound have a bit more oomph when crystal stalactites fall from the ceiling in salt pits
they are just a bit underwhelming at the moment
||also make them have realistic falling mechanics. slow start and increase in speed as the momentum increases||

snow remnant
#

C4's colors should match the color scheme of the Driller. The deep green and the white bands are not good imo add some black and yellow stripes !

versed rune
#

I posted a longer version of this in the Steam discussions, but when youre holding E to hammer an object, there should be a burst of progress on the first hammer hit, allowing impatient people like me to mash the E key with perfect time to get it done a bit faster than just holding E. Mashing E causes the hammer animation and sound to go much faster, so it just makes sense. Edit: video showing what I mean, second turret should build faster https://streamable.com/tedaf8

harsh elk
#

Dwarves need the ability to tumble and do summersaults.

ripe talon
#

There could be an afk system similar to left 4 dead 2 where if your idle or you choose to be idle you'll act like a bot and shoot enemies while following your teammates and stuff

worthy helm
#

dragon breath rounds overclock for eng shotgun

icy bluff
#

Proper Engineer Sentry place animation would be nice (but not required)

neon fossil
#

Photosensitivity mode request: tone down the brightness of the explosions(?) from the thrusters of the deepdive loading screen. I love the animation but its hard for me to watch for a prolonged amount if time

snow remnant
#

To help the Face Melter OC, remove the max fuel reduction and turn it into a longuer reload. That thing eats ammo like Karl drinks beers.

weary shuttle
#

New warden variant: slow moving, entirely covered in breakable armor, only weakpoint is the buffing orb once exposed.

Instead of protecting allies, drives them into a frenzy, moving faster and dealing more melee damage

winter halo
#

Enhanced Anomalies & Warnings:
Every (or some) Anomaly/Warning has a 1 in X (10?) chance of being enhanced.
The randomization happens only when the mission starts so it can't be known when looking at the missions selection menu.

Example Enhancements:
Enhanced Exploder Infestation --> Bulk Detonator Infestation.
Low Oxygen --> CO Poisonous Environment (damage over time when not around MUL-E/pod).
Golden Bugs --> Mineral Bugs.
Etc...

uneven comet
#

Shellbacks at max speed damaging terrain?

median whale
#

we need more fun modifiers like no gravity.. more speed would be great, double fire rate... stuff like that

late valve
#

Suggestion for a mission anomaly type: Meteor shower. Just as the name says, there are random meteorites striking the region you are in. Mission control can give a brief warning before they hit the same way they do with inbound resupplys and other drops, but you still need to pay attention to where you are going. The upside to all this? The meteorites can take out bugs just as much as dwarves, and some them contain rare resources that can collected after they have made touchdown.

summer elbow
#

Add an extra second of player control after drop pod closes during mission evac, so all players could properly take their seats.

Having all dwarves seated during takeoff adds to the atmosphere of the game, but it's impossible right now because players are frozen as soon as the last one sets foot inside the pod 😦

hoary panther
#

I would like to see an option added in the UI section that moves the reticle down to about a third of the screens height from the bottom and the gun view model slightly to compensate.

I got this idea from Bungie's Halo and Destiny. In other first person shooting games like Counter Strike it makes sense to have the reticle centered because fights happen on mostly the same plane. In DRG however, verticality is an ever present factor in level design. By lowering the reticle you are given increased awareness of what is directly in front of you and above you at any given time. Instead of having to swing your camera all around, you can comfortably shoot the enemy while also being able to scan the top of your screen for any nasty leeches lurking in the ceiling. It also allows the player to appreciate any vistas the caves offer and make the levels feel larger then they are. Ultimately it allows for greater clarity in combat and stylistic environments.

near glacier
#

In Memorial Hall, there needs to be a counter of all the Steves that have fallen

weary shuttle
#

Add passive to Hoverboots: whenever your dwarf jumps, he emits a small AoE heat blast that hits any surrounding bug.

This passive has a cooldown of 5 seconds when maxed.

This is to incentivise the idea intended by the devs to use the ability also as a combat tool.

near glacier
#

Bosco should salute right before exploding as his last goodbye

To that, dwarves should say something like "Goodbye drone!" after he detonates.

solemn swift
#

I just came up with this: what if there was a Nitra version of Gold Bugs? ie, every bug you kill has a chance (this is important) to drop a chunk of Nitra. For it to be fun though, there should be no nitra generated anywhere on the map, meaning that you either kill bugs, or you don't get ammo. This would encourage aggresive gameplay ( getting up close to collect all that red goodness). With regards to the chance thing, I think that on higher difficulties (h4, 5) there are so many bugs that you'd get 80 nitra in an instant. So in higher diffs the chance to drop nitra could be very low, 0.5 for example, while on lower diffs it could be higher to compensate for the fewer enemies. Rock and stone!
Also discord doesn't let me search on this channel specifically so sorry if this is a duplicate idea.

split abyss
#

April fools event:
Put beards on EVERYTHING.
Bosco- Bearded.
Molly? Bearded!
Bugs? BEARDED.
Loot bugs? MAJESTICALLY BEARDED.
ELVES? Bearded JUST TO TORTURE THEM.
Hoxxes IV? B E A R D E D.
Memorial hall elevator? You best bet it's bearded!
ABYSS BAR BARTENDER? DOUBLE BEARDED!

sonic lynx
#

When scout kills an enemy with a flare he says “lit up a place that ain’t supposed to shine”

weary shuttle
#

Additional feature for the bestiary:
Add a toggle button to swap through the different animations of the creature currently viewed

covert lynx
#

Add option for toggling the slight rotation animation of 3D models in menus (I just want a good look at my weapons from a given angle without them starting to move as soon as I lift my finger off m1)

queen basalt
#

A gameplay element which is a cause of irritation in my group is other players calling the MULE away when you're trying to use it, or it's midway and you end up with both players calling it back and forth. The back and forth might be fun sometimes, but it's irritating when you're carrying an item to deposit and it gets called away because someone is mashing the button.

Suggestion: Add a cooldown on summoning the MULE. Something like once every 15-30s, to limit the ability to repeatedly summon the mule to disrupt others interactions.
An alternative could be to add a timer. If the player has newly entered the area of the MULE, it cannot be called by another player for several seconds. This would give the approaching player an opportunity to deposit without it being called away. This would be on a cooldown to prevent abuse.

languid mountain
#

Victory animation where your dwarf juggles chunks of gold/minerals

keen shuttle
#

Purple scout armor when ?!

tranquil thunder
#

Small buff to iron will so that it either gives you HP, or you can maybe earn some HP if you kill mobs while its active?

trim steppe
#

Rock and stone victory move, perhaps is possible showing your custom pickaxe for it

real pivot
#

Victory pose where you take and admire a precious stone (ex large Diamond 💎 ) then hide it greedily and check if anyone else saw it.

lapis pollen
#

The dwarves could have increasingly slurred speech which scales to their level of drunkenness.

EDIT: Checked the search history and did not see this suggestion previously.

sage wharf
#

Using the action button with shield link will charge someones shield despite there being a shield disruption? They’re shields won’t recharge of course, it’ll work more like armor. You’ll need a fellow dwarf to charge your shields.

hot yoke
#

@wary lion proposes adding a visual effect to indicate if enemies are affected by the embedded "on reload" projectiles (from OCs like Explosive Reload) . This way they might not be overlooked as much

young wing
#

More weapon trick animations. Currently, half of the guns are merely flipped around a bit (warthog, assault rifle, etc.)

Examples:

Flare Gun - scour opens the gun, but punches himself as it closes suddenly.

Warthog - engie notices a loose nut and tightens it with a wrench.

Subata - driller flicks the little metal U-shaped thingy on the slide of the gun back and forth, playfully.

Just some examples. Thought it would add some extra fun. Inspired by the first time I saw the beauty of the breach cutter’s “trick” animation.

young wing
#

A beer that allows you to drink more, but when it wears off, you pass out. This could allow you to experiment with insanely high drunkenness levels. Maybe call it the liver giver or something lol. You would know if it is still affecting you by an effect on screen, maybe sparkles around the edge of your fov.

hasty edge
#

Propably no one would approve my suggestion, but here it is:
I'm very sensitive, and it makes my heart bleed, when I hear some sad things that dwarves randomly say,
for example The Gunner says "I'm not feeling well today, but who cares", and he is so sad, maybe add some happy phrases, like "Can't wait to join my friends" or whatever, Just dont make dwarves sad :C
I know I sound silly, but thats whats happening in my brain, and even tho I'm an adult, I can't help it, so, here it is XD
Dwarves are friends, and everybody cares :C

split abyss
#

In the Options, could we get an option to set EXACT numbers for each slider?
(As in, click the numbers to input a number.)
As of current we can only use the sliders, and that doesn't let us get precise levels
unless you can move your mouse 0.00001 centimeters to the right with pinpoint precision. petbug

undone plover
#

Unique Overclock for the "Lead Storm" Powered Minigun:

Overheat Armor(or some way cooler or more accurate name)- an overclock designed to modify Aggressive Venting, and instead of causing a big fire explosion and inflicting fear when the gun overheats, it instead engulfs Gunner in a close AoE flame cloak that burns enemies in melee range for the duration of the gun's overheat.

I believe this would accomplish a few things at once. A) It would give a niche, yet viable reason to pick Aggressive Venting over the other two tier 5 perks, which just straight up outperform. B) It would give people a reason to want to overheat their gun and be unable to fire it for a few seconds while it cools. and C) It could serve well to synergize with melee-focused builds, or allow people to have a sort of "berserker rage" moment when their gun hits the limit in the middle of a swarm.

As it is, overheating is far too much of a bad thing to make ACTIVELY overheating the gun worth it, as you're just out of your primary means of defense/offense.

||(I read through 3 pages of "overheat" suggestions to make sure it was at least unique to anything not deleted on discord)||

dim sable
#

Kinda to add on to what he was saying about making aggressive venting better. Giving it the constant fire and fear radiance for the cool down duration would be good, but for 10 seconds, that could be kinda long. Could give the benefit of aggressive venting is that it vents heat faster to cause the burning effect so the gun cools off faster. Would shorten the length of the effect so it doesn’t get out of hand where gunner is just this flaming god of fear and fire for a long time but it gives you back your minigun sooner.

near glacier
#

calling for molly on a point extraction (or any other mission type without her) should play a voice line bemoaning her absence

fleet geyser
#

This is a suggestion for both the M1000 and Experimental Plasma Charger:
Instead of having an uncharged shot and charged shot mod at each tier, split up the tiers something like this:
T1: Uncharged shot mods
T2: Charged shot mods
T3: Generic mods
T4: Uncharged shot mods
T5: Charged shot mods

The reason for this is that it's optimal to minmax for uncharged or charged shots, but that's bad for enjoyability since you only get half the versatility of the weapon and since you typically get only one mod for either at each tier you get very little customisability assuming you're minmaxing.
This way, you're not screwing yourself by balancing between uncharged and charged, since minmaxing for either isn't even an option.
Of course, since this means you can't have as many charged shot or uncharged shot mods active anymore, drastically reducing the potential strength of both, the mods should be better to compensate.

Btw, "Uncharged shot mods" mean mods that are more useful to uncharged shots, they don't necessarily apply exclusively to uncharged shots. For example, decreased reload time.

sage wharf
#

Switch exploding guts as a warning instead, that’s more of a danger to your team than the enemy. Or you could just make it so the explosions don’t damage you at all.

near glacier
#

Hitting the reload button while using the Lead Storm minigun has gunner spin the barrel, why not have that be a jumpstart to the max spool up?

dim sable
#

Couple ideas for some of the Lackluster M1000 OCs.

Hipster: Roll back some of the damage penalty but have it disable focus shots. Probably could consider it an unstable at this point since it changes how the gun works. Basically giving it’s hip build a sharper edge at the cost of losing the utility of the focus stun or the fear of precision terror. Currently, the Minimal Clips does what the current hipster does, and slightly better. Doubling down on the hip fire nature of hipster would make it more unique from Minimal clips in that regard and minimal clips would still be perfectly viable to use if you want that focus utility. The ammo bonus could be reduced if balance calls for it, too.

Super Cooling rounds: Remove the ammo penalty and allow the reduced move speed while charging a focus shot. The longer focus time will remain however hip fire will be disabled. Basically the opposite of hipster fully leaning into the focus build of the gun. Would give it more sustain with the ammo pool back but still requiring the player to have to play differently and smarter since now they can only focus shot for damage and the charge being slower which can present a challenge for scout.

sturdy smelt
#

would it be possible to allow us to go first person when spectating someone ?

civic coyote
#

This is a balance suggestion for the M1000. I feel that it is a strong and versatile weapon but I also feel it has some undertuned stats that could use some adjustment. The changes I would recommend would be to lower the reload time from 2.5 to 2 seconds flat. It loads a rather minimal en bloc clip and it seems to take longer than needed. Additionally I would like to see the base magazine size increased to 10 from 8. This would allow for 1 more focus shot per magazine. Also for focus shots, it would be nice if they got a base increase to penetrations. I recommend replacing super blowthrough rounds with blowthrough rounds, and increasing the number of penetrations on focus shots to +2. This would actually give them an ammo conserving functionality and it would feel thematically appropriate. Additionally the GK2 would be excellent with just a little bit more ammo. I should also add that I absolutely wreck on Scout. Thank you!

dense bobcat
#

I always thought that Ice Storm should have unique ice stream particle effects compared to other cryo builds. Rather than a cloudy stream of cold, which suggests high water content and condensation, it would be cool if the effect was visually more like a storm of sharp ice crystals being shot at the enemies.

young jewel
#

Suggestion for excess KPI points:

Create mutators that affect certain mission parameters like specific mob spawns, terrain generation, etc. Excess KPI points can be put towards these mutators change how a map is normally generated. When selecting a mission there would be an additional option to play with mutators, either just the host or the combined ranks of everyone's mutator list.

This allows for more unique mission experiences based on player(s) influence.

rich crypt
#

Currently there's a bug where you can preview MK1 paintjobs for MK5 armor as one example, but they're not choosable. Why not make these paintjobs available for all armors?

deep silo
#

i think that the weapon system would be better if there were a lot of weapons that when you progress you get them instead of each class having its own weapon

near glacier
#

Allow Steeve to carry an oxygen canister in his mouth on low oxygen missions

fleet geyser
#

I reckon that triple beam on the breach cutter shouldn’t be a thing, as making the AoE more blobby kinda negates the one downside of an amazing weapon. Deepcore should be the choice for rounded AoE. Plus it completely overshadows the other T5 mods.

Feel free to suggest alternative mods in the discussions btw, if I see a good one I’ll mention it here.

peak aurora
#

Custom voice lines when your Steve gets shot, such as:

-Hey! That bug is tame!
-Stop shooting my bestest friend or i will become your worstest enemy!
-Have you never seen a tamed glyphid before, you green bearded treehugger?
-Shoot the bugs that attack you, not the bugs that attack the bugs!
-If i can teach Steve some tricks, then i surely can teach you not to shoot it...
-This bug is more harmless then you are, stop shooting it!

flint stirrup
#

Add an Armor Paintjob preview icon to Lost Packs like the Pickaxe Paintjobs have a preview icon.

gleaming hedge
#

A rare chance (5-10%) for your Steve to instead be named Karl Jr and turn gold.

languid vine
#

A context animation for depositing big chunks of minerals such as Aquarq or Enor Pearls, currently it's a bit jarring how it just instantly disappears from your hands so I suggest a small 1-second shove animation

dim sable
#

A way to Improve the Active Stability System OC on the M1000:
It mainly just needs a different trade-off instead of reducing the focus damage. Kinda feels lackluster when it tries to buff the Focus build of the M1K but then hamstrings it at the same time. The penalty should affect a different aspect of the gun. Couple of things that could work are reducing the hipfire RoF, causing the hipfire to bloom more per shot or making hipfire less accurate. Pretty much something that will not hinder the part of the weapon that the OC is trying to improve. Will make it feel like it's improving a part of the gun while sacrificing some flexibility rather than a gimick that defeats itself.

dark night
#

it's a tradition for astronauts to sign the equipment used on missions. As a future DLC could we get our name signed on different things we use in game, like for example MULE and the space rig? +Or as an extra for the supporter pack 😄

buoyant totem
#

More powerful and generally applicable perks, along with just having quite a bit of raw power. But, they come with a downside. I mainly say this first as I want some way to tank better as the front line classes (particularly gunner and driller) I’ll give some examples of some ideas I’ve come up with

buoyant totem
#

-So for one example of a more applicable perk, extra maximum shields at the cost of reducing max health, around 10, maybe 15 max health per five shield, and having multiple tiers, thus putting you at a major disadvantage if your shield does break which will result in extended combat being much more dangerous at the expense of smaller engagements being much less consequential. Unless if you have some way to Regen your shield mod combat, like the gunner, so it gives an advantage to all classes but particularly good for tanking if you have the resources to spend on the shield to do so
-(also on a side note idea for alt shield bubble that doesn’t fear but still provides other normal benefits of. a shield and gives the gunner passive shield benefits and defense)
-And another perk idea I have, a flat maybe 15% damage reduction at max rank at all times, however in return you got a percentage maximum ammo reduction (probably not for support and traversal though) thus trading off direct combat potential and damage for a more aggro pulling and defensive style for you and your team, so your team will need to pick up the damage area a bit, in return they can dish out more damage due to you being able to draw enemies away from them for more often
-that all the ideas I have for now, may post more later if people liked the concept. Sorry that most of them do have a tanking focus in mind with no real utility focus as of now, it’s just I really like tanking in most games and I’m a gunner and driller main, and I play melee driller. So I don’t have many good ideas for the other classes as of now

sterile cosmos
#

Please give us the option to disable the mission control subtitles.
The text box takes up a huge amount of space and depending on the text it lasts quiet a while. It's making spotting enemies on the ceiling difficult, which is especially annoying when you've just left the drop pod and fight the initial wave of bugs.

finite yoke
#

A swarm type composed of exploders and a guaranteed bulk detonator or two? Mission Control: "We've picked up some volatile signatures moving in your direction... looks like we've got a swarm of exploders! Get Ready team!" Would put this on the same level of rarity as the grunt swarm. Maybe a bit rarer, because it could get pretty brutal with the exploders everywhere

stiff nimbus
#

ok, so apologies if this isn't the best place to post but I had a suggestion for the tattoos coming and maybe it's too late or maybe you can add it into a second pack, but you really need a "For Karl" tattoo. lol. Idk why but as a middle aged guy, playing with other coworkers, we get a kick out of the phrase.
so yeah, just a thought.

stuck berry
radiant tangle
#

Large caverns filled with ore, but house monsters that are blind but can hear loud noises. (sorta GTFO esk) If one of these monsters sees you it could start a swarm or spawn a mini boss of sorts.

near glacier
#

A weapon storage room. Instead of navigating through UI to select your weapon, you pick up your weapon from a table.

thorn hatch
#

Two related but super simple & equally as inconsequential suggestions which I can't find via the search function:

Have the game save your last played hazard level, so you don't have to change it to haz4/5 every time you start the game up.
Make it so Deep Dives don't set the selected hazard level to 1 upon the DD's completion.

balmy bloom
#

flamethrower overclock for heavy liquid fuel. the idea is to make a sticky flame flamer that leaves a droplet trail of fire to from the tip of the flame and the base of the flamers nozzle. while also giving the direct impact zone bigger patches of longer lasting sticky flame.
Basically a really deadly squirt gun used for painting larger areas of denial to the hoards. I guess the downside is it kills direct fire damage in favour of really easy area painting.
Could make use of particle effects from the flame beam touching the ground creating patches of fire for more sporadic effects.

north sentinel
#

A new mission type similar to elimination but instead of killing 1 to 3 dreadnoughts you kill something like 300 to 500 of anything in the level

Enemies spawned via things such as breeders or the brood nexus would not count twords the progression

languid vine
#

A setting that lets you disable the ambient noise the Flamethrower makes when selected but not in use, this would be nice as an option for players who find the sound distracting or for any other reason don’t like it personally.

brittle ice
#

When I set to have a max of 3 satchel charges could the 1/2 stay then stack with the other half to give me full satchel charges with only 2 resups

plush mirage
#

I want to be able to just throwaway a beer. The animation can just be pouring the beer on the ground and it's an empty beer

frozen sierra
#

add a new salute cheer "rock and awe!"

next scarab
#

are you guys discussing explosive reload? its seems odd that it does no damage to drednaught's and it doesnt seem to have an increased effect against frozen targets....could be wrong. It seems like it would be a fun skill based ability but its ridiculously weak in its current state. 2)Having a bug explode and cause the voltile guts damage effect to bugs around him would be a cool add on to explosive reload

peak aurora
#

How about having mini mules require more parts to be repaired? Perhaps lock that to higher difficulties but it would spice the salvage missions up a bit. The mules could maybe miss a hatch or headlight aswell as a leg. So you must get the fitting parts to the mule. A mule with 4 legs won't need a 5th one but if it misses a hatch you need to get a hatch to it instead.

lunar latch
#

Honestly I always complain to others and myself about it, but I'll suggest, maybe make the drain of oxygen in O2 missions a smidge slower. So it's not everyone fighting over Molly and Supply Pod summons

snow remnant
#

Allow Bosco to attack the dangerous plants in Dense Biozone : trapacactus and ejector cacti. For now, when the player ask for Bosco to target one of those stationary threat he will just light them up like it's some kind of uninteresting common wall.

umbral stone
#

How about a bulk detonator crossed with one of those screaming loot goblins with the power to coat the entirety of a hollowed cave in glorious multi coloured minerals once defeated,

young wing
#

Mactera Crasher: a Mactera that has been affected like the glyphid exploders. Will aggressively fly at you, attempting to ram into you and explode you. When shot, the crasher will lose control, flying straight in whatever direction it was moving in until it hits a wall, where it then explodes. Less explosive than an exploder, as it is much harder to avoid.

tame dagger
#

Allow Primal Blood to be a paint for armor with all classes. To ensure that players can tell what class is what, each pallet will be different. The stock base color of the paint will be red, but the stripe pattern will show what the class is; Yellow for Driller, Blue for Scout, Green for Gunner, and either a Dark Red or Dark Orange for Engineer.

grizzled spade
#

Just an idea - What about a Curling area in base

slim oriole
#

Dear developers of Ghost Ship Games, first of all, I would like to apologize for my English (I wrote this message through a translator) and express my gratitude to you for the release of such an excellent game as Deep Rock Galactic. I have been playing your game since January 2019, have never regretted a purchase and still get only positive emotions from the gameplay.
So why am I writing this message? I like the wide range of character customization options in your game, and after seeing the Roughneck Pack announcement, I had a suggestion: what if you add the ability to link customization presets to specific biomes? What I mean is: to allow the player in the wardrobe to customize the character for a cold biome (hat, more massive armor, for example), for a hot biome (turbans and Roughneck Pack from the upcoming dlc) and a neutral biome. I assume that this function will be automatic, with the ability to disable it and use only one appearance option (as at the moment). Naturally, these opportunities will be voluntary and not limiting to the player (hat in the desert biome? Why not).
I am convinced that the introduction of this feature into your game will significantly diversify its appearance.

Thank you for attention, Rock and Stone!

near glacier
sturdy smelt
#

would be nice if when down in spectator mode we could still see the dreadnaughts and other boss's health.

azure sequoia
#

Black Market Beer

Uses Perk Points to Select and Purchase different Beer Buffs for 1 Mission.
Just like the Beer of the Day but you can select which Buff you want at the cost of Perk Points. Perk Points because after you unlock all the Perks, they have no use as far as I am aware of.

Solo = 2 Perk Points
Duo = 4 Perk Points
Trio = 8 Perk Points
Full Team = 10 Perk Points

[Values are just Place Holders ofc. Sry if this is a repost.]

civic coyote
#

For the boomstick, I feel that the flat damage increase on the blast wave mod should be modified so that it both increases the damage and increases the range. This would make it the mod of choice for dealing with swarmers and would make it better compliment fear the boom. Right now it serves as a nice point blank flat damage increase but overall it has difficulty competing with the amazing value of super blowthrough rounds.

lime igloo
#

An option to tip Lloyd 50c by purchasing nothing.

copper flare
#

The one thing I want is to spectate players while in the drop pod, as your waiting for others to get in

near glacier
#

let the host set some tolerance for tks, if there is more than x team damage/kills in y minutes offending player is auto kicked

candid phoenix
#

can we have a craft the world and drg crossover?

silk flare
#

disable beastmaster action /hotkey (recruiting AND petting) while reviving / resupplying / turret building / repairing etc so you dont grab a random bug as steve while performing those actions.

queen badge
#

Show packet loss percentage beside ping, this is a common issue with hosts in China

wide depot
#

Subata OC: "Handmade"

+1 damage
+2 clip cap
+ x0.5 recoil
+ -0.2s reload time
- 1 RoF
near glacier
summer elbow
#

Show Steam avatars instead of character portraits on loading screen (Xbox Live avatars for Microsoft Store/Xbox players).

The avatars would make it easier for the players to recognize the same people in multiple lobbies and build a stronger sense of community. Humans are much better at recognizing familiar images than text strings!

The loading screen shows both the class name and class portrait, so the portrait is not needed anyway.

sage wharf
#

If bosco is in the middle of a revive while someone is currently joining the game, plz let bosco finsish before taking him away thanks.

fleet geyser
#

I reckon that the amount of health you get when being revived shouldn't go down so drastically (if at all) at higher hazard levels. I get that it's meant to be difficult, but it's not a fun kind of difficult when a player gets caught in a death loop because they're always 1 hit from death and don't get any chance to reposition or deal with enemies. Also remember that the revive health you do get counts for less on higher difficulties, since everything does more damage. Like, even if you got 40% revive health on haz 5 that's just one extra Mactera hit you can survive.

Also, the amount the fall damage scales with difficulty is just absurd, and combines especially nastily with the aforementioned low baseline health. A ledge two about dwarves high can deal fall damage in haz 5, and even a short fall will cost most of your health.

And yeah, I get that changing either of these makes the game easier and even haz 5 isn't quite hard enough, but those issues feel more annoying than challenging and make me not want to play haz 5. It can be made more difficult in other ways anyway, like maybe making grunts not get instakilled by absolutely everything.

dense bobcat
#

Add a Risk of Accidental Death statistic to the stats window of the Boomstick and PGL when using Special Powder and RJ250 respectively

vivid cedar
#

Create additional rare Gold-dropping bug variants with unique mechanics, like a Q'Ronar variant (Q'Ronar Corona?) that drops gold when its armor gets shot off or a Mactera Gold Bomber that drops gold when you shoot its goo pouches.

near glacier
#

A friend of mine had this idea based on what he and I did with a squad recently; Add an achievement named "A Real Bad Day" for having all of the following status effects active at once on a single enemy:

  1. Electricity, from either Turret Ark or an IFG grenade.

  2. Toxic, from Driller's gas grenades, upgrade for Gunner's revolver, etc.

  3. Temperature Shock, from inflicting Burn + Frozen at the same time by using Cryo Canon, CRSPR, Cryo Grenades, and Incendiary Grenades.

slow spear
#

Accessibility options to toggle permanent outlines for players, mule, drop pod, mine head, etc.

jade blade
#

Make the detonate button for C4 on mouse 2 and keep throwing it on mouse 1. Often enough, the throw animation isn't played due to bug, weird delay or just lag. When you try to throw again, you'll blow yourself up. Wouldn't happen with a different button for detonating.

civic coyote
#

Hover boots. They are cool. I am a fan. Right now they are a little awkward due to the shared keybind with calling Molly. A simple solution: While airborne, at any height above the ground, calling Molly is disabled. This would apply only when the perk is chosen only, such that the current ability to call molly while slightly airborne would still be available when the perk is not selected. Now hoverboots would simply require a single press of the key rather than a long press. This would resolve issues with activation/input delay.

true wave
#

Petting Steve while he's frozen should thaw him.

true wave
#

I'd like to see a short delay on the Salute button (regardless of where it's mapped). Too much time saluting in the middle of combat, specially when using controller.
A quarter second hold-time would be just fine.

red wolf
#

I was just on a mission where we dropped in directly on top of a Glyphid Crassus Detonator, which exploded when we landed making me think that there was a rare mission type where the drop pod malfunctions and whatever your mission was just becomes first a mission to meat up with your scattered crew and then a desperate dash to a begrudgingly dropped escape pod. It didn't happen but I thought it might be fun so here it is.

solid pelican
#

New achievement idea: Karl would be disappointed
Drink 100 leaf lovers specials

red elk
#

A Deep Rock Galactic animated 3D wallpaper app like N0va Lumi (not meaning to promote other stuff but || https://lumi.mihoyo.com/#/||), that’s Deep Rock themed, the meme potential in here is real and you could do so much with it LOL

old furnace
#

make the game non alt-f4-able.
wanted to get rid of background noise (streams/music) to locate a battery pack, but DRG's fullscreen prevented me from hitting the program's X button so I went for alt-f4, accidentally closing the game, and losing what I consider good progress. frustrating
(since I played solo there was no way to return)

my fault, yes, and I'm not really mad, but I feel like it's easy enough to prevent

fleet geyser
#

The lethality jump from hazard 4 to hazard 5 is waaaaaay too big, for me hazard 4 is a guaranteed-win snorefest while hazard 5 involves way too much waiting to be revived. While hazard 5 shouldn't be easier, there really needs to be something slightly less difficult so that there isn't an awkward skill level where no hazard rating is quite right.
The issue is that there's a lot of jumps in difficulty that are exponential or even bigger:
-Enemy projectile speed: increases from 130% to 170%. This seriously matters for Macteras, as they fire projectiles at close range. You can just strafe to dodge on any other difficulty, but on haz 5 they'll likely hit (with vastly increased damage to boot), so macteras go from being a haz 4 nuisance to a haz 5 nightmare unlike grunts which are just a nuisance at all hazard ratings.
-Revive health: Drops from 20% to 10%. This, plus the increase in enemy damage, means that a lot of easily survivable things become instakills so it can be hard to get to a safer location after being revived.
-Fall damage: Increases by only 50%. This increases the damage done to health by a lot more than 50%, because a flat 25-30 fall damage is absorbed by the shield so a fall which did only 30 damage to health on haz 4 would do 60 damage to health on haz 5.

Basically, the issue is that something that looks like a minor tweak can end up crossing some crucial threshold, and certain difficulty tweaks can end up multiplying with each other so increasing both by a linear amount has an exponential effect. This also means that while the different dangers of haz 4 feel balanced with each other, the increased difficulty of haz 5 barely/doesn't affect some things while turning other dangers up to 11 so just a few things dominate the game.

faint wasp
#

Very minor QoL suggestion:

Have Steeve, when not in combat, pick up and carry a singular piece of ore that hasn't been collected by a Miner. Petting him retrieves said ore from Steeve's mouth.

This is not for any mechanical benefit; Merely so it could be cute.

round moat
#

Endgame Expansion: Power Jewels.

Reason for Adding: Endgame stagnates once all OCs have been unlocked, and players get comfortable with Haz-5/EDD difficulty. No meaningful rewards on the gameplay side after that (just cosmetic). Also, a better endgame cash sink is needed. An expanded endgame would provide players with gameplay rewards as they continue to climb promotion levels, and allow the diversification of character builds without disrupting the core gameplay balance.

Explanation: Every gun in the game can have up to 3 Jewel slots unlocked (First unlocks at Bronze 1, 2nd at Silver 1, 3rd at Gold 1, for each class). Jewels have a chance to spawn on any mode, but higher difficulties boost chances (i.e. 1% at Haz-1, scaling to 33% at Haz-5/EDD). Jewels spawn similar to how gold chunks, bittergems, and error cubes do. Color of Jewel and surrounding crystals varies widely. After a successful extraction, players can refine the Jewel at the Forge for similar prices to Matrix Cores. Once refined, players can view the buff the Jewel provides. Players can then equip the Jewel, or destroy it for a resource that can slightly improve other Jewels.

Buffs/Gameplay Effects: Jewels can buff any normal weapon stat for the weapon it's equipped on, or a player's stat. Jewel buffs are randomly determined from a possible starting pool, with individual stats being randomized within an allotted range. Upgrades for Jewels provide diminishing returns at exponential costs, but are theoretically infinite.

pure current
#

Beer Emoji Suggestion.
Leaf lover/Smart Shout/Pots'o'Gold/Others that known by everyone.

rugged field
#

So, an idea for M1000's OC Supercooling Chamber:

  • Hipfire now are the same as focusshots (but without the zoom - you can still focus for gaining the zoom, but with no other benefit. This also means hipshots can trigger the tier 5 stun/fear mods, and they also consume 2 ammo per shot)
  • 1,5x damage
  • +2 penetration
  • Hipfire RoF reduced to 0,25x
  • Ammo reduced to 0,75x
  • Recoil increased to 1,5x

Basicly, making the gun into a railgun at all times. Would this be interesting, you think?

waxen willow
#

New mode or changing how the elimination missions work: instead of going out to hunt and destroy a few glyphid dreadnought eggs why not make it a boss rush type of thing by adding a few more boss enemies and having to fight two to three of them instead of the same thing every time. Which would lead to more interesting gameplay and more diversity for that mission type. For an example maybe you would get a mission that would have one glyphid dreadnought egg and a korlok Tyrant-Weed, the more bosses that are added enhances diversity to this mission type which would be good fun.

civic coyote
#

This might be a bug or it might be deliberate. For the breach cutter, Explosive Goodbye is not currently working with Return to Sender in terms of being able to detonate your projectile on trigger release with an additional trigger press. This would be the absolute most fun and practical use case for it. I suggest implementing a fix for this such that once the trigger is released, an additional trigger pull will detonated the now reversed projectile. This might require further balancing of the OC but it would be incredibly fun.

trim torrent
#

A third chin to grow another beard

teal cliff
#

The ability to set an order of things to mine if with Bosco (so I can say to bosco, mine this then mine this, then mine this ETC), this way I can get on with things knowing i dont have to go back each time, or a caddy for Bosco, so he can deposit and he deposits automatically (same with aquarqs)

And to be able to put batteries on my back so I can carry them more easily when looking for the crate

(This way, if i need bosco, he's not caught up carrying a battery as well)

kindred kettle
#

Display the host's server name somewhere on the Status menu so other players can refer back to it after joining.

nova niche
#

What about adding the radio dialogue with operator? For example, if somebody requests supply pod, then the character takes out the Walkie and requests the supply pod

smoky patio
#

more pet animations, beastmaster is really good, and i think a mechanic for regeneration or buffs or something when you pet your glyphid after getting rank 4 or something would be cool

solid arch
#

I had a brutal ultra rare enemy idea... Dreadnaught detonator, effectively a detonator that managed to survive even longer and undergo a transformation much like the regular dreadnaught giving it an even larger final blast with more projectiles, but it also drops a blast core or some such that gives a cash/exp bonus at the end of the mission, it's also a lot tougher and a fair bit faster making it a true threat rather than the excessively easily kite-able detonator. Maybe have the mission control guy go "What on earth!? BRACE YOURSELF!" Or something similar as it appears.

weary shuttle
#

Combine aggressive venting and fire bullets upgrades for the mini gun.

snow remnant
#

OR change the way Aggressive Venting works to make it more attractive. For example, venting the minigun when the heat meter is red will trigger Aggressive Venting. Might be strong though

floral sparrow
#

Someone on Reddit brought up a little issue they had with the promotion system.

In short, two new players had their first promotion, and then went on to try out a machine event. But because they hadn't done any core hunts or deep dives, the reward terminal asked them to pay with a currency they didn't have, and they felt let down and disappointed by it.

Indeed, during the leveling process a new player can find many a machine event before being able to interact with them. We see people in #drg-gallery asking what "those big things" are all the time. This builds up anticipation and excitement for the eventual promotion and the key that comes with it. But if after promotion the player doesn't immediately start the Weekly Core Hunt or a Deep Dive, it's easy for a situation like above to happen. Sure, the XP reward is there, but XP is everywhere, it's not special - nor is it the big point of doing machine events. With cores being such a big part of "endgame" I have to agree that I'd be a little disappointed too to be denied part of the reward just because I played the game in the order that the game didn't expect.

Proposed solution: upon their first promotion, each class gets one blank core. I believe this wouldn't be too big of a freebie, since that's only 4 "free" blanks per player, and you'll need to go through literally dozens of them by the time everything is unlocked. The upside is an improved new player experience, since they immediately see the benefit of finishing a machine event.

gloomy wren
#

This may sound like an unusual idea, but the game needs a clock.
No not a 24 hour clock, i mean a clock for the day/night cycle on Hoxxes SPECIFICALLY.
I've heard the dwarves complaining about it "getting real late yesterday" so many times that at this point it would be interesting to have some sort of perspective over just what sort of obscure circadian rhythm they're going on!

Is it day? Is it night?
These dwarves are in freaking SPACE, and it's literally the same thing as dwarves traditionally living underground with no perspective of time, because most of them don't EVER get to even see the sun!
To get a bit philosophical about it, maybe ultimate freedom is the exact same thing as having no freedom at all.

🕰️ kick

rugged field
#

Was thinking about the Breach Cutter's OC Inferno. To me Inferno's stats need a major overhaul to make it viable. Lemme explain, but first let's show its current stats:

  • Adds Inferno (i.e. applies massive heat-power on enemies, igniting them, if they touch the beam(s)).
  • Reduces beam DPS by 175
  • Reduces ammo by 4
  • Reduces armorbreaking to 0,25x

First of all, enemies who are generally weak to fire dots already die very easily to the baseline Breach Cutter. Thus, the small DPS bonus from the heat is generally wasted. Even on bigger enemies where the DoT might be useful, the loss of DPS and ammo still makes it a netloss overall. This is exacerbated by the fact that it also massively reduces its armorbreaking potential.
This all gets even more extreme when you compare it with a clean overclock like Light-weight Cases.

After that - there's not even any utility on it to warrant the 3 massive negative effects on it. Overall, this means Inferno is just a pure downgrade - even when compared to not taking any OC at all! That's... not good.

So, with that, I'd like to suggest Inferno to have these stats instead:

  • Adds Inferno
  • Applies fear to ignited enemies
  • Reduces armorbreaking to 0,5x
  • Reduces projectile lifetime to 0,8x

With this, its negatives are not destroying the OCs viability anymore - but you still have to consider them. And now it brings some actual utility with its fearing effect. I dunno if this is enough to make it viable, but I think it could be a way to at least make it useable, I guess?

kindred kettle
#

More Hawkeye System tweak ideas:

  • Dynamically ramp up damage based on how far away targets are from the turret (it would still be outmatched by Defender System at close range)
  • When the Engineer is simply holding the laser pointer, restrict the sentry's targeting area to a "cone" around the laser, allowing the Engineer to manually influence the sentry's targeting without having to pin a marker on just a single target (useful for swarmers)
vivid cedar
#

Right now the engineer's turrets and the ammo drop call don't have any viewmodel, just a placement hologram. Perhaps the pipe-placing gadget can be repurposed for both of these, and the screen can read out relevant information to those two things.

For instance, the turret placer will display turret ammo levels, active/inactive/unbuilt status, and which of the turrets you have selected for Gemini, while the ammo caller will display the amount of nitra you have and maybe how many drops you can afford.

lusty flower
#

Make the Warthog's turret whip mod an overclock, so it's consistent with the Stubby Turret Arc and EM Discharge.

digital oak
#

would be cool to see a revive screen instead of prone, to crouching

late valve
#

minor cosmetic suggestion: sets of corporate marine armor for each class to go along with the corporate marine helmet

sharp ibex
#

delete inferno OC at Breach Cutter and make a new one
suggestions:

harvest scythe
x0.1 Projectile Lifetime
x1.5 Beam DPS
-4 ammo
+1m Plasma Beam Width

freezero (if it fits within the spirit of Breach Cutter)
x0 dmg
x0.6 ammo
+1 instafreeze enemies on projectile touch

jade blade
#

Make beards of other dwarfs slappable (like gunk seeds or funny dice in the drop pod)

wide depot
#

Make BC's projectiles shrink but long. It will remove its absurd capabilities vs hordes while buffing it significantly for single target. Just make sure hitboxes of large enemies are in a proper state.

pseudo rune
#

Swap the M100 and Zhukov Nuk17s in terms of what slot they go in. It would make it a much more interesting choice based on what primary and secondary weapons you could choose, whereas it currently feels like you're limited to rifle and shotgun or sniper and SMGs. For example you could do a closer range build with shotgun and SMGs, a longer range build with rifle and sniper, or the current combinations and others in between.

umbral crater
#

Add the Cheer, "Ragnarok and roll!"

flint stirrup
#

Make ziplines visible in the Terrain Scanner.

languid vine
#

A reload speed mod for the Autocannon would be nice, something like 1.5/2 seconds faster seems reasonable for a Tier 4 mod

sharp ibex
#

Breach Cutter
Make Inferno OC can proc at Plasma Trail and Explosive Goodbye mods

flint scarab
#

(Hope this makes it. I have seen no ROF OC for the Thunderhead. So here goes)

Name: Hail of bullets
Type: Unbalanced
Pros:

  • 2 ROF
  • ROF growth speed +50%

Cons:

  • Damage decreased by 50%
  • splash range decreased 30%
abstract crescent
#

the hotkeys in the equipment screen are lovely. (using A and D to move between dwarves/equipment) please extend them to the wardrobe screen. :)
**side note: also, tyvm for having right-click close all menus! such an amazing feature! i accidentally try it in every game i play now. xD ❤️

sleek ember
#

My idea: "Definitely not a bug" upgrade for a gun/perk - %(not sure what percent) chance to return a round in to the chamber after killing a bug

civic coyote
#

For the Killing Machine mod, it would be nice if there was a UI indicator to let us know a fast reload is available. Additionally it would be nice to know the exact amount by which our reload rate is increased.

formal garden
gloomy wren
#

Idea for a scout flaregun mod: Half the capacity, but you can STAND on the flares!

tropic sable
#

I know fire praetorians have probably been suggested a gazillion times by now (and were said to have been discussed + rejected internally unless I'm mistaken), but how's this:

A praetorian type on Magma Core which, instead of spitting fire/explosives/etc, would instead spit some variety of flammable liquid without any direct damage (kinda like how the Frost Praetorians spit frost which only freezes you). Said flammable liquid/gas could be set off by any of the numerous environmental hazards found in Magma Core (lava geysers, fire vents, magma floors etc.), and any dwarves unfortunate enough to be doused in the stuff would make them much more susceptible to burning. This "doused" effect could wear off after 10-15 seconds.

Gas cloud for this type could perhaps be similar to the standard praetorian's with a few modifications -- the cloud could be made to dissipate a bit faster, apply the "doused" effect to anything that walks through it (dwarf, glyphid, or otherwise) instead of dealing direct damage, but also be much more volatile (able to be set off by the environmental hazards mentioned above) and with increased fire damage to anyone caught within the set-off radius.

IMO, this could change up the dynamic of praetorians on Magma Core without having to make it too much more hellish (as the gas does not deal direct damage, but would require some thought to avoid getting set ablaze / take additional damage from environmental hazards during the "doused" period).

(Apologies if this is a repost; I did not see one like it in my searches, but I might not have searched for the correct terms.)

upper inlet
#

Exclude droppod exterior (as in the actual pod itself) as a surface from which glyphids can emerge.

quartz citrus
#

Mutator idea – Interferences: Strong magnetic fields are disprupting DRG-equipment and make it very difficult to scan cave environment → The terrain scanner goes offline or is just very hard to read for about one minute and is then visible for 30 seconds (or could be just random numbers). It goes on and off for the entire mission. As long as the scanner is offline players current locations and cave surroundings won´t be revealed on the terrain map. Makes it very nasty for dwarfes to navigate through caves or find each other.

young wing
#

Mutator idea: breeding ground

Swarmer tunnels are more common, and a thin but steady stream of swarmer a persists throughout the mission

still tartan
#

Idea for some new game modes and one completely new environment/game expansion.
Game modes:

  1. Geological Survey
    Use handheld scanners to analyze the terrain and wildlife.
    Disallows use of a weapon while in use, requires theam to provide cover and encourages exploration.
  2. Seismic Study
    Find the cause for the earthquakes that shake Magma Core.
    Plant seismic detectors in pre defined locations and accidentally wake up the even worse "thing" that Dreadnoughts turn into. I hope you brought lots of ammo!

Expansion: Treasure Hunt
Strange alien structures have been found on Hoxxes IV, bursting with treasure.
But better not tread carelessly and wake up the creatures within - or the restless remains of previously failed expeditions.
Oh, and maybe let the scout scan for traps first, so the other dwarves can disable them by individual means before someone gets hurt.
The map features less technologically advanced obstacles that remain on simple mechanical means to endanger the expedition.
Aka, watch out for spike traps, pendulum blades and the predecessor of the OMEN Exterminator.

peak aurora
#

Give the instant revive from field medic a custom animation. It could look like the pickaxe smash but instead of slamming down a pickaxe, you slam down a big syringe into the downed dwarf.

lime lintel
#

It would be cool if end game players could upgrade the amount of minerals you carry, flares (or relaod time), HP, ammo (anything) with about 1k of each mineral we already own + credits

civic coyote
#

For the Driller Subata 120 OC Explosive Reload, the Scout Zhukov NUK17 OC Embedded Detonators it would be really nice if the detonate on reload damage did extra damage to frozen targets making it a great choice for combining with the Cryo Cannon and Cryo Grenade for each class respectively. I love the concept behind these mods but the flat damage doesn't neatly combo with other weapons so far.

olive oracle
#

Add a Line to the Smart Beer that comments on how the Heck the Drop pod returns.

near glacier
#

landing a pumpkin inside the hoola hoop of death in the barrel mini-game should write "Happy Halloween" on the score board just like with the hammer.

peak aurora
#

When a bug is on point blank range, you should be able to hold E to whack it with your repair hammer. The attack is faster then the pickaxe but does significantly less damage, mabe add a small stun chance. This attack only applies if you can't recruit a steve because you either have one, the perk is on cooldown or you don't have it equipped.

ruby sentinel
#

So thinking about it, Looking at stuff like the old drop pod and supply drops that you need to repair on salvage missions, they look.... well beatened and aged. Yet Betsy who was probably was down here for so much longer and was literally supposed to kill glyphids, looks remarkably clean and polished.... she needs to look way more roughed up

subtle plover
#

Different activate key for the shield boost perk please.

sharp zephyr
#

Please can we have 6 tier for all weapons / equipment and armour ( move existing top tier options to tier 6 ).

languid vine
#

How about a “sentry mode” for Betsy, add a control panel or a single button on her, pressing it activates “sentry mode”, in which she cannot walk around, but simply sits still and shoots (she has a tendency to get in the way of gameplay, and ignoring her leaves an annoying siren for the entire duration of the mission, so it would be nice to have the option of just letting her sit still)

late valve
#

New tutorial that once a player earns there first promotion, it runs them through a mission specifically to introduce them to machine events and core infusion.

sturdy smelt
#

when getting ammo from the resupply it would be nice for small icons to tell you how much you have gathered and for what. it would show up with a small sound que for a few seconds and fade after you acquire the resupply. much like this example from half life

stable blaze
#

It doesn't happen to me very often, but sometimes people just take two resupply charges from the pod with no care about other teammates. It would be great to add some sort of limiting option that can be turned on when making a lobby for how many resupplies can one person get from a drop pod.
Maybe a cool feature that would praise being friendly to teammates is to be able to 'give' your resupply charge instead of taking it for yourself. Giving such charge would allow the given player to take another part of the resupply pod.
Also adding some sort of option to allow only certain players to call the resupply pod would be neat as well. (For example: Host-only, Friends-only, All, Players above X level etc. Maybe some checkbox option for a selected player to be allowed/not allowed to call the resupply.)

turbid knoll
#

Banners in the Memorial Hall (or wherever) when you reach a milestone of [enemy type] killed. Killed 10,000 grunts? Here's a banner

lime igloo
#

Add the following text to Dark Morkite: "Morkite collected in excess of quota is counted as gold instead."

near glacier
#

Reformat the seemingly arbitrary OCs to just 'Stable' and 'Unstable' and let people equip 2. Either 2 Stable or 1 Stable and 1 Unstable. Unstable being anything with a negative attribute.

covert marsh
#

I want to pet naedocite shockers

grim hill
#

Drop Scout's high-intensity flare for a medium and give it to Engineer. Engineer is built to set up shop and hold positions well, why not allow him to see better in the process. why drop Scout down a notch? he already carries a flare gun and is by far the strongest class in the game already

sharp zephyr
#

Please make GK2's standard issue for all dwarfs ( in a 3rd weapon slot ). Then all dwarfs could choose between a GK2 or one of their other ( non-heavy ) secondaries in the 3rd slot so you'd only have to come up with 1 new weapon for scouts then. ie. driller could have gk2 or other not already equipped pistol in 3rd slot, same with gunner, engineer could have gk2 or whichever not equipped out of shotgun / smg and scout has new weapon or 1 of their existing unequipped weapons in the 3rd slot. And then to counter increased fire power on the field - double swarm sizes!! 😄 Was really fun having an unusually large of amount of bugs running around on a haz 3 point extraction earlier!!

keen shuttle
#

If you turn off the headlight, it should make it so BETC and Weeds require you to be slightly closer for the proximity trigger. Just something to give the toggle more of a function, since I literally have never used it in a game.

sturdy smelt
#

along side my suggestion for the resupply i think if you have full everything health ammo ext ext. it should not allow you to take a resupply. and come up with "full" obv you can take a small dmg and shoot one bullet then allow your self to get it. just a little Qol thing 😄

blissful rampart
#

There is currently a lack of endgame use for brewing ingredients other than barley bulb for the odd befitting daily special. How about a selection of craftable beers that cost A LOT MORE per pint/quart/barrel of the other ingredients which apply a specific effect to the next mission, intended for consumption by only the finest connoisseur dwarf who has amassed sufficient resources and possesses the most lustrous and noble beard

peak aurora
#

How about a seperate doc in the medical station? After all this doc prescribes red sugar to the dwarfes.
The doc would appear sitting behind a desc, a dwarf himself, dressed in a white coat and wearing an ornithologal mirror on his forehead as a random beard is on him every time the spacerig is loaded.
He could come with various lines he says when you face him and press E. Perhaps even sobering you up if you face him and press another button. Of course this would cause you to pay 25 Gold to him but it is better to just force your team to have a round of leaf lovers.
Towards the lines, they could depend on the most recent happenings in the hosts gameplay.
Here are some examples:

Mission fail:

-It was a miracle we were able to puzzle you back together...
-Shall i dye your beards green aswell?
-I hope each limb belongs to the right one of you...

Mission in radiated Strata:

-We can just cut it off, no worries
-You always had this extra toe?
-See it positive, you can now work as a night lamp...

Waking up after the entire team passed out drunk:

-Even my mommy could take more than you...
-You black out faster than the spacerig if it blows all it's fuses...
-I feel sorry for your livers!

Deep Dive fails:

-Can you imagine how deep we had to dig to get your remains back?
-Guy in mission control owes me 5 bucks now, thanks.
-Your mouth was bigger than the rest of you...

Random quotes:

-If you would mine as much as you drink, deep rock would own the galaxy by now...
-Was one of you petting glyphids again? I saw some decontamination...
-I prescribe some red sugar, that will help
-By Durin! What happened to you?!? Oh... That's your face...
-Mactera brew is not to be consumed in this outstanding amount...
-I think that sandwich of yours must have been rotten already...

eternal frigate
#

HIPSTER, the balanced overclock that is actually an unstable overclock that sucks.
Currently, its primary problem is that it is not suited for the breakpoints of this game; the M1000 is normally good both for its ability to one-shot grunts but also to deal high damage to larger targets. Hipster asks the player to give up its ability to one-shot almost anything on higher hazard levels in exchange for less than twice the ammo, which... doesn't really work out, because, you know, you'd need to fire at least twice as many shots to kill a lot of enemies.

Here's my proposition instead of its current stat spread:

  • 1.75x Max Ammo
  • x0.7 Damage

This would remove the recoil and fire-rate benefits, exchanging them for what seems like a measly 10% more damage, but which would enable the weapon with modification to one-shot headshot standard Grunts on Haz 5. Removing the recoil and fire-rate benefits makes it much harder to spray-and-pray. If you wanted to shift Hipster to be an unstable overclock and give it more of a penalty, you could push this further:

  • 1.75x Max Ammo
  • +50% Hipfire Accuracy
  • x0.7 Damage
  • 30% Focused Shot Charge Penalty

Honestly, you could probably swap Electrocuting Focus Shots and Hipster even as they are right now, because EFS has way less of an extreme effect on the weapon than Hipster does as is. But these modifications, especially the Unstable version, would make the M1000 very effective for skilled quick-shooters to pick off fair numbers of grunts, but substantially less effective for destroying priority targets, evening it out.

lunar gulch
#

I think length/complexity indicator should be more distinct, atm point extraction lenght 2-3 feel neither different nor big. I know PE with morkite caves would be to much, but I think caves can spread more out with lenght/complexity 3 than 2

Usually there is no reason to even care for lenght and cave complexity because they feel quite the same.
I only choose such stuff on purpose if I grind for chests or jadiz.

It would be cool if people actually think a bit more about those 2 parameters and maybe take other biomes lets say maybe people would play glacia or Magma complexity 2 instead of salt pits complexity 3 if there was a noticeable difference.

late valve
#

New Dialogue for mission control when you start up OMEN machine event, since there is not currently any right now.

near glacier
#

add a 0,01% chance that blackout stout doesn't knock you out. after all, it says "almost anyone". tie it to a new achievement called alcohol dependency, make it prompt a line from mission control and give a special cosmetic: a hat that's basically a huge mug of blackout stout worn as a helmet.

smoky imp
#

Add a miners union contribution info on mission end screen (very actual for ppl who has discord sync problems like myself). Simple "dirt diggers - 2 points" will be enough. And some indication of your own contribution would be nice, like adding "*" symbol before your union

eternal frigate
#

Please make it so that we can land on/ride Naedocyte breeders.

minor sable
#

resupply drawers remodel to have ammo belts, shells, and sandwiches in them?

alpine cove
#

I know full first person bodies are not really possible for DRG with the size of the armor. But could we get first person shadows? As in, we can see our own characters shadows cast on floors/walls by flares. Currently if you walk past a flare, you don't see anything, or you just see the shadow of your floating pickaxe while mining.
I always love those sorts of details in games. It really grounds your character to the world.

sage pine
#

It is very much a polish and vanity thing, but now that we're getting new gamemodes with "endless" swarms that don't abide by normal swarm timers, it'd be very cool to get updated swarm tracks with special looping / mixing for those occasions.

It's not a big deal, but it is odd hearing the swarm theme fade out and then restart with a dip. 24/7 high octane beats to murder glyphids and psychic rocks to.

hexed flicker
#

Barrel's physics are broken. Make them worse.

quartz cliff
#

go up in chat with page up key on keyboard

peak aurora
#

Since it is to long to be pasted as post, i wrote it as a document. Custom voice lines depending on the zone you land in.

sturdy smelt
#

Small little suggestion. class based weapon victory moves. i.e at the end driller will spray his flame thrower above. or use his drills in a posing way. and the other classes will have something like that also.

dense drift
#

Hey, I just realized a good improvement you can do for early players. I noticed as a player that there are unlocks after I finish the first missions, but I'm usually playing with my bvuddies who are far ahead. But I only noticed there were unlocks 10 hours after playing. Can you make it so you have to do a few missions that are mandatory to get to the unlock tab?

sour elbow
#

It would be nice to have a volume bar I could adjust for people who are really loud or quiet

toxic heron
#

sync the dancing tempo with the musics tempo since it's weird to have off tempo clapping, stomping of feet, etc

hexed flicker
#

Once a dwarf gets promoted, they can join a 2 week long contest where they can join one of 4 teams (consisting of very many other players) to compete in killing bugs, completing missions, gold mined, or other objectives like that. The winning team at the end of the contest gets a nice bonus

inland ingot
#

Ability to rotate missions manually by spending credits

royal anvil
#

Proper support for horizontal FOV?

sleek iris
#

QA Bit of a long shot here...
rocknstone What about a Mutator with some sort of friendly fire mode?

yikes Like perhaps FF is increased to normal damage to encourage more communication. yikes

swarmer Or even temporary hallucinations where a squad mate is seen as a bug, etc etc. swarmer

cunning yacht
#

Add a 10% melee vulnerability to Exploders so you can melee defuse on all hazzes instead of only haz1-3.

Afaik the only source of melee dmg that doesn't already oneshot exploders is the Drills and a 10% vulnerability won't decrease their hits-to-kill.

peak aurora
#

When a helmet is found, one could place it onto molly so everyone knows some lost gear was found. After all dwarves claimed their loot, you could deposit the gear in molly for some extra XP, that way, even players with more progress could still benefit from salvaging it.

eternal frigate
#

Fear should have a debuff marker like all other debuffs.

lusty flower
#

Move the grabbing animation when retrieving engineer mines to the end of the bar, instead of it triggering when first pressing E. It looks weird to have grabbed it on the animation but it still being deployed

knotty glen
#

Allow us to pick up objects in the air (aquarqs, etc), stop character from randomly throwing aquarqs (in a seemingly random direction) when being picked up too quickly or at weird angles. Two main pet peeves atm

snow remnant
#

We have special voicelines when the dwarves kill the nayaka trawlers. What about voicelines for when we kill a grabber and a leech ?

EDIT Please disregard that one as it has been added into the game

young portal
#

Add the ability to rebind joystick controls

sturdy smelt
#

might be quite a niche request but could you add a walk function when holding down "alt" or any key that you bind so we can walk/move slower. for sight seeing nice will also be helpful walking along crazy terrain that you might fall on if moving faster.

quartz citrus
#

Enemy type idea – Alien scorpion: This annoying creature acts like a glyphid menace but it focus on melee damage. It hides in the ground and appears in front of unwary dwarfes to hit them with its poisonous spike. This sting damages you pretty hard, poisons you and give you a blurry vision (like when you´re going really drunk on a mission) for a couple of seconds. You kill it like a menace. Wait until it comes out and then take it down.

snow remnant
#

We need more harmless critters to add to the atmosphere of the game. I propose an even younger version of the shellback : shellback larvae. It's as big as a football and it is scared of dwarves, turning itself in a ball like the older versions but unable to roll. You can then kick it like a barrel to make it bounce around.

pseudo rune
#

Have the little hammer be able to take pickaxe paintjobs.

sharp ibex
#

M1000 Classic (OC change)

True Hipster v2.0 (previous was removed for not take up space)

x1.75 Max Ammo
+3 Rate of Fire
+Automatic Fire

x0.6 Damage

R button switches the left mouse hold from focused shot to Automatic Fire

no boring tapping & no overclock buff & no overclock nerf

trail sierra
#

New drink idea: Pot of Coffee. Effect: Makes you ready for another day of work. (Mechanically does nothing)

dapper flax
#

"We Stone!"
as a counterpart to "We Rock!"
also "We Roll!" cause why not nice

fiery wave
#

Adding heaters to the supply pod to warm up with in the ice biome like how the supply pods have oxygen tanks for low O2 missions

civic coyote
#

Please change the name of Shield Link to Special Buddies and make the icon look like linked hearts, and make the active put a heart shaped bubble around your friend.

subtle bison
#

Adding more enemies using dreadnought's pheromone mechanic. Maybe wardens can spit out clots of pheromones to defend themselves.

modern lake
#

Hipster overclock for M1000 concept :

  • The clip is increased by 6

  • New focus shot mechanic :
    Focusing doesn't zoom in, but release a continuous burst of bullets at a rof of 7.
    After the first bullet in the burst, every consecutive bullet have a 15% chance to apply the T5 fear or stun mods effects (stun on hit or fear on kill), this goes to 30% if you're using fast charging coils.

  • And all the previous hipster effects

wild quarry
#

This game's music is spectacular, and it's a shame we hear so little of it. I propose that some songs can restart after a swarm, and inversely the awesome swarm music can start at a different point in the song than where it always starts.

sharp ibex
#

elf skin for barrels

near glacier
#

Sync the speed of the swinging in the First Person and Third Person Hammer animations so i dont look like im doing more work than my lazy dwarf co-workers

knotty glen
#

allow the white phosphorus perk for the scout double barrel to put fire on the ground (for swarmers)

valid sable
#

Let us carry Steeve on our back so we can strategically throw him at a Glyphid menace

glad quartz
#

Tone down the sound of scout freeze OC, its really loud crunchy sound makes impossible to hear anything

little pollen
#

Infector plant. If you get too close and it infects you, parasites will keep wriggling out of your body and reducing your max health until you get some red sugar. If the parasites aren't killed, they'll implant themselves in the terrain and grow into new infector plants.

buoyant timber
#

The button for interacting with non-mission critical items (Petting things, slapping things) should be moved to V to help prevent potential conflicts when needing to do something important. For example, if Steeve is standing on a Downed Player, I want to revive the Player, not pet the bug.

tropic sable
#

Hawkeye sentry visual tweak

IMO it would be nice for Hawkeye system sentries to have a laser pointer beam coming from in between the guns when it's targeting something, both for further visual distinction from Defender system and to better show exactly what it's aiming at at any given time

Could either be a full laser line like the laser pointer but a different color (perhaps even just white?) to differ from the dwarves' lasers (or just red, since it's engie's anyways 🤷), or for something less visually disruptive, a shorter beam which only goes a few meters in front of the sentry and diffuses out by the end (fading to gradient) but shows a small red laser pointer dot on whatever it's aiming at

(Again, couldn't find something like this in the search box, so moving this here; apologies if it's a duplicate)

heady onyx
#

I searched and no one has suggested this yet afaik: Give ziplines a mod that increase the jump height off of ziplines. I think it'd be fun and helps zips in the area they're already pretty good at - gaining vertical ground. It'd improve zips usage in those small but tall rooms as well. If there are concerns it would be too good for juking while suspended in the air, you could limit the effect to the ends of the zip.

subtle bison
#

Make boscos in medbay interact with dwarves like Lloyd does.

sturdy smelt
#

allowing us to reverse the accents on paint jobs? i.e will switch to the secondary coulor as the main.

cloud vine
#

I still want to see one of the dice in the drop pod be turned into a D20

spiral gate
#

Any way you could at the end of a deep dive ahve it so it pans to the swarm of insects coming at the pod as the camera watches the pod retraced up the shaft .... also the drop pod ahs no reversing retro thrusters

hazy oar
#

New unstable overclock for the Driller's Subata 120

Similar to bullets of mercy, Provides extra elemental damage at the cost of weakpoint bonus damage. The idea being it can work well with both driller primary weapons.

thorn hatch
#

Make hoarder's move around a lot more when they're not running away from dwarves.
Currently hoarders occasionally just sit around in one spot for the entire mission, usually in a spot where they're near-impossible to reach while keeping them in range, so having them attempt to move around at all times would fix this.

rugged field
#

Idea for a Zhukov Nuk OC, to give it some competition with the Boomstick's Special Powder OC:

Antigrav Gyromag (Clean OC) -> When firing midair, reduce gravity by 5% per ammo spent. Caps at 50%. Works until your next landing.

Comparison to Special Powder: Special Powder is more chaotic with a strong launch, but is also capable of saving you from death, from any fallheight. Antigrav Gyromag, however, is more controlled and "elegant" in its effects - but it can't save you from death from any fallheight, even if it does allow you to fall from higher heights than usual.

little pollen
#

Dreadnoughts could leave a trail of magma from their butts to discourage following too closely.

wise tapir
#

A holographic-less variant of the Ghost Crew helmet that reinforces that space diver thing going for it. Also uniform colorable! With a beard the glass dome is more bulbous to keep all that fluff in (eyesight impairment is not management's responsibility)

delicate magnet
#

Nurse drones in Medbay need nurse caps and little bandaids

jagged star
#

Timer for perks that are time based like Born Ready, Iron Will, Second wind etc having a timer to say how long it lasts or how long you need to wait before the perk activates

near glacier
#

Id add that we shouldnt hear other players born ready lines. In the heat of the moment it can get confusing and ill switch back before a weapons ready/

toxic heron
#

when a sucker get's killed on bet-c, have it drop some sort of item, similar to the korlok tyrant shard, that gives 1k xp each. this way, it gives players an incentive to actually even touch bet-c, since in its current state, it's kinda meh
the amount of xp each of the theoretical drops give could be worth even more, since bet-c is rare enough to allow for that

nova niche
#

Animation when the droppod comes back to the base. Plus, because of that people will get out of the droppod, and won't spawn in their apartments. (Just got this idea for no reason xd)

atomic wasp
#

Peashooter Means you dont take any damage while Iron Will is active, so you get health but don't lose it until Iron Will goes away.

jade blade
#

Add a little bathroom to the space rig so we can show others that we need a quick pp break

upbeat shadow
#

After a night of feedback, I think this is ready to go up.

I have a feeling that there's going to be a very divided opinion on this one...

viral whale
#

We need more voice lines for mission control that are more depressive. When there is a swarm,it would say “uh... there’s a swarm heading your way y’know the drill...”

plain parcel
#

Why can't all the classes say the one liners in group games, feel like the host just does them all for fun, cause they don't do the praetorian or shell back ones anymore, nor for the Glyphid warden or oppressor

floral sparrow
summer elbow
#

Increase quantity and quality of spawns in Driller tunnels during escape sequence, to discourage drilling one long tunnel to the exit and/or make it more stimulating!

Once the match is in "escape mode", bugs should actively spawn right inside Driller tunnels, forcing the team to defend the Driller and engage dangerous bugs with no room to maneuver.

This will make drilling to the exit a high risk high reward approach, instead of a no-brainer cruise to the finish line. Pub players may start to prefer walking to the drop pod again as the less risky approach, and start experiencing the joy of frantic escapes once again!

obsidian geyser
mellow crescent
#

New machine event: Galorium Deposit. Activate the Galorium container pod to start the event. Timer starts and your in a cave full and large crystals and shards. Mission control sends down little mining laser carts that you must wheel around and protect while they aquire the Galorium. Once all deposits have been mined, wheel the carts back to the container and send it up to the rig. If the carts get damaged you must repair them and some glyphids will go straight for the deposit eating it and causing them to gain a thick layer of armor but losing speed

soft plover
#

New Map Event: survive the onslaught.

After beating the map there is a chance that the drill malfunctions and digs deeper. the mission control looses contact with you and things start going crazy. sensors start sending warnings and you are contacted by someone "i was thinking the drawf guild that is all about getting better equipment and taking care of each other" he is angry that the drill broke down and they are sending you a new pod to get you out but it will take 10 mins and you have to survive until then. the cave will have all types of minerals and crafting mats in it so its worth exploring but it comes with a risk as the mobs keep getting harder and harder until the 10mins is up. you will still have the drone to store stuff and you can still call in resupply pods and farm more mats to get more pods if needed. just kind of like a fun event that has a random chance to happen. i have a lot more just don't want to type it all out.

tame dagger
#

Most likely a ♻️ , but here it goes. Make a difficulty that is an unknown percent that is untranslatable with numbers and symbols flashing by. Where it is a randomly generated difficulty that can be as easy as a Hazard 3 mission, but can be more difficult than a Hazard 5 mission. Everything with this difficulty is all RNG. The Warnings are unknown until this mission starts, the Anomalies are the same as the Warnings, the Planetary region is random, waves can happen extremely fast or extremely slow, Cave Length and Complexity are random. Even the main mission is random. All RNG that makes players question "will I be a winner, or a looser?"

toxic heron
#

going off that idea, when you press v when holding something like an egg or an aquarq, have the dwarves balance it on their fingertip for a second, toss it up in the air, and catch it again
while saluting, the dwarves could put the things they're carrying under their left arm or something like that

late sparrow
#

Maybe make obsidian formations in the magma core to make look cooler

left escarp
#

Satchel Charges should do increased damage based on enemy size

fading basalt
#

Just a fun idea: Mission mutators that are specific to the mission type. For example for point extraction, dug up Aquarqs will spawn some bugs near it until they are deposited, or aquarqs are replaced with red crystals that give a flame debuff. Egg missions could have a mutator where eggs are guarded by bugs and you need to work on killing them before digging the eggs up.
Slight modifiers to the attacks and attributes to dreadnaught missions would be cool, maybe a version that has a weaker shield to its rear, but will sometimes spawn wardens that will buff it and need to be prioritized.
These examples are just to give an idea of what im trying to suggest, im sure there are better ideas of what the actual mission-specific mutators could be

left escarp
#

The larger an enemy is the more affected they are by a satchels damage, think bulks or dreadnoughts.

#

Something to make the satchel feel like more of a multi purpose tool and not a questionable grenade. It could come in the form of an upgrade with extreme downsides. Maybe casusing earthquakes on molten core or attracting the attention of swarms/speeding up the timer on the next swarm. Could be called "Thermal-Sonic powder" I'd say something like this idea would fit better on an Overclock but there aren't overclocks for utility tools yet. Could be a poor idea though, people could abuse it's downsides to hurt the team. I'd just like to see it to give Crisper drillers more utility (Maybe striking the Satchel charge with the flames of your crisper for some time would be the only way to activate the powder, so that you'd have to sacrifice taking the cryo if you want the Giant killer.)

sharp ibex
#

when more loadout slots or their creation are added will need more icons for them
I suggest instead of icons to make a small simple screen on which you can draw whatever you want, and put it on loadout
I don't want Photoshop 2077 in equipment terminal, just a screen, a pencil with one color and a button to erase everything

eternal frigate
#

Dwarves shouldn't say the usual boast lines like "Yes!" and "That's the stuff!" when drinking a Leaf Lover's Special. Bonus points if these lines are replaced with noises of muffled disgust, but a sullen silence is just as well.

scarlet axle
#

I don't know if this is suggested before because I couldn't find anything about it.
EPC Thin Containment field is our most beloved mod for drillers especially the veteran ones, but don't you find it a bit irritating that when the ping gets above a little bit high and the lag kicks in it's hard to detonate.
Due to this when you try to charge even when you let go at the right time it gets overheated due to lag sometimes
Since this a projectile weapon it's heavily ping dependent.
We stray away to farther lobbies to meet new interesting players all over the dwarf community. So it's obvious that for a considerable part we can't avoid lag.
So finally my suggestion is to

Make the TCF mod detonate the charged shot by just clicking shoot (lmb) again instead of having to shoot it with an actual 2nd shot. If people think it's a spoilsport change atleast we deserve an OC that integrates this change along with other buffs or debuffs.

snow remnant
#

Add a reload speed bonus to the PGL's OC Pack Rat.

slender fossil
#

each map shuffle/reset contains a mission with 2 Warnings and 2 Anomalies, but can only played once a day

old furnace
#

I'm not sure where else to put this but...
it says the mod affects armor breaking as well, but neither the tooltip or stat-changes reflect that and it's now confusing to read

sturdy smelt
#

Small suggestion that just popped in to my head as i was playing a aquarq mission. i think the gems like the aquarq's, bitter gems, jadis, gold gems ext ext need some kind of hum sound to them permanently. kinda like this. when you pop them out of the wall. https://www.youtube.com/watch?v=Yu62II1h43E

The glitter sound you always wanted!

Need more free sounds? Visit Silverplatter Audio and get our free sample pack, including more than 50 sounds, totally free.

https://silverplatteraudio.com/pages/freebies

Don't forget to like and subscribe if you use this sound! It really...

▶ Play video
distant kernel
#

Can we bring Combat Mobility's ammo up to 75 or bring the reload speed down to 3.5?

feral egret
#

Use the new pipeline system for a mini-event where we salvage a lost beer shipment by piping the contents into a tapped keg that the lads can actually fill mugs from when it's done. Benefit / alcohol content TBD. drgbeer

bleak granite
#

Add a clean version of splattered paintjobs

harsh tulip
#

Make assignments more flexible. Currently my friends are reluctant to play DRG, and part of the issue is that we're rarely on the same assignment stage which means that we have to choose whose assignment to progress. In general it seems odd to offer a variety of missions with different objectives and modifiers, and then force players to pick one particular one in order to progress. Perhaps assignments should just require a particular mission type, modifier or secondary objective rather than a specific mission.

fair rivet
#

Given combat mobility's now sharp changes, it should be reclassified to a unstable OC

daring wraith
#

The arbitrary breaking of the pips when nothing is attacking them needs to be removed. It isn't fun to watch a pipe break infront of you when nothing is attacking it especially when the system doesn't work without all 3 pipes fixed for another arbitrary reason.

snow remnant
#

Mighty Devs, I'm begging you ... Please, make it so Bet-C is extremely afraid of pipes. She has to stay far away from it. At the moment she uses the pipes to make her way down town, pushing violently the player as he rides the pipe. She is evil lurking

hidden flax
#

Revisit the forge UI and figure out a way to make stuff more organized? Collapsible lists maybe?

fleet quartz
#

I love the new panting sound the dwarves make when sprinting. However, I feel like it would fit better if the sound started after a few seconds of sprinting, rather than immediately as you start sprinting.

tribal wolf
#

It could be cool if we could switch directions while grinding on pipelines like we can on ziplines by pressing E. Probably not instantly like ziplines but have like a breaking animation with sparks and stuff when you break.

stray birch
#

Increasing the player cap on the deep rock satellite so people can hang out in the bar with other players that are online, even if they aren’t in the same squad. Maybe incorporate that into matchmaking where you meet someone at the bar and join their squad by buying them a round

subtle bison
#

Sonce Lloyd is actually a retired battle drone, maybe give him some bite marks with sparkling wires sticking out and make him glitch sometimes while greeting the dwarf?

sharp ibex
#

add to enable cosmetic randomize for every mission

deep nymph
#

Make the drilldozer immune to cave urchins (the cactus balls on the floor) in dense biozone

smoky imp
#

improved case ejector on breach cutter should give you 1.4 less reload time or something. 0.4 with default 3.4 seconds of reload time is just useless.

glacial laurel
#

Dunno if this is repeated but it SHOULD BE: Praetorian spew, please fix the hitbox in relation to its effect, it is completely abominable. The hitbox is way larger and doesnt sweep back and forth like the praetorian animation implies. OIr maybe some damage falloff so we dont get chunked for a half of health for walking into the edge

near glacier
#

A variant of the roughneck helmet that also has the goggles? I really want to cosplay as engineer gaming

smoky crow
#

Allow the usage of hawaiian colors of engineer's "roughneck" armor on other armor suits.

fierce mica
#

having the jump and landing screen shake animaitons be server-side makes platforming quite annoying and unintuitive at high ping. It would be better if those screen shake animations were handled client side.

warm basin
#

Bring back the patch overview videos, those were fun and entertaining

near glacier
#
  1. You can trigger grinding and placing pipes (or grinding and fixing) at the same time a bit easily?
  2. Please give us a high 5 animation when we grind past another player
#

Please, revert the ability to fix/build the pipes while grinding. The situation is similar to the ol' E-pocalypse. Having to jump off, run to the pipe, fix it, and then jump back breaks the fast pace of the game.

marsh robin
#

I suggest reducing the spawn of enemies slightly, during elite deep dive drilldozer mission, so that the machine doesn't get uberswarmed so fast, that we're unable to repair it or clear the wave in time.

leaden lantern
#

Can we have alternate versions of the Roughneck sets without Tattoos?

pale ether
#

Let us put shale oil in molly and shoot the fuel core on her to use her as a refill station (with a penalty to the amount gained from mining the oil vs directly using the fuel core).

woven carbon
#

Could the Engie's Roughneck Pack armor keep it's lovely flower pattern when you apply other paintjobs to it?

thorn sapphire
#

I'm not really a big fan of the new marking sound tbh. I liked the old one better.

harsh elk
#

An omen module that is a grenade launcher. it would toss the grenades like Bet-c does.

wild quarry
snow remnant
#

Hyper Propellant OC should not have an ammo penalty.It should instead add more ammunitions. It's supposed to deal high damage to one targetafter all.

quasi mural
#

Did you ever notice that the small statues at the promotion terminal are mirrored (after, I guess, Update 30), but not the big ones? My inner 'Monk' are everytime triggered. You should mirror them too. 😆

onyx crown
#

Would love some more variety in the bosses, dreadnaughts and above. Adding a bunch of mutators (which should also be vissible) which can be randomly chosen for the encounters. Maybe this should be a DeepDive only feature.
Mutator Examples:

  • speed
  • fly
  • toxic
  • jumpy
  • elemental change
  • exploding bites
  • bites cause bleeding
  • etc
real wigeon
#

I'd like to have a way to repeatably benchmark DRG performance on various hardware. Something like a pre-recorded demo or even an ability to record demos would be awesome!

near glacier
#

Rebrand the bug related to the Roughneck DLC pack into a feature – make the Roughneck paintjob applicable to normal armour.

Why?

Because you did the same with the Weapon Framework when it was only but a bug – instead of "fixing" it, you did us a favour and gave us even more customisation abilities.

To that, Dark Future has both the armour and the paintjob in it, so why shouldn't Roughneck DLC not get the same treatment

(Or maybe it was the MegaCorp DLC and the splitting of framework and paintjob, idk? Either way, if those DLC had that freedom, this should too)

I bet we all would tremendously appreciate if you allowed us to have both the paintjob and the armour, as everyone loves having an ability to customize their dwarves from head to toes.

weak topaz
#

Something I think could be useful is a more visual or even a sound loud enough to tell you when your pickaxe power attack is ready. Maybe even a power-up sound from when you've just used the pickaxe power attack until it's charged fully to use again. More times than less when I'm being overwhelmed with enemies I don't know when it's ready after I've used it and in the moment can't change focus to the pickaxe power attack bar (the light blue pickaxe showing you when the power attack is ready) otherwise I'd get hit or killed.

summer elbow
#

The Voltaic Arc OC should trigger on every shot from the Stubby. Right now you sometimes need to dump your entire mag into your turrets to make it trigger, and on haz5 you almost never have time for that.

This OC really needs some love. It's so unpopular that many players with 100+ hours played have not seen it in-game!

flint swan
#

Korlok tyrant should properly scale for different player count
It's basically death for 1-2p, just happened to spawn in end room in escort mission with already spammed mini-spitballers

copper cairn
#

A Cryo OC that can make a coating of black ice terrain, as seen on the glacial strata

torpid steeple
#

The statue that represent each class in the promotion room should change with the promotion bronze, sliver, gold, etc.

deep nymph
#

Unequiping an overclock shouldn’t automatically take you out of the overclock menu, only equipping one

vale galleon
#

Please, add an icon-notification for "prevent late join duplication" in lobby list for those rooms, which have turned it on, and also place it somewhere on each dwarf's ingame UI, to let them know.

vale galleon
#

Another icon suggestion: voice chat OFF on ingame's UI somewhere on each players' line, including your own, correspondingly to each person's settings.

dusky iron
#

Right now the Heartstone's health counts down from left to right which I is reverse of all comparable enemies I think? Can we just flip the Heartstone's progress bar around so that it takes health off the right side rather than the left, to keep all the big on-screen health bars consistent?

heady kelp
#

Point Extraction with Low O2 Warning: Holding Aquarq restores oxygen. That way you don't die when too far from the rig, and can enjoy a mini game of hot potato. The refill rate would be balanced to still have some pressure.

scarlet rune
#

please add an option to disable the ringing sound effect that was added to various explosions? It triggers my chronic tinnitus, causing my ears to ring for hours.

unborn turtle
#

Suggestion to change Black Crag skin to match class specific colors. maybe even use an offshade color to make it blend nicely?

daring wraith
#

Can we get a change to the maximum angles the drilldozer will take? currently it can take a roughly 45° angle up or down which is a bit hard to follow but really just looks ridiculous. reducing the maximum angle to around 25° would do wonders for this.

fierce axle
#

4 players with over 250 hours between us couldn't understand the drilldozer mission where the pillars come out of the ground. We all shot the pillars to no effect, and later figured out we had to hit them with a pick axe. For new players it would be beneficial if there was a prompt or queue to is the pickaxe. It also doesn't really make sense why giant towers with lasers are a defense mechanism of ore? It's all fun at the end of the day, and we are certainly going to beat the mission next time. We all just felt it was not really intuitive.

upbeat yew
#

BREACHCUTTER MOD FEEDBACK

Tier 3 mods for BC are kind of just filler mods now, the choice matters very little. The new reload speed mod for example brings the BC back down to its old 3 second reload, how boring.

There's also still no real competition with with ammo in T2, should just add the ammo mod to the base stats of the weapon and then increase the damage mod from +175 to +250 so that it can compete against line width properly. So basically you'd pick improving anti-large capacity with damage or pick extra crowd clearing with line width.

In Tier 5 explosive goodbye needs a moderate buff and same goes for plasma trail, they're both fairly inferior to triple lines.

It's not a mod, but Inferno is still a garbage Tier OC, not worth taking ever and is basically a downgrade. Would probably be useful if 2 of the 3 downsides were removed from it.

Apart from that I think the BC changes are fine for the most part, but it's apparent that it still needs some more changes with its mod lineup.

errant tree
#

Maximum attack range for Menace (maybe 20m to 30m)
-Had a Menace constantly bombard us/our dozer at 52m on the ceiling. Could barely snipe it with M1 focus. Doesn't seem right when Menace shoots us with 100% accuracy.

Allow Bosco to pick up fuel canisters
-Have some pity for a solo scout with no friends.

Don't spawn detonators in escort
-Having the dozer drill through a det and lose 1 health portion just feels completely unfair.

hasty dome
#

Remove or reduce the 3x damage on frozen enemies as having them be immobilized and converting them entirely into a big hitbox is already amazing as is.

When comparing the flamer and the cryo cannon the cryo is just better because freezing is a much better debuff than burning.

(keep the melee damage multiplier tho, i like having to switch to a pick to deal optimal damage and have synergy with the throwing axe is good too)

celest karma
#

Title: More Omen Modules

Suggestion:

  1. Flamethrower module. It periodically spews out flames as it turns for a few seconds at a time. It continuously damages anyone who is standing in the flames and slowly heats them up, potentially setting them on fire as well.

  2. Cryo module. It periodically spews out a wave of coldness as it turns for a few seconds at a time. While the cryo module does not deal a lot of damage on its own, slowly freezes you if you stay in the cold for too long, making it easier for the other modules to kill you.

  3. Cannon module. It fires large high-velocity cannon shells at the dwarves. These shells deal a lot of damage in a small area. But before it fires it has to charge up for a few seconds, emitting a warning sound. And it will highlight the area where it will shoot while it is still charging, like BET-C highlights areas when firing her grenades. You will have enough time to get out of the way before it shoots, but it will deal devastating damage if you don't. It shoots slow with long pauses in-between shots, so you won't be running away from the cannon all the time.

  4. Shield module. It periodically projects an impenetrable shield around the other modules (it never projects a shield around itself). The shield only lasts for a few seconds at a time and has a cooldown. This will continue until you destroy the shield module.

misty bridge
#

Suggestion: Make the Drilldozer "bunker down" if abandoned/left along

Proposed suggestion is have the Drilldozer eventually slowdown and stop while increasing its defense when a dwarf is not near if for a (lengthy) amount of time, and also have it bunker down while being refueled.

This suggestion comes as a result of a game where my crew had the Drilldozer dig into, and aggro, a Tyrant Weed on Haz4. Combined with the frequent mini-hordes that kept spawning and the Korlok Sprouts, this made harvesting fuel and much needed nitra a nightmare. Having the Drilldozer not take as much damage takes one worry out of a situation like there where a whole crew needs to juggle getting oil, reviving, chipping away at the Weed, etc.

Having the Drilldozer slow down and stop also gives crews more leeway in gathering side objectives and additional minerals. This initial idea may need further polishing, but I hope the concept seems appealing.

nocturne tusk
#

Suggestion:
Enable removal and/or swapping of the tattoos in the Roughneck Armour DLC.

I'd like to be able to have a button on the side of the wardrobe panel or something similar that let's me toggle the tattoos on and off for the Roughneck armours.

I really like the Engineer's Roughneck armour but I found the tattoo on that was attached to it to be distracting from the overall look and colours I wanted to go with.

Equally I would really have liked to have the Scout's large blue tattoo on my Gunner's arm as well.

I'm not sure how easy or difficult this would be to implement but having a 'Tattoo-less' tick-box option would make this new DLC so much better for me and open up a wealth of new customisation options for everyone too.

summer forge
#

Let us bring back Doretta! Just pop the head part out and strap her to molly along with the heart! No bot left behind!

peak shore
#

Rather then it being a staged event, could we change the way that Doretta is told to move.
Like say replacing the button on her back with a toggleable lever, so we can have her stop when we need to?

It's really annoying to find a machine event, or anything special, and then Doretta goes 100M away undefended while trying to beat a machine event, or find batteries, or locate lost gear, you get the idea.

Could even combine this with another suggestion I saw, where we could toggle her between "Drilling Mode" and "Hunker Mode", the first one being standard operations, drilling towards the objective, and the other making her immobile but she takes less damage.

TLDR:
Let us toggle Doretta moving forwards so we can still collect things without risking the mission in escort duty.

radiant heart
#

Alternate Doretta rescue option:
During the "pop out" animation you attach a small flight apparatus that allows her to follow along with Molly using a tweaked version of bosco's flight and follow mechanics. Makes it less tedious than carrying her like an object.

Animate to convey weight and instability, think bumble-bee or lunar-lander flash games.

#

Alternative Alternative:
Let us carry her out using regular carry-mechanics as a moral-reward. Where getting her in the pod confers no benefit. She was already a write-off so there's no bonus in the contract for getting her out. Have management comment to this effect if dwarves pop her out and are carrying her for any amount of time during extraction.

This makes rescuing Doretta into a sentimental flex. And offers the choice between saving your skins and getting paid or taking the risk on saving the robot by carrying her uphill, making the annoyance of the mechanics a part of what makes getting her out rewarding

ionic ginkgo
#

Escort difficulty was nerfed way too hard in that hotfix.
In particular, there's no enemies at the end of escort and you still need to wait for Molly to go all the way rather than just jumping in the pod.

toxic heron
#

Most people dislike the korlok. Everyone's immediate reaction is: "oh boy, this is gonna be painful." No one wants to do it. Especially on hazard 4 and hazard 5, it's particularity difficult to do. I have a couple of suggestions that could make it better.

  1. Increase the number of health bar segments to 4 or 5. This will make it easier to get it down a segment so it can't heal all the way back up. (this doesnt mean increasing its overall health. just adding a new segment to the existing health)
  2. Decrease how many sprouts spawn. Right now, it spawns ~10 of them at a time, making it hard to dodge the 5 attacks flying through the air towards you. I would suggest decreasing this a little bit, not much, but a little, since it's just too much at the moment.
tough orchid
#

Maybe it's only a temporary thing because the mission types are new, but can we get a bit more of an even distribution on mission types? There were 4 on-site refinery missions, 5 escort duty missions but only 2 mining and 1 point extraction.

alpine patrol
#

There are many mixed opinions on the Breach Cutter but there is also a single build in common. We are presented with choices in each tier with way different practical values on a fundamental level that number tweaks wouldn't and so far couldn't fix. Build diversity is a problem on Breach Cutter and I believe it could be addressed through rearranging mods rather than more number tweaks.

This is how I propose the new mod tree to look like:
T1 - life time / magazine size
T2 - damage / width
T3 - reload speed / armor breaking / quick deploy
T4 - stun / ammo
T5 - explosive goodbye / plasma trail / triple line

This mod tree presents a player with fundamentally different yet healthy alternative choices in the same tier that help you achieve a different goal with the weapon. With how the mods are arranged, the potential build paths split between assassinating health bars and swarm clear and branch out with more shots or utility. The overclocks would further branch out the breach cutter into more unique builds. The breach cutter has been enjoying its time in the spotlight due to its ability to take down health bars and kill swarms and it's obvious that needs to go. Instead of nerfing either strength, the breach cutter could instead be given clear yet flexible paths to both strengths and also open up more options in the process.

rose magnet
#

bulks fuck up doretta way too much, if one spawns on her path and she kills it then she loses a piece and there was literally nothing you could’ve done to stop that. at least make it so the piece drops to like 5 or 10% instead of instantly breaking.

formal lark
#

Extra achievements for the original mission types like the ones added in update 32 for refining (roller coaster) and drilling (drill-by shooting)

Could be fun challenges like speedrunning all the aquarqs in PE, pulling 4 eggs at once in Egg Hunt, etc. Stuff to change how the usual thing is played and present a minor challenge.

summer pond
#

escort still spawns way to much nitra it should be further reduced

smoky imp
#

tritilyte machine event should spawn tritilyte shard after completion, instead of just destroying tritilyte deposit

formal lark
#

Allow the reload key to detonate explosive reload/embedded detonator rounds even if you have no bullets left in reserve (prevents the final clip from feeling less effective).

modern forum
#

I was the optimistic one amongst my crewmates regarding this change, but after two aborted missions in a row, can you please bring back the 4th mini mule leg? Extra feelsbad that one of them we had a crassus and a tyrant weed 😩

languid vine
#

Dark Morkite should also affect the pumping speed of On-Site Refining, perhaps something like 7 percent would be somewhat noticeable without being a game changer? (Similar to its effect on a Mining Expedition)

fierce mica
#

Having the swarm persist forever even before the button has been pressed in On-Site Refining makes little sense, both lore-wise and gameplay-wise.

  1. It is said that the reason the swarm starts is because the sound lures in the locals. If they're done with mining, why does the swarm keep coming?
  2. Having to press the button would imply it was designed to be a short respite between the extraction swarm and the escape swarm.
  3. Having the button makes the mission much more difficult to complete. It's quite likely for players to become stuck in a loop of revining, dying and juking. In a regular swarm, you're able to weather it out. In OSR, that's not possible, and you just prolong your failure unless you abandon your teammates.

All in all, I don't see a reason to why the swarm should persist before the button is even pressed. Either remove the need for the button or stop the swarm between the extraction finishing and the rocket being sent to orbit (and additionally add a little bit of time like in PE for the rocket to reach the space rig before the escape can is called).

runic agate
#

Can I please be allowed to turn off this toxic vibration on my controller? It is absolutely horrible and needs to have an option to turn it off.

fiery flint
#

Could oppressor knockback attacks NOT effect you while in the drop pod? I got yeeted out and flung to my death by just waiting to leave.

burnt thicket
#

Having all 3 pipelines spring leaks simultaneously feels kinda bad as it completely halts your progress either having the glyphids cause the leaks or having them pop up in sequence i think might be more fun

wild saddle
#

I was using this bugged colour scheme before hotfix 2. I would love to have two versions of Roughneck cause I really like the bugged scheme.

hidden python
#

Hey, can the drill dozer, molly, and the drop pod be made into stuffed plushies?

hazy leaf
misty bridge
#

Polishing & Brushing up of MkI and MkII armors (if its not already planned), to match with the game's updated art direction. Something in the same vein as the Droppod's earlier change.

slim mural
#

Ommoran Heartstone Final Event: Each layer currently has its own special mini-event. Come up with 2 or 3 variants for each layer with RNG picking each to keep the full event fresh and changing

urban summit
#

a "and I thought they smelled bad, on the outside!" line for praetorians

tawny jolt
#

Make it so at mission length 2 or 3 you're guaranteed to have to refuel doretta twice or thrice, respectively. Refueling doretta is fun and it gives the team valuable break time to take care of side objectives and mine out nitra.

novel elm
#

singular complaint/request about the Tank Escort:
you can only refuel it when it completely runs out of Fuel, when Gameplay would to me offer more options if you could eject one or both Fuel Cells at any time while the Tank is operating, to go fill up that Tank(s). that would give Players the strategic choices to eject one at a time to keep it running, eject both to have to run less distance to get the Fuel Cells back to the Tank, or wait for it to run out like it currently does.
to make things more interesting, in light of Players then having the agency to choose how smoothly the Tank progresses, if the Bugs would capitalize on times when the Tank is stationary(Spawn more Bugs when the Tank is either out of Fuel or has no Fuel Cells), that would be neat.
then Players would be encouraged to proactively keep the Fuel Cells charged up. and there wouldn't be one right or wrong way to do it, either. depending on the Fuel Deposits, it might be faster/more efficient to refill one or both at a time, depending on how far away from the Tank the Fuel is and therefore how far away the Tank would get while filling a Cell.

in light of that, it may be prudent for Fuel Cells to restrict movement less than other carried items, or to be able to Throw them farther than other items.

as a side note, it feels great to Throw an item to another Player and for them to catch and relay it, and so i might request being able to throw Fuel Cells farther just outright anyways, it's just cool to Throw to someone standing on the Tank. and would be even more so if it was possible for the Tank to be moving in the process(as aforementioned).

shell harness
#

The terrain scanner could be made more helpful and more engaging:

  • Gunner ziplines showing up on the terrain scanner would be pretty nice (but also potentially annoying). A toggle button for this might work?
  • An incentive for mapping out the stage (a small exploration bonus for the percentage of the stage mapped?) would be kinda neat - Deep Rock Galactic pays for useful geographic data!
next ingot
#

put "quit to desktop" on multiplayer session ended screen

velvet kestrel
#

C4 damage resistance for the team near the exit Drop Pod so we don't get trolled by Drillers.

scarlet axle
#

If Boscoe can fix pipelines he should also be able to repair M.U.L.E.S , set up uplink , fuel cells, repair doretta etc.

snow remnant
nova niche
#

Add birds just like decoration (some kinda space birds)

sturdy smelt
#

some more miners manual pages for secondary objective's and machine events,matrix cores and blanks explanation (each event will be greyed out till completion obv) also a red sugar crystal page "health" to the "getting started" section under "caves"

sturdy smelt
#

and maybe a page for other materials like gold, bitter gems ext ext

summer elbow
#

Minigun Balanced Overclock idea:

  • Vastly increased max fire rate
  • Knockback proportional to current fire rate

Become A-10 Warthog but watch where you stand.
Doubles as a slightly impractical way to fly.

harsh elk
#

Loot Bugs and Golden Loot Bugs should evolve from Maggots. The maggots would be attracted to the minerals in a missions and consume them. When they get enough they would upgrade to loot bugs. The loot bugs would continue to eat minerals and increase in size and mineral count on their death.

rugged field
#

Breach Cutter

For the most part, its rebalancing was quite nice. But I feel basicly everything that gives ammo are still too potent (Tier 2 mod being the biggest culprit), making the builds rather unflexible. Also, some OCs are still very bleh. So, I'd suggest the following tweaks:

BASE EFFECTS:

  • Spare ammo -> Increased to 15 (up from 12)

MODS:

  • Tier 1 magsize -> Down to +1 (from +3)
  • Tier 2 ammo -> Down to +3 (from +6)
  • Tier 2 DPS -> Down to +125 (from +175). This is due to the increase to the base ammo.

OCs:

  • Roll Control -> Rolling Blade (reworked). Adds +0,5 meter width and the beam now (without the need for any "hold-the-firing-button" input) spins so fast, it looks like a disc. This makes it a clean OC to aid with AoE (to contrast the other two clean OCs who aid with ammo/reload or DPS/distance)
  • Light-Weight Cases -> Ammobonus reduced to +2 (from +3), but reloadbonus buffed to -0,4 seconds (from -0,2 seconds)
  • Inferno -> Bonuses: Still adds the current Inferno, but now also ADDS +6 ammo (instead of reducing it by 6). Penalties: Still reduces armorbreak to 0,25x, but reduces DPS by 250 (instead of 175).
    This makes Inferno heavily reduce the gun's burst-DPS potential, but heavily boosts its spammability instead, making it take on the niche of a swarm-clearing gun instead.
toxic heron
#

we should be able to have the mule dock onto dory so it will stay with. if you call it off dory, it will undock and come to the marker

nova niche
#

Every biome has different Mule and Mini Mules colors

rugged field
#

Controversial change:

Magsize bonuses. What if these no longer added ammo?
For example. If your gun has 10 shots and 100 spare ammo (for a total of 110 ammo), increasing magsize to 15 would mean you have 95 spare ammo (and thus still a total of 110 ammo). And the opposite would be true for any of those Overclocks which reduce magsize: If your gun has 10 shots and 100 spare ammo (for a total of 110 ammo), reducing its magsize to 5 would mean you have 105 spare ammo (and thus still a total of 110 ammo).
Ofc the various weapons and their magsize-altering mods and OCs would have to be rebalanced in regards to their numbers and where they are in the modtrees etc.

The reason for suggesting this is because of how differently valuable magsize mods are currently. On the AutoCannon and the Breach Cutter, magsize mods and OCs are essentially very potent +ammo (or -ammo) too, which I somehow feel isn't really intended.

remote tulip
#

My boyfriend suggested a new type of salvage mission where you repair Dorettas and bring them back

fluid tundra
#

GIVE ME SAMURAI ARMOR.

quick glacier
#

we need to fix escort 20+m is way to slow === i suggest we pickup the extra fuel that around and going to waste and throw it in the dozer to make it go faster or something

sage wharf
#

Hold the interact button to grind on pipes.

sand scarab
#

Make the Hyper Propellant OC trail/explosion animation/sound seem more powerful, it looks kind of goofy how it just sparkles then deletes things...I kinda miss the old trail and seeing the smoke trail just scream across caves followed by a satisfyingly bright boom.

hexed flicker
#

Add an achievement for getting killed by the extraction drop pod

formal garden
#

How about a parts of Refinery Platform and Drilldozer in a Hangar on a Space Rig?..
May be new room for it?
Or hang it on a chains under ceiling?...

trail venture
#

Add the ability to hang pipelines in On-Site Refinement Missions from Gunner's ziplines. He currently has very little utility in OSR, and this would help balance out the classes' usefulness in OSR.

molten tusk
#

add pipelines to the spacerig so we can destroy the lobby even more

neon current
#

Revives give slow and stun immunity for 3 secs

sturdy smelt
#

this suggestion will be on the backburner big time if considered but..... i think a animated recruitment intro video would be really cool when you start up the game. like how l4d 1-2 and vermin tide have a intro cinematic when you start up the game each time (skippable) but a recruitment type video intro would be cool af. "welcome to deep rock galactic miners we need the best of the best and your it" and it shows off all the classes and context about hostility on the planet and your job in one neat 1-2 min animated intro. Here is l4d2 intro as a example. https://www.youtube.com/watch?v=Iqid90JR6BY&t=10sv=V6qB0XdII_4

Re-uploaded with fixed aspect ratio in 4K - https://www.youtube.com/watch?v=V7RLkAfnxGo

Left 4 Dead 2 is a single-player and multiplayer co-operative survival horror FPS game developed by Valve Corporation. It is the sequel to Left 4 Dead, it was first announced June 1st 2009...

▶ Play video
ionic pilot
#

make special events like weed Tyrant, and Bet-C more common!

swift summit
#

Please give us back the old death sounds. Now when i fatboy a group of glyphids i dont get that satisfying 15 bug death sound

late swift
#

Add splattered weapon skins

urban bronze
#

Remove the "Last session ended abruptly, attempt to reconnect" popup. It happens every time a multiplayer session ends and it is really annoying

peak aurora
#

Different Bet-C variants next to the standart one with the grenade launcher and machine gun, also coming with selected paintjobs so you know what setup they use before you trigger them.

-A variant with a heavy flamethrower and an auto shotgun, strong in close range but weakens with distance, the paintjob is red and white
-A very strong railgun and a rocket launcher, strong at distance but weak in close combat. The paint is grey and purple
-A variant with a breach cutter and an Autocannon from the gunner for AoE damage, painted yellow and black
-A variant with a fat boy grenade launcher and a cryo cannon, colored green and blue

lost crane
#

Give Mactera Spawns a Frost Weakness. I know that they're already OS'd when frozen, but when you use the Cryo Cannon (with base freezing power) you take almost twice the time to OS them, compared to killing them with the CRSPR Flamethrower

civic coyote
#

We are finding that the new mission types reward little exp in relation to the amount of time they take to complete. Right now our team is averaging 30-40 minutes for them and their return is slight. They are great fun but they need to reward proportionately to the time and effort they require.

weary haven
#

Remove the awful car pool achievement, some people don’t have many friends to help them get it

snow remnant
#

BC's mega corps skin changes almost nothing on the weapon. I think it could be improved by modifying the front of weapon, making it sharper and thicker.

errant tree
#

M1000 - Hipster
x0.6 Damage > -20 Damage
T1 Increased Caliber Rounds
x1.2 Damage > +10 Damage

This allows Hipster (Damage + Weakpoint build) to hit the 108 HP breakpoint for normal Grunts, while not affecting other builds. This is similar to what @eternal frigate, @junior gorge and some others have suggested, but is a cleaner and less drastic change.

viral raptor
#

Can we please make the machine events not atomize all the lootbugs in the cave plz and thanks

brittle pine
#

Change the refueling stage of Salvage Operations to utilize the pipes from the On-Site Refining mission. Either having a few plugs to hook up around the drop pod or dropping in multiple refueling canisters to be piped to would be a lot more fun than a repeat of what you just did 2 seconds ago. It would make more sense than having the fuel just beam into the drop pod, and help keep it from feeling stale. Also, pipes are fun and I want to use them more.

hasty edge
#

Since you dont wanna change any of the voice phrases of dwarves, you could at least fix the clock of the missions available to join.
Once I'm about to join a late game >15 minutes, its always the very beggining of the mission.
Fix it please, it a bug.

silk flare
#

disable the ability to join lobbys/games from the lobby list for about half a second after the list gets updated.
It's annoying to join a room because the mission list updates and pushes the room you want to join 1-2 higher/lower and as a result you click on the wrong room.

summer granite
#

Currently when using the laser pointer, Pumpjacks are highlighted and labeled "Pumpjack".
I suggest adding 'A', 'B', and 'C' to the label of each subsequent pumpjack as they're called in, such that the 3rd pumpjack called will show up through the laser pointer as "Pumpjack C".
Then once a pipeline has been connected to the pump, that letter can change to correspond with the number of that pipe. So if I connect pipe 3 to pumpjack A, it becomes "Pumpjack 3".
This would help a lot with communication and HUD clarity. Everyone could easily tell which pump you're talking about, whether the pump is already connected, and which direction the leaks are.

loud shard
#

Show actual numbers in the stats on the bestiary. The bars are pretty vague and don't really mean much until you start comparing to every other bug in the bestiary

half raft
#

have the ability to select amount of beers when buying them so you can put multiple different types up

hexed flicker
#

Ban mission name memes