#suggestions
1 messages · Page 83 of 1
Make Error Cubes (or another Item) like Wishing Orbs, you can use them to grant you a wish like, spawn a machine event in the next mission or a chest or a lost pack or for 3 cubes all of them in one mission.
Maybe let you choose the mutator/warning for the next mission.
Or wish for a specific type of cave like a more vertical/horizontal one.
Anyway you get the Idea.
When starting a level, make the probability of a machine event occuring higher the more blank slates I have (but only by a small amount)
My friend accidentally misread the words "Blackreach Blonde", and came up with a beer name that might be even better.
Blackbeard's Bourbon
Basically, it's Smart Stout, but you talk like a pirate instead.
Yarrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrgh.
Got another weapon concept. This one for a Scout secondary.
Bear in mind that I can't draw weapons for crap, but you should get the idea. Also the values expressed here would absolutely be subject to change.
I noticed that the rooms in escort duty and most other missions are placed inline. I think the maps would be more interesting if more room placement patterns were used since then the connecter tunnels and the drilldozers path can be more varied. A spiral pattern would be a good place to start.
So a few suggestions have been made about the Supercooling Chamber OC, but they're either vague, or they're about removing the penalties that give it the "careful sniper" identity which I think is a really fun idea. The only real problem with the OC currently is that ammo efficiency suffers very badly for many common targets, which don't need the extra damage but are important to take out at range, e.g. Mactera Spawn weakpoints and Web Spitters.
So my suggestion to make it usable is to change it to this:
- 0x Focus Mode Movement Speed
- Can continue to focus to a 2nd level, which doubles the focused shot damage bonus but consumes a 3rd bullet
This is almost identical to the existing OC except you can let go halfway through the charge to save 1 bullet. When this already kills the enemy, this allows you to avoid the weapon actively reducing your ammo efficiency.
A in game achievement page and progress bar? might be redundant due being able to see it through steam. but it would be a alot cleaner and more rewarding.
Stun should not count as a trigger for bullets of mercy. This would achieve 2 things
1:It would make the OC less op by making its proc change smaller so it's not always just free damage.
2:It would make build variety bigger since now you are forced to at least put some effort into getting something which helps to trigger BoM, and not just 1 mod in the GK2 tree.
Update the beer related victory moves to use the newer oily oaf mug model and not the old one.
- Weekly assignments can no longer contain duplicate mission types
This should also apply to deep dives
- When holding H to cancel hud, you can't watch the map / terrain scanner (while pressing tab). Would be nice to have map in hudless view.
edit:
- Oh ye forgot the first suggestion i had.
Some kind of join game QOL. For example if playing as driller and joining a drill-less game, it just pops in.
Or an option in the server list to automatically join as missing class, or random missing class if more than one spot is empty.
Let us pick up and throw those exploding ball plants in sandblasted corridors
I'm not an expert, but I think a way to break up long sentences in subtitles wouldn't really hurt anyone.
I know the text said after drinking the Smartstout is meant to be exaggerated but how is anyone supposed to read this? (Ignore the fact that it's German)
small chance for dwarves to shout, “Now THAT’S some better equipment!” When opening up Doretta’s box at the start of escort duty missions
please for the love of god add a confirm button to the loadout randomizer.
I think it would be nice having a way to throw a "power flare", similar to the option of having a power attack with a pickaxe. Or a feature that is similar to the pickaxe overcharger (ebonites glyphid Machine Event)/Berserk perk but for flare : it would make them recharge at extreme speed for a short duration.
do u guys planning to add some more stuff to Steam Points Shop? Like some animated backgrounds and etc would be nice. Saving points to see some of this in my collection 🙏
The game should have a menu that allows you to configure your mic
for the liquid morkite extraction, make it so that you still have somewhere to deposit your minerals after you send out the refinery head
The game should have a menu that allows you to configure your mic
@near glacier
I agree! It was hard to set up simple voice chat and i ended up using other apps to handle the voice chat.
make it so you can rejoin after dc when its like the escort and you are halfway through the heartstone cuz at this point it doesnt let you join and you dont get any of the xp you just spent the last 20-30 min getting
The new event pumpkins, while cute, are so obnoxious that they make the game legitimately unfun to play. I don't want to have to weave through pumpkins, cause there is no way I can afford the ammo to remove them. And the fact that most of them spawn swarmers, it's like a punishment for liking Thunderhead.
deepest lore moment
Oil Shale = Solidified Liquid Morkite
option to use old morkite mining sound?
If you don't make previous limited time cosmetics available again during their respective seasons you could add them to the Supporter Pack or a separate, cheap DLC. Name it the "F#¢k FOMO Holiday Pack".
Disclaimer: I already have all of them and the supporter pack so I'm mostly unaffected by this.
(Inspired by @willow vine here https://old.reddit.com/r/DeepRockGalactic/comments/jikufs/deep_rock_galactic_halloween_event/ga77iqp/)
Id like it if the new toolkit repair animation was added to all the old stuff that is repaired. IE: turrets and salvage missions. That new animation is soooo nice
Okay after playing and testing the On-Site Refining missions there are few problems with the mission in my opinion that needs to be addressed and reworked.
Currently (if I'm not mistaken) the pumping process works like this you hit the button and bugs come in swarms and can attack every connection of the pipelines, cool as it should be the problem is if they attack 1 pipe and 1 pipe only and get it's health to 0 every single pipe breaks even if others weren't touched and also it's scripted meaning no matter how many connections you have game always picks 2 and jams them. Not only it doesn't make sense and is extremely annoying it disrupts gameplay.
So my suggestions are as follows to rework the mission and make it better:
-Every connection has health if the health gets to 0 it breaks, however the jamming process only starts if 2 or more connectors are broken, and only this pipe needs to be fixed rest is still pumping, process is only slowed
-To balance this increase time it takes to finish the pumping process (I don't know how long it takes now but probably needs to be higher if the above change was to be implemented)
-Also after the pumping has finished the endless spawning starts which shouldn't be the case only if you hit the button, and should have same timer as Point Extraction where you wait for the drop pod (I had a mission when someone started the pumping process when nothing was almost done so I had to run around and collect everything. After the pumping still couldn't do the secondary cuz we had the dreaded gUnK sEeDs on a 300m cave. It's a minor change but would help a lot with the flow and randoms that like to push buttons a lot xD).
-Length 2 missions should only have 2 Morkite Wells not 3, right now both have 3 witch again doesn't make sense (also I had a bug where only 2 wells spawned we searched everywhere even dug to bedrock from multiple directions and there was no 3rd well and had to abandon the mission but only 1 time that has happened so far).
i'd also LOVE to choose the voices for my characters, with additional accents being available.
The spawns where reduced too much in the recent hotfix mission feels like a cakewalk now.
My friends and I had a tough time dealing with the copious amounts of swarmers thats spawned from the pumpkins on the Elite Deep Dive, so we were thinking that it would be fair if the pumpkins didn't spawn on Deep Dives, so there wasn't a constant onslaught of tiny buggers nipping away at your shields and health
i feel fine with the pumpkins but if you waste ammo on the swarmers than sorry imo, use the pickaxe and powerpick to kill em, they are aoe if melee used and that helps kill small types instantly which help, isnt recommanded on mediums unless you are desperate for leech if you got that
Would it be possible to make the Horned Mask's colour change with whatever colour pallet you choose?
I love the new mission types, and I don't want to seem greedy for more, but I have a suggestion of one. It's not unique so much as a unique combination of components which we already have.
Dottie has already become a steadfast friend, and it's a shame we have to leave her behind. What if we had an additional game mode called "Drill salvage" that plays a little something like this:
PHASE ONE - Dwarves drop in and locate an abandoned drill, now rusted and old, sitting in front of an empty omaran.
PHASE TWO - Dwarves locate scattered parts and repair the drill. Maybe add a unique component to how the drill gets repaired, like having to transport carriable parts from the drop pod to the drill. Otherwise, can be just like mule salvage missions.
PHASE THREE - Dwarves escort the drill to an extraction site. Maybe it's rolling right down the tunnel it has already carved, or maybe it's going to someplace totally new. Dwarves extract as the drill does.
This way, we may leave Dottie behind, but we can go get her later. :)
Even though the different phases are similar to what we already have, I think they would pose a unique twist by combining them i a new way.
Tooltip suggestion:
"Most miners hate Magma Core. Magma Core also hates most miners."
Was thinking about a building/repair animation where the miner flips through a manual quickly before going "Ah, right" and taps it with a hammer.
Ran a Deep Dive for the first time and got the Haunted mission with Pipelines. We had a two man crew and it was absolutely miserable, we fought for an hour before the invincible thing got us.. seemed like an unbeatable mission and we both logged out with a pretty terrible experience. I suggest changing the mechanic or reducing the chance with a small team to encounter that. - Disgruntled Dwarf
Make the perk It's A Bug Thing work on pumpkins ! 😱
with all this quarantining and social distancing going on I'd love it if we were somehow able to give handshakes/fist bump to our fellow dwarves in game. I think it'd make for some epic moments. Imagine this, you're the slowest member of the group and you die miles away from the drop pod > you think you're a burden > your fellow dwarves haven't given up on you > they all turn back to save you > you get revived, fight your way back to the drop pod > you type in chat "sorry i'm so bad guys" > your team mates all press V > "No dwarf left behind" > fist bump 😩
If you want previous event cosmetics to still be special perhaps have them cost Error Cubes in the shop? Would give us a use for them and it makes sense to have the special items cost a rare currency
Should limit the angle that Huuli Hoarders climb walls so they don't just run straight vertical up the wall to the ceiling and disappear out of reach and make them path to and past enemies to slow player persuit. Would be a much more fun experience.
It may be greedy, but maybe update the soundtrack dlc to include a fat pair of dwarf headphones so my guy can show off how good his taste in music is
🎵
Is it possible to make Berserker activate using a different method? The charge icon is far to the side and very hard to notice if I have full charge or not.
Here's a few passive perk ideas.
Lucky: Whenever you take damage there's a 30% chance that the damage will be ignored. Can only trigger once every 3 seconds, but it'll only go on cooldown if the ignore damage effect is actually triggered.
Elementally Attuned: Fire, Neurotoxin and Electric effects caused by you deal 25% more damage per tick, however you also take 20% more damage from all damage dealing elemental effects, such as acid and fire.
Quick Retreat: Whenever you take damage your movement speed is increased by 50% for 2 seconds. Does not stack, but taking damage will refresh the speed buff.
Excellent Aim: Weapon base spread is decreased by 20%.
**Fast Loader: ** Reduces weapon reload time by 15%.
Let the scout use his grapple to pull his beer into the drop pod if he forgot it while the countdown is going off.
Make haz 5 give bigger rewards for it's difficulty over haz 4 (right now haz 4 feels worth it but haz 5 feels under-rewarding), and maybe buff the rewards for Escort Duty? For such a long mission type it doesn't really give much more XP or credits than other mission types in the game.
What if we could add sorta event points, which you will get for playing the game while event is on? So we can get it as an additional reward for missions, and maybe some have a chance to drop from pumpkins and presents, so they will not be pointless anymore. With these points you'll be able to buy holiday related stuff, like new themed weapon skins or hats from previous events.
i'm gonna be honest, escort duty is very unfriendly to people who do it solo, with all the projectiles the enemies throw at it, the fact one dwarf can only do so much repairing while the bugs can easily undo any repairing you just did, the decrease to doretta's health doesn't help but makes it worse, i feel there needs to be a few adjustments made to make it more friendly towards solo players such as being able to make bosco repair doretta or make it so that the player can repair more damage but only if they are on their own, the lower amount of floating rocks and laser towers is a good start ( although, the ESO still throws a lot more but i can forgive it cause i wasn't overrun by them at any point ) but its difficult to defend doretta and repair her at the same time, bosco is never able to deal enough damage to the bugs to actually deal with them effectively so you're either stuck repairing her with the bugs undoing all the damage you repaired and more or you're stuck trying to kill the bugs and letting doretta die, i don't care that escort isn't scout friendly, thats fine cause the mission is meant for the offensive classes like gunner or driller but i am not ok with it being significantly harder to do solo, so i don't want a general nerf to the difficulty cause i don't see any issues with the mission mode if done with others, i just see a problem with doing it solo and as a person who plays a lot of solo, it would make things both fairer to me and others who play a lot of solo missions, so just to sumerize so you don't have to read this wall of text
Make escort duty more solo-friendly by either giving bosco the function to repair doretta similar to how you can instruct him to build pipes in on-site refining and then defend it when it isn't damaged or increasing the amount that the player can repair but only if you are playing on your own.
@mods and whoever else might be interested: Why is there not a simple 7.1 Surround Sound/Stereo switch button in the sound options for Deep Rock Galactic? These constant windows updates from the heartless bastards at Microsoft keep screwing up my sound settings, and now my computer keeps forcing surround sound in the game when I don't have surround sound capabilities. I am finding very little on how to change back to stereo settings and finding a simple fix for the problem without buying a new headset. This is the only game I have problems with when it comes to switching between surround sound and stereo.
Did you mean 'ones?'
Is there a way we could get the mini-gun numbers updated to reflect what is being show? (I reached out to Amanda - QA for clarification) but the mini-gun currently shows 2400 ammo / 30RPS but in actually has 1200 ammo / 15RPS, but each round has double damage so the values are all correct.
it seems more missleading than it should be.
it feels like having the bullet damage do the normal mount with the correct ammo / RPS would be better for the gun overall.
either that, or could we update the numbers on the mini gun to reflect what is actually happening? so show that the rate of fire, RPS, and damage are what the actualy are (1/2, 1/2, and double)
Not sure if anyone has recommended this before(probably have) but I would love to see overclocks for the support weapons, I think the traversal ones don’t need them but would still be a welcome addition, anyways the support weapons and or tools could use some spice right now they very nice to have and well thought out but an extra layer of upgrades would be fun to mess around with
This one is vague but, a BRT7 OC that makes it do extra damage to poisoned enemies. With the Neurotoxic Payload OC for the Autocannon poisoning enemies is quite reliable. It would be nice if the BRT7 had a complementary build.
I think it would be awesome if the animation for depositing eggs was sportsball-ish. eg: A basketball hoop pops up out of molly and our character dunks it or a pair of goal posts pops up and we kick FG, etc.
Karl's shop: each mission has a chance to spawn the legendary Dwarf's ramshackle shop.
Here Karl will give you special tasks to complete in mission to prove your dwarfiness.
The shop should be located in the deepest cave of the map, and can be unlocked by promoted dwarfs only.
Each completed task grants you tokens to spend at his shop, together with the gold credits earned in the current mission.
What he would sell are unique cosmetics available only there, and each teammate will receive the same cosmetic. (If a player already owns the cosmetic, he will receive minerals instead.) After Haring dipende the shop, any player can spend their down personal tokens for the entire team, but the number of cosmetics is limited by the gold mined during the current mission; pricings should let you be able to afford between 2 to 3 cosmetics per mission, if all players had been already saving tokens.
Your tokens can be saved through each mission, so if you can't afford a cosmetic at the moment, you can still earn tokens to store till you can finally afford the item.
Only one task will be offered to complete per mission, and its reward will vary based on its complexity.
Tasks could range from "Kill pretorians with pick axe only", "fend off swarm without calling a supply depot", "kill 10 enemies during a single pipeline run", "complete escort without sitting on top of doretta for more than 10 seconds", "kill 5 grunts in a row with weakpoint hits only", "finish off a bulk with a power attack", etc.
NOTE: Karl's shop has higher chances to spawn on higher hazards, to discourage farming on low hazards
BOSCO FLARE GUN: I think a good balanced addition for solos would be to add another Bosco upgrade option on the same tier as missiles that allows you to choose between the extra attack power of missiles or a flare gun that functions like the Scout’s for extra visibility. It could be activated with the same control (pointer + right click). This would make it more balanced when soloing as Driller and Gunner because of their medium intensity flares and greater sustained firepower. This addition would allow you to balance your solo load out to bring light to caves with large chasms, or extra firepower to smaller confined spaces where you might become overwhelmed by enemies more quickly!
I for one, thought the increased pumpkin spawn rate was hilarious, and am sad to see it go, so I'm going to suggest a Halloween event exclusive cave modifier, "Pumpkin Invasion" where the pumpkins are once again spawning damn near everywhere in the cave.
turn cocoons into huge red pumpkins for halloween
The capability to change your nature as a dwarf.
One nature trash talks molly, an other nature is kind to molly. You got scared dwarf and tough dwarf so you can change the styles of voicelines you say. Something along those lines.
A mini game of dancing near the abyss bar! I don't care about the mechanics, could be simple like those games where you press arrow keys!
Add refuel stage before drilling heartstone on escort duty
Remove refuel stage altogether and just make the thing path properly to the hearthstone. Mission needs to be shorter to compete with the others for XP.
After getting a promotion, respawn at bar instead of personal quarters. They did tell you to bask in it. What beard loving dwarf wouldn't drink.
respawn at the bar when the following conditions have been fulfilled: a total of (20) deaths or more for the team, every dwarf has made it back to the drop pod.
alternatively: at least one iron will has been used with all dwarves downed, every dwarf made it back to the drop pod
Simple one:
Option for automatic muting of the game when focus is lost (alt tabbed)
My girlfriend is very disappointed, almost crying, that the bar does not offer pumpkin themed beer. Please save our relationship and add pumpkingflavoured beer!
Can we have an emergency temporal shift so that if you are extremally far from everyone you can activate your 2x active so you can teleport to one random dwarf ? or a chosen dwarf.
increase the radius of O2 tanks from all sources
when you start the refinery on on-site refining make mission control say something like; Good! you started her up, but the sound of the black gold being drained will most likely attract the hostile natives, so steel yourselves and get DRG some Morkite!
customize drop pod with so drill bit and so on
Please, guys, do something with Bosko in the end of solo missions. Let this lil fella enter the Drop Pod somehow. I don't want leave him down there, alone .-.
My heart still reaps apart from leaving Doretta...
Suggestion - Ability to upgrade pipelines with speed boosters at the cost of various minerals (maybe just Nitra, idk)
Why : Makes grinding along the rails even funner and allows for players to keep their speed even when going up slopes.
What about an infinity mug from the bar so when you throw it it duplicates in to 10 .... like the harry potter duplication spell so you don't get out in time you get swamped.
Allow us to kick red sugar and other minerals around when full
I've only got 20+ hours, so my experience with the game is pretty limited, but I had an idea that I wanted to at least drop here anyways.
What if there was a small, passive bug in the caves that carnivores like the glyphids fed off of? It could either be the maggots we already have, or some new bug. Not only would it add to the enviroment of the game, but it could probably be turned into a mechanic, too. You'd be able to pick them up, and throw them like a grenade to lure nearby enemies to a certain area for a short amount of time. (Kinda like Engie's lure, but it would last for less time, as the enemies would just kill the bug once they got there.)
Im sure I have a number of points lying around my mind when playing this game but I have two that could be pretty darn cool.
- Pickaxe power attack damage and aoe scales with player velocity.
Think about how fucking baller it would be to be a scout with all his movement, or a engineer with pgl Jumping mod, or just jumping from a high point from the other two classes, to fling your drawven nutsack at high velocity into a group of enemies and let off some crazy power attack that kills a bunch of em.
With scout it would give him a viable AOE attack every so often tho help clear waves, and could lead to some interesting clutch moments where the enemies you kill from it (with vampire of course) heal you up and save you from the potentially lethal fall dmg. Could create some interesting melee builds that focus on vampire bezerker combo or whatnot.
Damage and aoe scaling should be logarithmic to not lead to people trying to abuse player collision glitches or other stuff that gives you too much velocity.
- Visual flair for overlocks.
A visual flair for each individual overclock would be a nice attention to detail that shows off which overclock a dwarf has on their weapon.
While mostly just a nice visual addition, something like a bigass radioactive sign on the engineers PGL with nuke mod would be a good reminder to stay away from big waves he's most likely gonna blow to smithereens. Or with the scout, for the M1K electro focus mod, extra coils or electric equipment on the rifle would be cool.
Some mods that are just "more ammo" would probably not change things, but could be a small incentive to run the Unstable or Balanced Overclocks. ;)
If you guys wanna go really far out with this idea, small changes to the packs and equipment on dwarf armor based on mods and overclocks would be awesome. Like extra ammo mods would literally add like one or two small ammo packs onto the armor of your dwarf. It would add to the potential deep rock fashion available 😉
Can there be a 'roller coaster mode'? Same basic idea as the morkite pipes, but with less enemies and just all about building a fun roller coaster. Option to save would be great. Less minerals spawn for better performance. Higher gamma so you can see the cave wizz by.
Refinery generation should take a page from droppod generation on salvage mule missions. Basically cut out the area specifically just for the morkite.
Ive went into a couple missions and the others were stuck looking for an hidden refinery (most times host left)
What's the point of the putting the kursite machine event in single player if not one single kursite infected bug shows up the entire time? That literally JUST happened to me (so sorry if I sound a bit heated). I just turned it on thinking "Hey, it's been a while, maybe they fixed it", nope, not a single infected bug showed up.
My suggestion? Either take the event out of single player or actually get some infected ones to appear.
Could there be a subtle color change or animation to show on your cursor the overheat bar where you're aiming with the minigun?
I do appreciate being able to see it on the gun itself, but on my big screen I have to focus on the bottom right corner of my screen of my tv instead of the cursor where I'm aiming in times when I should be focusing on hitting my targets.
Alternative Suggestion: Rework missions controls voice over of the refinery mission to explain that you can press tab to locate the morkite wells. Or add a newcomer tip popup
Bestiary entry for the Ommoran? It seems sentient and provides a boss battle, so why not?
pipeline connection points should be able to rotate slightly on the Y axis, bending the pipe angle like a see-saw until it hits terrain. would make it so much easier to build up ramps/steps.
audio queues for when your perks refresh and context based on perk so dash could be "I feel the need for speed" "Gotta blast!" ||all I can come up with are shit memes||
rocket boots "Boots ready"
shield link "Shield boost ready who wants it?!" "Now I just got to not forget to use my boost!"
beast master "Oooh time to get another friend!"
Ect
would give information to your team what perk you have and if they could make use of it, ideally remind you as well.
Beast master: "Doggo!" 🤣
Add priorities to audio and actions. Like the dialogue when spotting nitra or gold would not get interrupted by other dialogues (and can override them), and grinding on the pipeline has a lower priority than actions like building and reviving, so you don't accidentally start grinding and fly off like a beyblade.
I keep on forgetting what the exact terminology for this is, but I hope the point is still clear.
Might be a strange suggestion but insteed of reset progress can we get separate save slots 😁
I would like it if there was an optional alternate control scheme for charged weapons that serves as an alternative to hold to charge and fire on release.
For the EPC:
-- Pressing [reload] begins charging a shot. The next trigger press fires the charged shot or it fires when the weapon overheats.
-- Pressing the trigger outside of this charged shot instantly fires a normal shot
(-- Add an automatic bouncy plasma OC that requires this control scheme)
For the M1000:
-- Pressing [reload] begins the focus shot charge. Pressing [reload] again toggles it off
-- Pressing the trigger fires a shot, either charged or normal.
-- Holding [reload] would reload the weapon. If the weapon has expended its clip, it will reload as normal. The time for holding [reload] would be factored into the reload speed
While I don't believe this should be the default, this would give players looking for more control an option they could adjust themselves to.
im glad someone else suggested the turret thing, hopefully it will get added. nother suggestiong, maybe some holidy themed overclocks? like grenades can look like pumpkins and what not
(words in italics should be taken with a grain of salt)
You can, as of now, fall outside the map if you climb a drop pod shaft to it's very top. Maybe add a special unkillable enemy (a worm or something like that) that spawns upon reaching a certain height of the map, both going up and digging down, and kills dwarves instantly. Here are the theoretical stats:
Name: (some name) Sandworm
Health: Unkillable (20000 if killable)
Attacks:
-Coil
(Sandworm coils itself and from this position it will execute it's attacks)
-Devour
(kills players instantly if the hit connects with the sandworm's head)
Armor: Unbreakable
Weakpoint: Head (x3)
Special:
-Once a player(s) reaches a certain height threshold (beginning of the Condensed Granite layer both on the top of the map and on the bottom) it's marked. Shortly after, the Sandworm spawns and seeks the targeted player(s). Once the targeted player(s) dies (from the Sandworm or other causes) the Sandworm retreats and despawns. Sandworm's scales are jagged with spikes, which hurt the player upon contact.When a player is killed by the Sandworm's "Devour" attack, it "devours" them and makes them impossible to revive for 30-40 seconds. After this period, the Sandworm emerges at a random place at a maximum of 50m from the point it was spawned and throws up the killed player, thus making him able to be revived again. This form of the Sandworm is invincible as well. If more than one player have been marked the Sandworm will retreat (and do the throwup sequence) after all marked players have died either to him or some other cause. The Sandworm will also throw up each player in a different place if it killed more than one player.
Notes:
-There should be no cave generated that would reach the Condensed Granite layer, right?
-Maybe make him killable for an achievement 👀
-Miner's Manual entry would appear if it was spawned instead of killing it
Thank you for your time.
Heightened Senses but the overlay appears on the bottom of the screen when it's a Trawler
Make it so that to grind pipes you press C instead of E (not to make mistakes when repairing/building pipes) since you don't have Molly in that mission
🍺 As we have new activities (repairing drilldozer and building/repairing pipes) what do you think about a new 'effect' beer (could be called Handyman's Buddy or so) that would make repairing faster?
If molly is in gold dets explosion radius it would come out gilded + first time achievement and maybe even management would remark about being impressed and give us a bonus for the sweet new paintjob we would enjoy for the rest of the deep dive/mission
:goldenmolly: emote too
Just something silly I thought of while getting plastered at the Abyss bar: If everyone passes out at once, there's a chance of signs of a crazy party popping up on the space rig- sometimes it'd be subtle, like a bowl of pretzels spawning somewhere or a text sent from a tablet, sometimes it'd be obvious, like a traffic cone replacing someone's headgear and/or marker doodles on their face.
A super nice feature I'd like to see in DRG is the ability to add your own custom HUDs, in a similar way you can download/make your own custom HUDs in Team Fortress 2, I think it would help enrich the experience by allowing the user to custom tailor their game to their liking, and custom HUDs help achieve this in a big way. Some things such as being able to have a number represent HP instead of a health bar would be a nice quality of life improvement too.
Move the randomiser button 1.5 cm to the right so we can nicely crop our dwarfs' getup
A "devilish red" skin color option to match this year's Halloween headgear.
Don't know whether this should be bug or suggestion, but can the range where the on site refining platforms depositing thing opens be increased, because it is really far too common to deposit into a closed deposit box
Add some way to retract an unbuilt pipeline from the refinery in On-Site Refining. Whether it's by accident or a troll, sometimes the liquid morkite pipelines can get out of control and having to disassemble each section can get extremely tedious.
Possibly have it be up to a vote so that 1 person can't troll either way. (e.g. 2-3 buttons have to be pressed for a full lobby, then have the number of buttons decrease based on number of players)
Maybe increase requirement for Elite Deep Dives. Sometimes they are very easy and sometimes (this weeks) they are very difficult. Every time I play one I get some very weak low level players.
Make acid spitters fire in bursts of like 3, with less damage per hit. Allows one to be more able to react to their presence as they deal a fuck ton of damage.
new (enemy) damage type: infected(?)
reduces your max HP by a bit for some amount of time after being hit.
may be stackable to 50% of max HP
Would love to see another mini boss like BET-C but with Doretta, maybe have a much smaller drill with a gun or two that you could find and fight like a BET-C
Exclusive enemy type in crystalline caverns – Shocker glyphid:
This enemytype has an active electric crystal on their back. They move very slow toward dwarfes. They are under a permanent electrostatic field (radius approx. 1,5 m) which hurts dwarfes frequently (escpecially them shields) and slowing them down. So you have to shoot them from a distance. Furthermore the crystals on their back can also connect with other active crystals (in caves or other shockers) making this electric powerlines → I don´t know if it would be too OP when the powerlines are permanent or just frequently like the normal crystals – needs testing. You can shot the crystals off their back, but they have insane HP. To kill them efficienlty, you shot them in the face or belly.
would it be possible to add a randomizer to the heartstone's boss waves. as it stands its quite predictable with Wave>Flying rocks>Wave>Lazer's. would help replay value if it was randomized. hell could even add more different waves of the heart stone. maybe 6 all together vs the 4 we have. so it a guessing game as to what's going to come out. stick with the 4 stages but have 6 diffrent things that can happen in those 4 bars
When being on Rich Atmosphere mission, the voicelines in the drop pod (before you land) should be pitched up too
Idea for a mini boss based on the classic mimic enemy: An angler fish like enemy that uses a valuable mineral (Bittergems are what comes to mind) to lure in rock eaters or greedy dwarves to their doom.
like other "enemy type" swarms, a shellback swarm😈
maybe have a line for all barrels being in the drop pod?
Droppod often lands in some strange places, and we need a voiceline for this. Something like "At least droppod is not upside-down..."
The [It Burns!] Mod is one of the most exciting mods on the flamethrower in terms of theme and experience. It really makes it feel like you are burning your enemies and they flee in terror from the intensity of the flames. Its also one of the most useful mods for comboing with the subata for exposing praetorian weakpoints and unloading weakpoint hits into a burning target. Unfortunately it is a bit undertuned numbers wise. Currently the probability you will fear a praetorian over 1 second of continuous fire with 6 tics a second is found by 1 - (1 - 0.5 * 0.13) ** 6 = 0.33185662695 . Within a second of continuous fire you have about a 1/3 chance of fearing a praetorian. I would like this probably to go up to 50% with 1 second of continuous fire. let x represent the value of the fear mod such that after one second of continuous fire you have a 50% chance of fearing a praetorian. We get the equation 0.5 = 1 - (1 - 0.5 * x) ** 6. Through algebra we find: x = (1 - 0.5 ** (1/6)) / 0.5 and thus x = 0.218202563719. Let's use this value and have it listed as 22%. Thank you! Love you! Rock and Stone You!
Startle voiceline for when you kill Elevator Plants because of how loud and sudden the noise they make is.
A 50% Explosive damage resist for Steeve might not be out of line, to prevent him from as easily just suiciding by hitting exploders.
Space Rig Tattoo Parlor - Has a drone helper like Bosco/Lloyd to ink your arms/face/neck. Pick from a wide assortment of tattoos including dwarven runes, union badges, and DRG/Karl/Steeve themed tattoos. Choose your inks to customize your tattoo. For dwarves with extra credits there are a few legendary inks like metallic, neon glow, and glitter bomb.
New mission type: To-Do list complete many smaller missions that are more like mini games or machine events and more machinery to go along with it. (Excavate a big gem, bounty hunt where you have to kill a oppressor that spawns on the map etc.) then call in the drop pod once your done with all your tasks
a small change to the Dash perk: make the dwarves always run while it's off cooldown, making what's normally the run button activate the short speedboost (and then you're stuck with just walking for a few seconds? or not)
[Accessibility] Hearing impaired: Create sound-radar UI element for item/bug noises
cockroach. can fly, is faster than you can run
I always thought it was odd to get dropped by the droppod and after arrival it leaves. After mission completion another droppod (or maybe the same) comes back underground to another location. I thought it might work another way, the way i thought it should work is: the droppod stays at the entrypoint but without fuel, after pressing the button on m.u.l.e. a fuellpod gets send down near the droppod, you have to build it up and defend for the time refueling the pod, just like in salvage operation.
Add a unstuck button so you can get back in the map when you fall out the map.
Well, with @lost crane 's very unhelpful emoji-reactions, I'll put an example of an sonar for the hearing impaired here (picture attached).
I assume the devs wouldn't want pin-point accuracy, or they would have already made one in that style. The cool aspect of an audio-radar (as opposed to a standard style radar) is that it does not share distance information. Only that sound is occurring and the rough direction the sound is coming from. This means, when locating items, it doesn't matter if the item is nearby. If it's nearly inaudible, it's nearly invisible on the audio-direction-graph. Similarly, running/drilling makes noise, so you lose sight of the item you're tracking as you're moving for it (just like with hearing based location).
A person with normal hearing can actually distinguish between the sounds their character is making vs environmental sounds, so it would be cool if there were some overlay on the audio-graph. Perhaps blue for oneself. Red for bugs. Green for allies. And white for items.
Resupplier perk refill all flares
Suggestion: Able to record gameplay and edit camera angles after just like GTA V Director Mode.
could it get changed so that the ground around the heartstone can be drillable? we had a teammate stuck IN the drilldozer and we had to hollow out underneath then kill them, so they would drop so we could raise them, it took a while with only pickaxes lol
Someone already suggested that we should be able to stop and start Doretta at will, which I like. But how about also letting us pull out and refill the fuel canisters at will when Doretta is stopped? I mean, there are lots of fuel in all the caves you pass, even the ones that Doretta does not stop in.
Add a viewmodel FOV slider, it doesn't bother me too much but it would be a nice option to move guns farther away from your face
We should get Weapon Paints that match our equipped Armor Skins, similar to Terraria's Familiar Wig.
The oil shale spawn rate should be lower past the halfway point, or at least in the last area. I keep seeing it everywhere despite needing very little, and only for the first half.
Maybe we could even pet the old dorettas or take the head back home
!suggest Dorettas Pathing: Make it so she stays on solid ground, I died on a mission earlier because she was flying through the air and I got knocked off- only to have bugs kill her because I couldn't reach her after she flew to top of the cave
At the end of the Drilldozer missions, the flying rocks should have a 50% chance to be called, "Flying Stones," instead.
A perk which lets you carry an additional grenade! Or two, if you decide to rank up said perk
(EDIT: The perk only increases your grenade stockpile, and doesn’t let you carry an additional grenade of a different type.)
Suggestion: Add something on the License Upgrade assignments to indicate which class the weapons are for. I currently have 3 of these assignments available and have to search google to find out which is for the dwarf I'm currently playing.
Suggestion: Ultrawidescreen support?
A couple of animation suggestions:
(Third-Person only) Whenever a Dwarf is typing or talking, they pull out a tablet until they cancel or finish, or they hold their hand up to their mouth or ear as if speaking into some comms, like Gmod. That way, characters won’t look like they are just staring into space.
(Third and First Person) Cheering with a carried item (Aquarq, Gunk Seed, Battery) the Dwarf will briefly raise the item into the air within their palms, mechanics similar to Beer. Gives you something you can do, like attempting to reload a full gun, or if you’re feeling left out of a Cheer.
New enemytype – Glyphid deflector
Glyphid deflectors are a special kind of glyphid grunt guards. The armor on their legs are more refined, unbreakable and really shiny. When this enemy is attacked by dwarfes they stop instantly and use their armor as a ricochet-shield. If a projectile/ bullet or a pellet hits their thick armor it gets deflected to the nearest dwarf it could find making a lot of damage. Just like magic bullets but reversed on dwarfes. To kill it, take your time and target its weakpoint (head) or use none projectile or explosive weapons (flame/icethrower, grenadelauncher, grenades, etc.).
Side note: This enemytype should only be found in special biomes, since they need a habitat which allow such a strong armor. My suggestion would be salt pits, sandblasted corridors and radioactive exclusion zone because these are the only ones where you can find enor pearls. A really strong and hard mineral!
Let the EPC ignite gas clouds the same as the Breach Cutter. That or let Heat damage ignite gas clouds like fire damage. It fires balls of hot plasma, but because doesn't do "Fire" damage it won't explode the Neurotoxin Grenade. Currently the only way to get that utility out of the EPC is to use the Thin Containment Field which already has a ton of utility over the other Tier 5 upgrades. Tier 5 C even gives the EPC Heat damage, but it doesn't count for igniting gas clouds for some reason despite being good enough to ignite flesh.
Small width bonus for the Roll Control OC. Right now, it's just kind of a gimmick, and you don't really have much of a reason to take it over Light-Weight Cases.
Why does the terrain scanner not make the super cool and attention grabbing sound anymore??
And as for my suggestion, for the ammo count overview as shown by the little gray bars, you should put a line down the middle of each bar, and when that specific tool or gun is below half, only have half of that gray bar filled in. Rather than 4 bars for an overview, use each bar for gun/tool 1 through 4 and show when it's ammo is under half.
So, it's a small thing, but I wondered, you know how there are three different variations to the cowboy hat? How about a version of the new Ushanka hat, but with a little pickaxe-shaped (or other) golden pin proudly attached to the front of it? Just an idea I had, would go even better with gilded beards !
can we get gilded versions of moustaches to match beards?
Unsure if this has been requested already: When joining a mission in progress, a representation of the weapons being used by the members in the game would be appreciated. This would allow picking synergistic weapon setups etc.
when you collide with something when riding a pipeline it should make a loud thud sound or a Ding when you hit the side of the refinery
I want to be able to squish swarmers if I hit them while grinding(potentially only at higher speeds?)
this may or may not be annoying to fight in-game, but I think it would be hillarious if there was some sort of horned beetle enemy that attacks you by flipping you into the air-
Me and a friend thought of a drinking game in the space rig, basically you would roll a dice and if you bested them you would finish your drink first, and it would be a best of 3 game where if you fail you would pass out. Figured this could be next to the jukebox.
Edit: I originally suggested moving a modified version of EM Turret Discharge from being an OC to being a teir 5 mod. Why it's not a horrible idea I have since reconsidered the value of the existing OC given the new Gemini stats and taking a different approach in my build, taking 1 damage mod instead of the additional ammo I was afraid I'd miss. This OC gives enough value that you can make do with less ammo and with at least 8 damage a shot you are hitting breakpoints and remain capable of defending yourself.
Make the rich atmosphere mutator also increase the speed of grinding on pipes.
You can run and use the automap at the same time.
when depositing minerals into molly a bunch of ground rock should be left in piles on the ground under it. the whole point of crushing the rock is to remove the valuable minerals from the stone.
A mission type called Exploratory Drilling. There would be a drill rig that needs to be transported to different drill sites. The dwarves would locate the drill sites and bring the drill rig to them. At each site the dwarves would set up the rig and run the drill. more pipe would have to be added as the drill is drilling down. Once the drill reaches the correct depth the dwarves obtain a core sample and move to the next drill site.
The rig could be automated like dorreta and it would remain stationary until a dwarf at a drill site calls it to the drill site by holding the interact button at one of the drill sites. or it could be called down to the drill sites like the pumps in the extraction mission.
Give dotty a rechargeable electric pulse that forces enemies stuck under it to relocate like the shield break for armor
An option to change the monitor's refresh rate on the graphics settings.
Changing the laser pointer ping sound back to what it was would be awesome, as the new one is rather bland and difficult to pick up on. Also, maybe more differentiation between everything that pops up on your HUD when holding the laser pointer out. As it is, whenever one of my teammates pings something, I often have to look around for upward of 6 seconds to find the ping on my screen because it hardly looks any different than anything else on the screen.
Have Doretta blow up when it successfully breaches to the heart stone core thus leaving no mystery as to why she doesnt come back with us. The heartstone has some defense that naturally destroys her.
Make dash perk ignore electrocution slowdown from Naedocyte Shockers, perk description states "While dashing, you ignore all slowdown effects".
small thing from something a couple of us chatted about in main chat, adding Kamina's glasses from the anime Gurren Lagann would be really cool! One of the mottos is that their drill "will pierce the heavens" and thats pretty in-line with DRG's whole deal
I think having a mic test would be really nice, to see whether or not your teammates can actually hear you when you use voice chat
I'm far from the first person to suggest this according to my searching, but the game could really use some colorblind friendliness. My boyfriend (protanomaly colorblind) pointed out while we were playing today that it was hard for him to tell working and broken pipes apart in On-Site Refinement.
Sub-biomes.
Each biome has different regions that can spawn in any given level. They are similar enough to each other to keep in line with the overall biome, but have unique flora and/or fauna to make different parts of the cave stand out and feel unique. Rather than have the biome be the same across the entire map.
For example, the steam vents in Glacial Strata. Imagine a sub-biome that is a larger grouping of vents, with plants, and maybe some small trees around them. It would be its own little ecosystem thriving off the warm vents. Obviously this one would be pretty uncommon.
Or the Dense Biozone could have a glowing grotto, a small area densely packed with all sorts of weird glowing plants.
Little things like that, that you can stumble across to give you that feeling of discovery, and make the caves stand out a bit more in each mission.
I finally managed to put a pumpkin in the hoop ! And no points ! Maybe we could get a little something for such an achievement ?
Management has us down there repairing everything now, pipes, pods and Drilldozers. Surely we can get a stat at the KPI terminal (eg. time spent repairing) to reward us for all this manual labour.
a secondary objective exclusive to morkite missions (both mining and refinery) where you gather crystals (like jadiz/aquarq/enor pearls). they could be red and have a tetrahedon shape or a ring, cylinder, or something else to make it stand out from the usual crystals.
lore explanation could be similar to dystrum
to make it more interesting, maybe they are too large to carry and have to be broken down into smaller pieces
Suggestion: an unstable overclock on flamethrower that makes able to press right button and do some torbjorn ult things (lava floor analogy with green goo but hot)
an idea to make promotions more interesting.
my idea is that every 4(8?) promotions you receive a coupon that can be exchanged for one(1) cosmetic item in the shop.
alternatively maybe a one-time coupon(/option?) that increases the chance to find a cosmetic event in your next mission (you host)
**Exclusive enemy type in magmacore: Glyphid firedropper **
This creature spawns always on cave-ceilings and search for dwarfs beneath them. Their body are laced with fire spores. They have medium HP and always wander on top never going down. Every second or so they drop little fireballs frequently on the floor doing explosive damage → like little dreadnought fireballs. This attack opens up hot rock, triggers explosive plants and deals more damage when directly hit by it. Dwarfes can shoot these projectiles out of the air. When they´re alone they become easy to handle with. But if they spawn in masses they could be really overwhelming destroying the entire environment with a rain of fireballs. Because they are always on top you have to use weapons with wide range.
Side note: This dropper glyphid type could also work in other biomes pretty well. The bombs/spores depend on the biome which they´re living. For example in fungus bogs they could drop bombs which leave thick poisonous gas when hitting on the floor. In glacial strata it is freezing fog, in dense biozone maybe it is pheromone liquid and so on.
First concept: Code Name “Omega Beer”
Lore: The Omega Beer is a failed special beer experiment done by a fired scientist of the Deep Rock corporations. They got fired since they couldn’t make the beer perfect. Every week they send a robot that would sell the beer for 10 barley bulbs. It consists of all the buffs from the other special beers. The only issue was that it makes the consumer extremely intoxicated.
Attributes:
All buffs from other special beers.
Makes consumer very drunk
How to get:
The first idea, there is a secret broken bartender hidden somewhere in the space rig
The second idea, the fired scientist sends a robot onto the ship and sells the beer in a ‘secret.’
Okay so my packets have been dropping like mad since two updates ago. I don't think it was the update itself but it might either be my modem or my ISP being crappy. But that's besides the point.
Game has some irritating ways of resolving disconnects. Namely when it comes to ledges. If I jump at a ledge when I'm having connection issues, it will either teleport me to my standing location five times before I finally grab the ledge, or if I'm suspended in air, it will teleport me underneath the ledge and send me falling to my doom.
I can mostly manage these connection issues and play competantly, but this is the one problem that really makes it an issue. If you guys could possibly tweak the code to have it resolve in a ledge grab or teleporting me on top of the nearest platform instead, I would be eternally grateful.
i don't know if this is intended or not but the pumpjacks are the same colour as lost packs on the terrain scanner, it would be nice if they either had different icons or were a different colour from eachother.
In my opinion the upgrading system is too poor. There should be more things to buy, especially on end game. Maybe something like the BET-C that would be very expensive to unlock, and you'd also be able to buy upgrades for it? I really like this game, but no more progress make me feel like playing is useless.
Hello guys, today something happened to me again, I don't know if you too, I created a public game and 3 people joined me, everything was going well, we did the main mission, and I found a drawer box, but one of them called the capsule and I got really mad, because we couldn't get the reward because a stupid (no noob, veteran player lvl500) called the capsule ignoring everyone and we couldn't get the reward ... is there any way that only the host can do it to avoid the trolls?
For all facial hair related cosmetic, it would be nice if we had to use a barber(bot) shop for that, don't you think ?
I think, the current beersystem needs an upgrade or getting revamped. Currently the unlockable beers are used rarely, for quick laughs and that's it. Players are stockpiling up on Malt Stars, Yeast Cones and Starch Nuts and only the Barley Bulbs are used for the buffing beers. I have some ideas for buffs for all of the unlockable beers:
Arkenstout: Players buffed by this beer, instantfreeze (up to 10 seconds freezetime) creeps with their powerattack./ Or can't be frozen.
Blacklock Lager: Players buffed by this beer, have a chance of making creeps flee in terror when they get hit by their pickaxe.
Blackout Stout: Players buffed by this beer, stun creeps (for 1 second) with their normal pickaxe attack.
Blackreach Blonde: Players buffed by this beer and equiped with the perk "Beast Master", can tame up to three Glyphid Grunts.
Burning Love: Players buffed by this beer, take no fire damage.
Flintlocke's Delight: Players buffed by this beer, can cause explosions that deal AoE damge upon killing a creep.
Gut Wrecker: Players buffed by this beer, take no poison damage.
Mactera Brew: Players buffed by this beer, take reduced damage by all Macteraattacks.
Malt Rockbearer: Players buffed by this beer, get additional ammo and health from resupplypods (75% instead of 50%)
Seasoned Moonrider: Players buffed by this beer, can jump higher and take less falldamage.
Smart Stout: Players buffed by this beer, can repair/build things in half the amount of time.
Underhill Deluxe: Players buffed by this beer, can run faster and meleeattack twice as fast.
Wormhole Special: Players buffed by this beer, get a one-time use missiontemporary perkslot (bindable key), the wormhole functions like a escape button, after pressing the wormholeperk you instantly get teleported to m.u.l.e./Minehead.
So me and my friends thought of a possible mission objective. Naedocyte Roe collection. More particularly, inert or maybe unfertilized Roe. Inert if it were harvested directly from Breeders, or maybe have unfertilized Roe lying around the map that must be carefully collected or else it explodes into Naedocyte Swarmers. Another possibility as a primary is a large mass of Inert/Inactive Roe, as if a large amount has been amassed in one spot. The dwarves would have to plant a harvester of sorts and defend it for a set amount of time as bugs will try to attack from the outside, but as it harvests it releases Naedocyte Swarmers at a steady rate, rather than normal Roe being effectively a mini wave. As a main objective make like a minute's worth of defense for 3-5 Roe Masses based on mission complexity/length. Though going back to the intro of this block, if it were harvested directly from Breeders, it might have to be a secondary objective in case they are killed before it can be spawned somehow, thus making it unwinnable as a primary objective.
Lore wise the reasoning for the objective is the CEO level of Deep Rock Galactic has developed a taste for "Naedocyte Caviar"
I use MK2 with Hawkeye and its really nice to have it centrally located and overlook so much of the battlefield. My primary reason for choosing Hawkeye is for Turret Whip. I want to use the cursor tool to aim and take advantage of the faster targeting. This sometimes works and sometimes doesn't for two reasons. First, the turret often ignores the ping when I want it aimed at a specific target. Second, the turret drops all targets between bursts and points in a nonsense direction meaning i can only utilize Turret Whip while it is currently firing. To fix these: Make hawkeye always prioritize the target you've pinged. Additionally, allow the turret to always be tracking a target even when not firing. Turret whip is an incredible ability and I love it very much. These QoL changes would make it even more fun. Thank you.
A wall of unreadable text should slowly start to appear from the bottom n go up, like your tablet is downloading useful data when you interact with a lost helmet
Since atm its just a small loading bar at the bottom that fills up
It would be nice if pressing the turret slot for the engineer when gemini is in use toggled between which turret would be built. With gemini now being viable it would be a nice quality of life improvement.
Driller Secondary Weapon Idea: Flare Pistol
Description: While originally intended to be for lighting up caverns, it turned out to be too volatile to be reliable. However, DRG found a use for it, a pistol that shoots burning flares at bugs.
Stats:
- Magazine: 1
- Reserves: 20
- Reload: 2s
- Damage: ~60 Incendiary Damage
- AOE: ~20 Incendiary Damage
- Lifetime: 20s
Mechanics: Can bounce off enemies and walls, exploding with each bounce (up to 4), impacting others that may be close by (similar behavior to a normal flare). Burns very bright (not nearly a bright as a Scout's flare gun, but still brighter than a High-Intensity) while still active.
Unique Upgrades:
- Sticky Flares: No longer bounces, but sticks to whatever it first impacts.
Unique T5 Upgrades:
- Detonator: Upon hitting an already burning enemy or area, the flare immediately explodes for a medium amount of damage, covering a 2m radius with sticky flames that lasts for 5s.
- Hotshot: While still alive, any enemies that are within a 3m radius will light on fire, +10s Lifetime
I really like missions with the swamer eggs infestion. Why not add an event for Easter where the egg infestation is more common and can happen in any biome ? A little bit like the higher chances of having a haunted cave danger during Halloween.
PLEASE display forge inventory by class and then by clean -> unstable. An indicator to show overclocks collected for each class would be great too!! 4/10 etc.
Hardworking dwarves should have bigger biceps and forearms in the roughneck pack!
i have some suggestions which involve bosco :
since you can get bosco to destroy the towers duing the Ommoran heartstone fight, i thought it would be useful if he could also mine other hazards which can be a bit annoying such as radiation crystals in the radioactive exclusion zone
another thing is adding some more voicelines for bosco such as when you order him to pick something up when its already out of the ground like aquarq or cargo crate batteries.
Since now we got a second extraction with the oil refinery mission,isn't it better if the dystrium side mission to be implemented,since that mission barely appears and its restricted to 1 mission type
More companion drone types for singleplayer missions. Didn't see that someone suggested namely this, so...
APD-B317 aka "Bosco"
All purpose, jack of all trades, master of none. It's here just for the sake of comparison.
CPD-C318 aka "Pitbull" ||the names are subject of change||
Purpose: combat
- Have more powerful primary and secondary weapons, for example - couple of plasma guns/incendiary bomb. And you can chose the different weapons set for it.
- Have only 1 revive charge.
- Can't mine, can't light everything for you, can't repair things, built solely for combat.
MPD-D319 aka "Dachshund"
Purpose: mining
- Mines faster. A LOT faster than Bosco
- Have its own cargo hold (20 units for every recourse type) and can automatically dump it into MULE (if you've selected the desired mod).
- Can even take some types of secondary objectives, e.g. fossils.
- Have only 1 revive charge.
- Can't fight, can't repair things, don't have a light source.
SPD-E320 aka "Labrador"
Purpose: support
- Have a very powerful light source, comparable with Scout's light gun.
- If nearby, can give you a small buff, depends of which mod you've chosen (faster moving speed, better shields, resistance to some status effects, etc.)
- Can lure and then kite an enemy you choose, driving it away from you.
- Have from 3 to 5 revive charges
- Can't fight, can't mine.
could there maybe be a little less smoke in the character customization screen?
A biome in which the main gimmick is that it is perpetually illuminated in some way, but has a lot of other dangers to compensate (not a surface biome)
There should be a drink called The Drunkin Pumpkin that only shows up during fall or around halloween that is stronger then the glyphid slammer but weaker then the black out stout
Can there be a box for "remember server settings?"
So we don't always have to reselect server distance and hazard level?
Just had a case where someone grabbed the Heartstone at the end of the mission and refused to deposit in the mule. Not sure I like being held hostage in DRG. Maybe some sort of time limit on holding it? We could not boot him because he was the host.
i feel mkII turret should get a buff of 1,5/2 damage, to increase it's synergy with defender, making it capable of one-shotting swarmers
as there currently is absolutely no reason to use it over gemini
maybe decrease it's overall ammo?
The recent bugfix to clients picking up more oil shale than intended has made Escort missions insufferably long.
This mission type need to be cut down in some way. And since speeding up Doretta is off the table due to performance reasons, the refueling stage is the ideal place to speed things up.
I'd recommend making the mining laser on the fuel canisters more effective. Right now they are quite lame and significantly less effective at mining shale than explosives are. If they were faster and had appreciable range they would be more fun to use and would make the mission move faster as well. Win all around imo.
Suggestion: Weekly bonus to one primary and one secondary mission type. As an example, "Management is reporting an Aquarq shortage for quarterly estimates. This week they will be providing a 30% bonus to Point Extractions encourage our efforts to get back on track." Could fit on one of the billboards or the weekly assignment panel
A new tool for the engineer, weapon mount. Basically like a camera bipod but intended for other classes. can turn the heavier two handed weapons into stationary weapons with buff that make use of the engineers turret ammo surplus instead of their own for balance reasons.
Basically it turns the heavy two handed weapons into super heavy weapons platforms for "free" on their end while exposing them to limited mobility. requiring team defence and ideal placement to defend them.
It's limited uses, coupled with the fact it uses engineers turret ammo and the required second player with viable power weapon. means it has ideal teamplay but it's lack of rapid flexibility means turrets wont be invalidated as they can be more rapidly deployed. plus regular turrets probley wont waste ammo.
I guess mods can be given to add either damage or better ammo consumption to the platform. hell could be a mods that buff the weapons with elemental damage.
might be a bit niche; but I'd love it if the game adapted to alternate keyboard layouts. I use Colemak; and some games (overwatch, as an example) handle this with no problem. it this game I have to swap back to qwerty -- this is ok except it makes chatting hard.
A slot for tattoos in a future to customization. And, of course, a tattoo for Driller "Born to burn".
Paintjobs for turrets. Feels kinda empty that Engineer's weapons all have paintjobs, but the turret doesn't.
Suggestion: make the drilldozer have a collision box at the end stage when it breaks open the heartstone so it doesn't buck back and trap you underneath.
Please add an explanation of how to use Ice Spear and Snow Ball overclocks. It's not obvious that user should activate it with 'reload' button
Please just give us some more interesting perks. There are so many basic and uninteresting perks.
The hoverboots are such a good addition. Sadly, you can't use em most of the time because there are those certain must have perks.
Maybe add a utility perk slot.
That'd obviously have to come with more utility perks, maybe a perk that can make you just jump super high with a very low cooldown.
What about a perk that can make you whip out dat climbing pickaxe to stick to a surface to either avout falldamage (if u time it right) or make it easier to mine.
What about a perk that just gives u another jump which u can similarly use to prevent fall damage but also to, well, double jump.
I'd be excited to see a perk that casts an aura of stench which makes small to large enemys just avoid you for 2 seconds
What I'm saying is that there should be a higher variety of perks or at least more variations of a similar function
Make the “Muddy Path” armor paint job available for all classes. It would be nice to have it available for all classes, similar to how every class has access to Splattered
A Nigel Thornberry mustache... nuff said
Please add a fill gauge to the HUD icons of perks that have a cooldown timer
I want people who are Downed in the Escape Pod to count as escaped, and not no-clip out of it instead.
Because that's dumb and it should stay in the Source Engine, where it belongs. (Game counted me as being left behind, and it hindered our Survival Bonus).
We should be able to somehow Revive allies who have no HP in Iron Will, rather than allow the User to simply wait until they are Downed.
Prerequisite condition could be the User of Iron Will standing still, allowing an Ally to Revive them. The process should not be interrupted by the User being Downed, or, this can also be mitigated if the Revive Process is quickened for this condition.
Simple passive perk idea to shake up the vampire/deep pockets/thorns "meta" 25%/50% more grenades
DLC weapon frames (and potentially rare free ones though my DLC suggestion is a little more realistic due to quality and attention these would have receive from the team i assume.) that significantly change the model of the weapon and it's 1st and 3rd person animations cosmetically and possibly their sounds*.
Would be a nice spin to add for DLC weapon skins and if occasionally added as free content into the game it would add much more visual variety to people's favorite weapons and could be made as super rare rewards to have a high sought after appeal to them for loot/cosmetic progression without having to worry about new weapon balance issues if the team isn't wanting to tackle completely new weapons.
Make GK2s T2 damage mod +3 instead of +2, allowing a GK2 without hollow-points to reach the Haz4+ damage threshold for grunts without having to also sacrifice T3 mag size mod for the +1 damage mod. Allowing a GK2 to sacrifice the 100 ammo on T2 for more DPS and faster grunt kills through T4's Improved Gas System RoF increase. Trading much better efficiency for slightly better DPS/grunt TTKs.
Just got out of my second hour+ drilling rig mission. Small cave. Tyrant Weed. Machine event. Cargo crate (never found the crate, just the batteries), and someone insistent on getting all the shinies , even if we didn't have the nitra for them. All around an unpleasant event that... kept... on... being ... unpleasant... for 65 minutes and change. Hell, it took us 20+ minutes to find the 3rd wellhead (no, it wasn't blocked by the weed). >.< If I were to suggest anything, it's to not let the missions drag on forever.
Achievement, which you'll get only getting very small chance to repair Mule, when the Mule somehow takes damage from bugs.
The atmosphere of Deep Rock has always been a major draw of the game for me. One of my favorite atmospheric moments are those brief few seconds you have, as the drill digs through the planet, nearing its destination. The sound that plays as what I assume to be the massive drill is rather clunky, or hollow. Maybe this sound could be changed to something more indicative of a drill boreing through the crust, more grinding and crushing of stone instead of what sounds like slapping metal together. Maybe the sound could change depending on biome as well, but I don't really have any ideas for that aside from a sandy digging sound for sandblasted corridors, like we have for pickaxe digging already.
Add a voiceline for when you kill ennemies while riding a pipe : "do it with style !"
New beer: Veteran's Vintage. A long aged golden brew for those tough enough to survive Hoxxes and tell their tales. Will make even the most dour of dwarves reminisce about former moments of glory and tell anecdotes of monsters slain and victories achieved. (TL: A spin on the Smart Stout type beer, but instead of funny science things the dwarf would tell short anecdotes/mentions of both awesome and/or bizarre things that have happened in the mines of Hoxxes. Not tied to player of course, just things that could be attributed to any player who's played long enough)
suggestion: beast master animation rework (pheromone syringe will be more dwarven, magic for damn elves*)
suggestion: hooly stealer or something like that (it should be sneaky stealer of big objects like aquark, gold, and other stuff in sneak easy breakable holes of same material as eggs covering
We should have individual weapon loadouts ina ddition to the normal loadouts. So for example have The CRSPR have 3 different loadout slots in loadout 1. That way we can change what weapon loadout we are using without having to create a whole new load, to which there are only 3 of them and let me tell you i can think of alot more than 3 ideas for loadouts.
It might feels like whining, but giving a malus to Oil Shale by exploding it isn't a cool nerf. Escort missions are already long enough, ~25 minutes for 1 refuel when we just blew up the shale. (I don't remember with 2 stops, maybe something like 40 minutes)
I know we're supposed to mine with the cannister from the Escort's implementation, but it's slow, close range, and on my strict own opinion, unfun. You have strong chances to get a swarm during these phases, leading to extra "loss" time, and I'm not speaking for Solo Players, as it's even slower and harder for them. If you want to make us mine with the Cannister, please buff the mining speed, maybe something like the nearer you are, the faster you mine.
It will be darker in deep dives. Simple logic, deeper - darker. And the real need in deep dives will be the scout.
put a football pitch in the space rig
In solo on escorts while bosco is defending he will tend not to target acid spitters attacking the drill dozer even if they are the only enemy present and attacking the drill
unstable minigun overclock
steel wall
you took out parts of your ammo and some other useless mechanical parts to fit a "dwarven STEROID emitter" into your gun
- (gunner?) and allies near gunner receive less damage in a certain radius around gunner
- reduced gunner movement speed while firing
- reduced minigun rate of fire
- reduced minigun ammo capacity
or some other downsides if that's not enough
un-nerf mining oil shale with explosives, it may be fast to do it that way, but does cost ammo as a trade-off, so i see no reason to nerf this as harshly as it has been.
Let us dig out the roots of the korlok tyrant weed to kill her instantaneous, but there are no shards and no rewards for doing so.
People can decide to remove it if its in a dangerous spot or doing it levit for the reward.
currently it seems like Doretta takes a disproportionately high amount of damage from praetorian gas explosions. This would force the players to wait out the gas or to blow it up and risk losing an engine part.
change the hitbox of the forge so you can kick the hammer on it
It's probably not a thing that bugs many people but could there possibly be a way to have both the breast plate and a big beard on gunner and driller, the armor just looks so weird without a breastplate on
Change the grenade icon inside the mission to reflect what grenade you chose. Example would be instead of a default grenade it would show a axe representing the grenade. Another one would be the LURE for Engie, it would show a small dwarf. Something like that might add a little QoL to the hud.
A rework to aggressive venting:
-- Aggressive Venting maintains the existing effect but also damages you on overheat.
-- While overheated you can continue to fire the weapon but you will take fire damage over time.
This would allow you to continue to fire will overheated with a self inflicted pain penalty and would combo nicely with your shield. It would also really play into the class fantasy.
Inverted crosshair colour when aimed over a bright colour (eg. Praetorian butt) mainly useful for m1k to see your focus shot charge up status when aiming over bright weakpoints that usually make the crosshair blend in.
It would be hilarious if pumpkins had a chance to spawn a detonator
Aggressive Venting should be removed from the mod tier and built into the Burning Hell oc
1: No one picks Aggressive Venting anyways since it gets completely outclassed by both other options.
- It would make Burning Hell a bit more viable.
Since pipelining is now in the game make it so that you have to make a pipeline from fuel pods to drop pod recoveries
For micro-flechettes, add a +20% weakpoint bonus. This would allow the overclock to gain a niche and make the other bonuses shine. It is also thematically appropriate as flechettes tend to tumble and deform on impact causing soft tissue damage.
I find it hard to believe that the Zhukovs’ double ammo consumption (Consumes 2 ammo per single bullet projectile fired) is intended. If it is, I find it misleading, and other players find it discouraging to use.
I want to see the Zhukov to consume 1 ammo per projectile fired, even if damage is reduced for whatever reason,
Or allow the Zhukovs to fire 2 projectiles to match its ammo consumption
One of those two ways to make the ammo consumption consistent with the bullets fired.
Change the stat on gunner's incendiary from 430 to 4.3 to be inline with the rest of the grenades numbering system
The dwarves need short shorts
Remove the odd resonating music at the end of a mission or tone it down so that its in line with other audio
Rework for the HE grenade.
Turn it into the M.O.L.E. grenade
Target seeking grenade that digs underground and targets the closest grunt or larger sized enemy, after which it jumps out of the terrain, exploding in an air burst mode.
Any enemy hit receives a "Shredded" status, where they receive increased damage for a short time.
an instant 100% fear grenade
Buckshot Rounds Overclock for Autocannon
Instead of AoE projectiles, shoot multiple pellets like a shotgun. Damage per pellet is small, but their combined damage is bigger than default. This basically turns AC into a scattergun on steroids, allowing to mow down enemies up close.
Expeditions: a long term mission type that runs in background (would be a ongoing thing that never stops unless maybe you're offline or choose a setting), you would be dropped off in an incredibly large map with large cave systems and who knows what else, you have a M.U.L.E and a small collection of metals, refined items and some prefabs for things such as a workbench, refinery and comms station, you can choose what location to set everything up at and you can buy more prefabs from the comms station, you can refine ores and send them up for credits, you could also use them to make new items yourself instead of buying it, it would cost credits though, you would also have access to many different mission types to complete as well, I think this would just add another way to play the game, however in order to get access to this you would need to reach say player rank 10 and complete an assignment, which would then grant you a toolkit of specialist equipment that would only be used for the things on that mission, another thing would be maybe there could be something like a small shuttle to take you to and from the space station, I don't know how people will feel about this so please add a reaction and if you are confused at all just ping me in #suggestion-discussion or DM me, if any Devs would like me to extend on this further please sling a DM as well and I will do my best to write a detailed description, also as the last part of the assignment you would complete a tutorial for how to get everything set up in your I guess outpost of sorts
does steeves voice get higher in the rich oxygen missions? it'd be funny to have a lil squeaky boi followin me. Man, yall are obsessed with hats for him lmao
Volatile Uranium Rounds for Minigun
Shoot fabulous green bullets at enemies! Bullets create a small radiation AoE if they hit the terrain. If they hit an enemy, however, they start to emit an aura of radiation damaging themselves and everyone in the proximity. The aura lingers after the enemy's death as well. Potentially, the aura can get stronger the more bullets there are inside the same enemy.
i'd love an alternative to steeve as well, been thinking about a passive light emitting bug that floats around and follows you but isn't helpful defensively. Just Offers a bit more light for you as a tradeoff for no protection. Can only have one bug at a time, of course. Steeve would get jealous. could be useful especially for solo missions. Being able to send it somewhere and call him back would also be dope but i realize that's pushing it.
different voice options in the wardrobe, I like to think I play as the same guy only changing my gear for different missions, I feel like some people are the same and I think that would help greatly
Quick Fix: Change the icon of Lighter Barrel Assembly from the attack speed icon to the special icon. It is the only case in the game where two mods, along with improved gas system, in a tier share the same icon and it leads to unnecessary confusion. This will make it easier to differentiate between the two at a glance. This is important for both in game UI and for community tools. Thanks!
New mission type idea: okay so, Doretta's batteries, you can use them to fire a laser that simply collects oil shale right? How about a mission where you start with a strange alien artifact or some sort of device, that can collect oil shale, some sort of mineral for fuel, whatever, in order to expend that fuel as a deadly and destructive long-range laser that you need to use a full-battery blast to say, melt a box open to get the mission objective out of it? I do see the potential problem of having to use it to stay alive and then suddenly getting soft-locked because you don't have enough fuel, but I don't know what I'd do to correct that, probably some other way of fueling it.
I think there should be some options to dismantle the rigs you work with instead of leaving them to rust, the reasoning for this would be that deep rock has done some number crunching and found out that they are actually losing more money than they are making by leaving all the rigs and tech, as a result they have made new assignments to collect and recover mining rigs and tech left in the field, on top of that they have made a final secondary objective to dismantle as much of the on-site tech as possible and stow it in the drop pod storage bay (with Molly) for repeated use
A small change to jukebox, make jukebox play full songs
The Lost Helmet could use some new sound effects. It currently uses the same ping sound as batteries (albeit with smaller frequency) and also uses Engineer's proximity mines' activation sound as uploading sound, which can get quite confusing at times. Also, once you upload coordinates from a helmet, it should stop making the ping sounds.
The Biohazard pack.
It gives you biohazard armor pack, with exclusive yellow armor paintjob.
Fix the current audio queues of glyphids to be more reliable, also add a more distint walking sound for them. This is so that you at least have some warning before a mini horde somehow sneaks up on you and has thier way with you in the cieling of a cave. 🙁
Change Big Berthas +12 damage bonus into a +86% direct damage percentage based bonus. Why you might ask? well +86% will give the same +12 bonus it has now, but with the added benefit of increasing the direct damage mods damage, which would make using them more viable, since the fire rate mods are basically the only way to go if you want a decent DPS with Big Bertha.
For example: The base BB AC without mods has a DPS of 140 at max fire rate. If you add the +4 direct damage mod from tier 3 it goes up to 156, but if you take the fire rate mod instead, it goes up to 210dps. See the problem? Fire rate vastly outdoes damage per shot, which is kind of BB whole point of existing. By changing the damage bonus to +86% the DPS with the direct damage upgrade would be 169DPS, now sure the Fire rate mod still outdoes the damage mod, but not by as large of a margin, which means the damage mod might be viable to use for those that are concerned with maximizing ammo sustain via dealing more damage per bullet. It might also hit some breakpoints on certain enemies, but I haven't looked into that.
There should be a ghost Mactera grabber warning mutator!!! It would go away after being shot like normal but always be around somewhere. You always have to feel the tingle of fear that accompanies knowing they're around and when you see that ghost fire trail in the air above you. YOU FREAK OUT.
Tiny explosion fx for explosive rounds/similar mods
i had this thought for one of the deep dive stage secondary objectives, the mule or the minehead/refinery depending on which mission the primary is comes with doretta fuel canisters, the secondary objective would be that you need to grab fuel that isn't as common as oil in normal escort duty but enough spawns where its still possible to fill them up, you attach them back onto the mule or minehead/refinery when they are full and the objective is completed, its either that or a broken doretta and a heartstone that hasn't been mined yet spawns in the mission, you need to collect parts around doretta to rebuild her, refuel her and mine the heartstone, once its mined, you simply have to attach it to the mule or minehead/refinery pod and the objective is completed.
hazmat suit helmet cosmetic
tried searching for it but didn't see much to this specifically. I'd love a small "M.U.L.E." Board game somewhere on the rig and/or a small poster somewhere of either the board game or the atari game of the same name. if it already exists in some form and i just haven't seen it i apologize. It'd be cool having the literal mule style one just laying around the rig as an old beta model that's out of commission.
Escort mission idea before sleeping: Unrefined oil sprinkler attached to Doretta that repel bugs(sorry if my english is rough)
Only activates when Doretta's inactive; not moving/drilling
Needs fuel on its own fuel canister to activate; deployment timer depends on fuel amount
When activated, bugs will prioritize Players instead of Doretta(like a reverse pheromone grenade)
Doretta is still susceptible to incoming damage, and still be able to target by bugs if players wander off too far
Could be helpful to solo players and maybe giving more strategic usage of oil shale I guess? Just wanted to do my job while not annoyed by that two grunts slapping Doretta
This game has fairly good UI settings, but the item "weapon info" is set to always on or always off. A dynamic option for that would be greatly appreciated, especially since the utility items (c4, shield) don't have a counter on the model
I'm pretty sure I`m not alone who is enjoying the rollercoaster missions a lot. I only wish the enemy wave escalation with time on this mission type would be reduced at least slightly, so I could enjoy riding them once they are completed, instead of scrambling to finish the mission as fast as possible 🙂
ideas I posted in a discussion on steam for a better inferno OC, copy/pasted here:
There's far too many downsides to it still for my liking just for a burning effect. If it were just the reduced armor breaking, -4 ammo and a large rate of fire penalty instead of beam DPS I'd consider it. An OC with limited mag dumping DPS but more damage and efficiency per shot. Heat should be based on damage to encourage the damage mod as much as ammo. So high damage mod means the longest burn while making up for some DPS loss but reduces the efficiency.
Other than that, one idea I had was to keep the current penalties but leave patches of sticky flames on ground enemies that are hit by it. That'd combine pretty well with the stun mod and plasma trail for crowd clear or explosive goodbye for efficiency.
Alright, what about a quietly playing radio in each room?
It'll be helpful if players name showed on top of their characters always,, rather than showing only when CTRL is pressed and had to look out for them..
Request: More cosmetic small beards. These are the beards you can wear without making the chin/chest level armor features disappear to resolve clipping issues. I love these little beards.
Request: Add O2 canisters to pumpjacks in Low Oxygen warning On-Site Refinement missions
Hover Boots should be activated by pressing space midair, and instead of getting like a 3s hover with a long cooldown it could have a fuel system that allows you to hover for a total of maybe 5s and multiple times (if you don't use all the fuel), and it will recharge when you arent in the air.
Considering the extraordinary amount of queries regarding unions atm, maybe in the next hotfix; update the union terminal screen with something like 'Unions are currently experiencing technical difficulties' or a screen that flashes snow / static half the time. Or both.
I managed to stuck the CRested Waterfall beard under the armor and ... It looks quite good imo so why not add a new short variant for this beard ?
I think that everybody would love to see an animated "Bosco saluting" Sticker for Steam! You could send them to friends (old and new ones) after finishing a game or a session 
There seems to be no way for a solo Driller to defend against the Flying Rocks in the escort mission. They have managed to peel away both pieces of Doretta’s armour every time I’ve played since the hotfix which upped their damage. Once this happens there’s not much you can do vs a Bulk Detonator. So perhaps you could lower the health of Flying Rocks when playing solo, or make them more susceptible to flamer or cryo damage?
Saw a post about petting Steve as a victory pose, but I prefer the idea of either 1) a dwarf rides in on Steeve, we then see Steeves legs buckle and he collapses with the dwarf on him. Or adversely if you lost, steeve drags you dead by the foot on board the ship.
Make it so Backbreaker Stout increases the size of mineral pouches.
game varient: sugarbugs. all red sugar on the map has been eaten by bugs, so it'll constantly be moving around the map and harder to get. maybe in a more limited supply. better than just having both there making things too easy
minor suggestion for parasites hazard: make so that if kill a bug with pickaxe power attack it automatically kills the parasite inside it too.
Give us option to get old ui player icons design, new ones just bulky and giving us much less info. For example, I can't see distance to my teammate if he is out of my line of sight. And that giant mark of dead teammate is just distracting. New design is ok for new players, but for any others it's just distracting and uninformative.
"Overclocks" for Grenades that either give you a "clean" style buff, or provide a once per mission weird version of the grenade.
Examples:
'Dance Party' Engineer Lures, -2 Lures in exchange for a Cluster Lure that spawns a dance party. (May not be resupplied)
"DRG R&D has noticed a disturbing trend in loner dwarves to go mad after long hours alone on Hoxxes, and as has developed a new 'Emergency Socialization Proxy' to mitigate the effects of space madness."
'Drill Rocket' Driller HE grenades: -1 Grenade, -Damage, +Carve in exchange for A specialized grenade that flies away from the driller after a moment and drills through rock for a few feet before exploding. (May not be resupplied)
"After a deluge of complains from Local Driller Union 527 requesting more effective jet boots to mine ceiling minerals, DRG has authorized the use of Drill Rockets; as they are less expensive."
'Incitement-Field Generator': Scout IFGs: -10% Radius, +activation delay in exchange for a special IFG that buffs dwarves that run through it with additional movement speed and provides a small overshield. Small movement speed debuff after the effect ends. (May not be resupplied)
"DRG disavows the existence of hacked, performance enhancing IFGs that have been found in supply shipments from HQ. DRG does not condone the use of experimental, highly dangerous accelerants to aid miners in meeting their quotas."
'Grenade Grenade Grenade': Gunner Cluster Grenades, +2 grenades, -4 bomblets per grenade, in exchange for a mega cluster grenade that spawns mini cluster grenades in it's first cluster. (May not be resupplied)
"'Look what I made!' the gunner said, holding aloft a bundle of cluster grenades taped together. The dwarves stood in silence staring at the bouquet of destruction, with both awe and terror."
A Flamethrower overclock that removes Sticky Flames but adds the ability to benefit from Weak Points. I'm tired of feeling practically useless against the Omen because the only noteworthy damage I have to bring to the table are my secondary weapons.
make the drilldozer immune to environmental hazards? it breaks my immersion that biozone cacti or magma core fire vents (even the small ones) can damage a giant steel machine capable of holding out against heartstone explosions without a scratch
small QOL, as engineer be able to recall your sentry while grabbing resupply at the same time.
HOLIDAY BREWS: Brews that are unlocked via crafting during the holidays (like a spiked egg nog for christmas) that you can make all year long, but only unlock during the holiday. That way new players can see that there are cool rewards to show off how long you've played 🙂 and seasoned vets have a long term collection target to keep things fresh.
Hey! Love the game. And love the new game modes. But Please change the grind button on the oil refiing missions to something else. Repairing pipelines and grinding having the same button is super frustrating. Imagine trying to revive a downed player. Whoes near the broken pipe line. It's just so broken. Please change it.
After Doretta has been blown up by the heart stone, petting her has the dwarf say a sad voice line, things like "you were a good dozer doretta"
If Detonators can’t instantly destroy a Doretta part, then Supply Drops that Dotty decides to drill under shouldn’t be instant destructions.
Buff the minigun
I feel like the Bunker strat needs some sort of soft counter...
I propose a variant of the Glyphid Menace. Smaller, weaker, and more close-quarters.
Glyphid Ambushers are telegraphed by the sound of burrowing. They deal weak damage once surfacing, before initiating a wind up for using a more damaging (or crippling) close-range attack, before burrowing again. If the attack is successful, the Glyphid Ambusher will burrow instantly. If unsuccessful, it will linger momentarily.
Liquid Morkite Spray - It would be cool if getting near the liquid morkite wells and fixing leaks on the pipeline covered dwarves similar to the glyphid blood paint jobs. This could even carry over to the mission end screen.
What about a "fester flea infestation" mutator, it does say in the miner's manual that they reproduce exponentially, maybe you would get a much larger "exterminate fester fleas" secondary objective (maybe like 20-40)
Update Salvage mission
Change 1: Communications Uplink no longer starts outside of the pod already on the ground (why would it be there at already, it doesn't look like it fell out of the pod and you don't deploy anything like that on your other missions, which is what we're salvaging; a failed mission)
Two versions:
Version 1: You use that new remote control for calling in pumpjacks to call in the Communications Uplink, you have to call it in within a certain distance of the pod.
Version 2: You pop open an access panel on the side of the Pod and physically remove the Communications Uplink and place it on the ground somewhere, then assemble it and play normally.
It's functionally identical to how the Communications Uplink section currently works, you just get to pick where it goes.
Change 2: When spare fuel gets sent down, you get to pick where it goes using those new little remote control for calling in pumpjacks.
Change 3: Change how the refueling section works. 3 Versions:
Version 1: When the spare fuel arrives, you have to connect it to the pod using pipes, like in the on-site refining mission.
Version 2: When the spare fuel arrives, it's in canisters like on Doretta, you have to pick them up and carry them over to the pod and insert them
Version 3: Same as version 2, but the fuel canisters are empty, you have to collect Oil Shale around the map
Since we've got animations those new animations for repairing stuff, you might want to add in a "repair critical damage" section, some plating (and components underneath the plating) have been damaged and must be repaired or reattached, like you're actually repairing the pod.
A button to de-select all the mods from a loadout
Suggestion: "Flight Commander Mark II" helmet. Pretty much the same as Mk I but up-armored to protect fragile dwarf brains during operation, maybe consider modeling it after the APH-5 Flight helmet from Vietnam Era US military. Could be neat and add some industrial flair in the same way the Heavy Duty does
Picture for reference
viking style braided beards and hair
Hazard idea: all enemy melee attacks deal a certain amount of damage over time.
Hyper Propellant still needs to deal substantially more damage. Currently, Breach Cutter shots with the right modifications deal about as much damage as a shot from a properly modded Hyper Propellant PGL, except with the ability to hit other enemies in the same shot and more ammo. One could safely increase it to nearly 1.5x its current amount of damage if not more and it would still be balanced by its more or less strictly single-target damage, its precision nature, and the very low amount of ammo you carry. It's one of those things where honestly it really is as simple as just jacking up its damage way more; it would make it a competitive choice with the Breach Cutter to be able to nearly obliterate Praetorians in single shots on the highest difficulties, but not overpowered considering you basically can't use it on anything but heavy targets and you get very limited ammo. Relative to the Breach Cutter, the PGL would be competitive in the swiftness with which it kills high value targets, but loses out on crowd control, overall ammo & ease of use.
When you toggle your flashlight off/on; any flashlights attatched to your dwarf's armor and gear should also turn off/on when viewing the third person model
If we're adding new weapon sets in upcoming updates, I say do primary weapons first.
Gunner: "Barracuda" anti-armor rifle
A holdover from corporate skirmishes, the Barracuda is just as adept at punching through a Praetorian's hide as through heavy tank plating.
Description: A shoulder-fired anti-materiel rifle, similar to a bazooka in appearance but with a narrower barrel. Fires high-speed sabot-like projectiles which deal heavy damage to targets struck by them, and has built-in armor penetration bonuses. 8 round base magazine, fairly slow fire speed. Can be modded/OCed to: deal splash damage, stun targets, briefly stagger enemies in the area, etc.
Rationale: the Gunner has good mid-range damage, but struggles to handle single hardened targets at longer range. This would give him options for a more snipey build at the cost of losing saturation fire tactics.
Driller: EH-452 "Ion Knife" Electro Projector
This little number was developed for factory work, cutting through sheet metal with a focused beam of high-energy plasma. Turns out it goes through bug cuticle too. Who knew?
Description: heavy weapon similar to the Cryo Cannon, but with a parabolic dish on the front. When the trigger is held, it emits a flickering, crackling bolt of electricity out to a medium distance, dealing damage to enemies struck and with a chance to stun. While it has a conal damage profile, the way the beam dances means that enemies in the center of the cone are struck more frequently while those at the edge of the cone are hit less often. Can be modded/OCed to: widen cone, increase range, arc to enemies, stun longer, slow enemies hit
Rationale: the Driller is the unsurpassed master of AoE, but has fewer options for focusing on heavier, tankier enemies within a swarm. By dealing heavier damage to enemies at the center of the cone, the Ion Knife would give him better ability to focus Praetorians and the like, while also rewarding keener aim rather than wild firing.
Engineer: "Hawkmoth" Heavy Shotgun
Instead of firing a spray of pellets, the Hawkmoth packs all that punch into a single heavy slug. Handle with care; it puts big holes in things, and it's got a helluva kick.
Description: a pump-action shotgun with a military look to it, but with a much wider barrel and generally more squat construction than the Warthog. Loud, booming report when fired, emphasizing the single-target damage of the gun. Slow rate of fire, 4 round magazine, slower reload, projectile drops with gravity at longer ranges, chance to stun on hit. Can be modded to: fragment on hit for splash damage, better projectile speed, armor breaking bonus
Rationale: current Engineer weapons are underwhelming damage-wise, focusing instead on crowd control and versatility. This would give the Engi a little better oomph in single-target situations up close.
Scout: RR5 Halberd LMG
Lightweight, portable, and with a respectable rate-of-fire, the Halberd has been a reconnaissance staple for years.
Description: a long-barreled light machine gun with a top- or side-mounted magazine, really playing on the nostalgia factor of the old Bren gun. Not as hard-hitting as the Gunner's weapons, but with a little more spray-and-pray potential than the Scout's current armaments. Comes with built-in weakpoint bonus, accuracy falls off at long range to compensate. Can be modded/OCed to: reload faster, fear enemies on kill, improve accuracy while moving
Rationale: even with the Zhukov NUKs, the Scout struggles to help fend off groups of enemies. The Halberd would give him some mid-range options besides the GK2, with slower reload but better saturation fire.
i think the mission select screen would be something to rework as well along side the new trader if possible for U33. with the new biomes and regions coming i think it makes more sense 😄
low 02 is a boring anti-fun mod, would like to see something replace it
Rework aggressive venting: to activate it, either overheat the gun, or press reload when the heat meter is in the red zone.
T.I.D.Y. Junk Accelerator (Gunner Weapon)
A weaponrized industrial vacuum cleaner that propels random junk from the Space Rig at lethal speeds. It is an automatic weapon with a low rate of fire that shoots completely random things with random damage and effects. For example, it can shoot: beer mugs, bowling balls, toolboxes, paperweights, shoes, tin cans, depleted flares, socks, and even an occasional grenade. The main effect of this gun is a powerful stun (most solid objects like paperweights, ect), but it can also have more interesting effects, like for example socks can emit neurotoxin clouds, bowling balls can have high armor breaking or penetrate enemies. It does not have ammo magazines and instead uses the pressure system much like the Cryo Cannon. Pressing R will cause the Junk Accelerator to switch to cleaning mode, in which it can suck depleted flares and turn them into ammo. 1 flare = 1 ammo, which is reasonably generous, considering dwarves produce a lot of the stuff. Support cleanliness with T.I.D.Y.!
New biomes are coming and with them new mineral combos. I think one of the new biomes needs to have abundant jadiz and the other one abundant bismor.
rare or legendary ocs? = That cost more than normal OC. At least We gonna do little bit more Work... for these clocks?
maybe a log of all possible overclocks and cosmetics somewhere in-game so we can keep track of what we have and what we don't have cause i know some people who would find it a lot easier to know when they have all the weapon overclocks or all the lost pack and cargo crate loot, maybe add a small amount of detail or a hint as to where you can get it as well if you're looking for it?
Mk0 armor, literally just normal clothes (so for example mk1 engi but no pauldrons, backpack, or any other equipment)
Let us sort cosmetics in the cosmetics shop by price.
Gunner: SD-B318 "Aegis" Shield Drone
An Autonomous drone designed for supporting a user and it's team
Description: This APD was redesigned for a supportive role. It comes with a shield generator that can be used to boost shields (this would make you not able to use the shield boost perk when using the Aegis) or project an energy bubble for a short period of time over downed teammates or it's user. The Aegis can also attack incoming enemies but not while performing shielding tasks. The Aegis comes equipped with a submachine gun similar to the APD but only one and with a slower fire rate.
Rationale: Choosing the Aegis will give up the main shield and it's benefits but allow for more mobility when assisting teammates and being more supportive than tanky.
Redistribution of EXP values for primary objectives and misc.:
Most of the high level playerbase seems to agree that the current state of EXP for most missions doesn't really make sense. The issue is not that players don't get too much or too little EXP, but rather that certain missions become undesireable once you know how much they actually give you.
For a long time the standout offender for this has been Egghunt vs Morkite. While Mining Expedition EXP scales with the amount of Morkite collected (1700EXP to 3400EXP for 200 to 400 Morkite respectively), Egghunt does not scale at all.
Regardless of the Number of eggs, the reward will always be 1200 EXP (the lowest of all rewards) even tho 8 egg Egghunts often take almost twice as long as 4 egg ones.
I'll mention that Elimination also does not scale despite having 50% more targets in the 3 length version. The new missions should also probably be looked at.
Secondly, I'd like to suggest a rework for the multipliers. all of them stack additively: hazard, complexity, length and warnings, even tho they affect the difficulty multiplicatively.
I'm not suggesting to simply pump the Exp trough the roof by having them all be multiplicative with each other but instead complexity and warnings should be added up and then be multiplicative to the hazard bonus. Reward = Base * Hazard * [Complexity + Warning]
The bonus for length whould be removed as the primary objective should scale this already as mentioned in my previous suggestion.
The individual values whould obviously have to be tweaked a little bit.
Overall this isn't a gigantic problem but rather seems to be one that is quite the annoyance for people that have invested a lot of time into the game and it could be improved with only a few balance tweaks.
Lost piece of dwarven kit should reward a cosmetic matrix core (those take by far the longest time to collect) if all pick parts and armor skins have been collected. As of now it gives you nothing
New mutator idea – glyphid waste dump
The whole cave is infested with big abscesslike blisters filled with glyphid wastes. They are everywhere. On the ground, on walls and hanging from the ceiling. When a dwarf shots one of this blisters or hit it with a pickaxe, accidently or not, it will explode doing damage and fill the area (radius approx. 2-3 meters) with sticky goo. This nasty stuff stays permantly on the ground making it hard for dwarfes to go through caves or flee from enemies by slowing them down, like usual in fungus wastes.→ The goo could have a special design. My idea would be a orange-yellow fluid, which contains broken helmets and pickaxes from previous dwarfes, who weren´t so lucky on their last job. Gives a scary note for this mission. But if this is too hardcore, just sticky goo would be fine ^^
As new primary weapons are a possibility, how about a Spike Launcher for the Driller? It would be nice to give them a primary that isn't elemental and can be effective at longer ranges, and it would allow some interesting mods and overclocks such as being able to pick up missed shots, or even climb on spikes that impact terrain.
Kinda surprised no one has suggested this before, A Satisfactory reference. Either a helmet, or a beer that comes in the Ficsyt mug. I know it's not the same devs, but still.
Season 2 of the Bob Ross painting show, Bob says, "almighty stones and rocks.". Can we get a cool emote in game for Bob and his almighty stones?
Suggestion for moding support:
When you guys add in full moding support, I have no doubt you'll start to see mods crop up that buff overclocks like Inferno that the community feels are just generally too worthless. What's the problem with this? As the community makes mods that are balance changes, you, the devs are going to be adding in your own balance changes.
What's the fix? Simple, at every update, remind the player that whatever mods he may have may have no purpose in the new update, and to read the patch notes just in case. Then, make the player re confirm the mods he has. I think it'd be good because of those situations where someone doesn't experience a buff or nerf to some oc because he has a mod installed.
Can we get some clarification in the UI for Engineers Incendiary Compound? When picked it would be less confusing to a newer player to split the damage into multiple lines that show the Explosive, Direct, and Heat damage dealt. When I started playing I remember not understanding why it claimed to lower direct damage when the number displayed looked exactly the same. I'm still not totally certain if the mod reduces damage dealt by Spiky Grenade or Hyper Propellent to be honest.
pressing c while on doretta should command molly to follow the dozer
New look for the forge so it looks more "forge" like. Maybe even adding the pickaxe upgrades we have unlocked to the walls?
I also had a few ideas for adding sorting function to the forge which someone had already mentioned.
Also I know you can compare overclocks to default in the main terminal but it would be nice to compare to each other.
Put frozen versions of the classes people wont stop reposting floating outside the airlock. Maybe a sign around their neck saying “leaf lover” or “gold thief” it’d be nice to have a little more out there. Even just a single dwarf holding a mug of the wormhole special would be fun.
It would be nice to have it show if people have late join prevention for classes on as host when looking at the server list. Would help if someone is looking to play a specific class.
During the Christmas event, Fester Flea seconaries spawn much more regularly. The Fleas are coloured green and red, perhaps flashing on and off like christmas-lights. Their regular noises are replaced with jingling bells.
"Festive Fleas"
Introduce even more secondary missions with the new biomes, but just have them be rehashes of current ones, and them make most of the new and current secondary objectives biome specific. Is the Booloo peak mushroom evolution that it can healthily grow in radiated hazard zones, sub zero temps, lava pits, dense biozones, and salt pits?
Make it so when picking up Engi's proximity mine it cant detonate.
Enemies suffering from the Neurotoxin effect should suffer an additional debuff/negative effect from Fire, given that a combustible gas is now flowing through their system.
Maybe have enemies be more quickly lit on fire, or have a mini gas implosion that deals a chunk of damage when an enemy is fully lit on fire while suffering from Neurotoxin.
Names for the two drones hanging out in the medbay. 
A DLC of sportswear called Deep Jock Galactic
Make the drilldozer levels not place the cave rooms inline. It would make it more interesting if the tunnels were more windy. Also have it drill into the rooms at a random point rather then the same spot the dirt shows up.
Machine event's should have thier own entries in Miner Manual, same for lost Gear and Boxes.
Add controls indicator for the terrain scanner, so new people will know they can zoom in and out as well as rotating it freely (many new players dont know this is a thing)
Could we please get an option to turn of that annoying sound and icon which appear when you hover over something with your pointer
What if DRG allowed Duergars (dark Dwarves) to work on Hoxxes?
Make Crassus Bulk Detonators detonate twice.
In their current state it is always bitter sweet seeing a Crassus. On one hand you know you'll be getting lots of gold. On the other you know you will be spending a lot of time mining. One way to make it nothing but a joy to encounter would be to make it detonate twice.
On first detonation it would coat all of the surrounding terrain with gold and would lose its gold outer exterior. This would be identical to its existing functionality except that its model would be replaced by a regular Bulk Detonator. It would then immediately detonate a second time, this time disappearing, and mining all of the gold it just created.
This would make the experience of encountering a Crassus much more positive and would make them feel worth the time and ammo.
Need a M1000 OC similar to magic bullet for the Bulldog :Bullets ricochet off surfaces into nearby targets, more ammo, significant decrease in DMG. The ammo bonus would be smaller than Hipster and the DMG penalty bigger (around 25 DMG without t1 DMG mod).
New type of mission : Boss battle
Boss : The ancient, its like a big alien robot, same matter as the error cube
3 phases, 1 phase : Kill the adds for destroying his shield
2 phase, destroying his armor, arms and legs.
Phase 3 : Destroying his hearth, because well, he was one of an ancient civilization.
New Bosco Ability: Beacons of Gondor
Pretty much works how it sounds. Bosco emits a constant light aura to help with visibility, however you dont need to instruct him to activate the light mode, it's just a passive light. This was inspired by how when Bosco holds an enor pearl and still follows you lighting everything around you clearly. This wouldn't eliminate the need for flares as Bosco doesn't always follow you closely and in larger caves there would still be a need for a larger visibility range.
(I know there were other ideas for a Bosco that has better lights but I felt this was different enough that it warranted a post)
Deep Dive secondary objectives are optional objectives that appear as secondary objectives in some normal missions outside of Deep Dives. (Still compulsory in the dives.)
I find Deep Dive secondary objectives fun and a good change of pace from the typical.
It's kind of a shame that there are only 6 pre-seeded missions a week that offer these secondary missions.
(Basically secondaries including black box / mini mules / morkite (or dystrum) / eggs / dreadnought).
I'm surprised that there isn't an app that shows the current missions. Whether a mobile app or just a quick loading web app (Kind of like DIM if anyone plays Destiny).
This is more of a suggestion for the community than anything, GSG's has better stuff to do.
I just failed an on-site refining mission (And also almost failed a few others) because I didn’t remember that the drop pod gets sent immediately after you finish refining and push the button; unlike point extraction, which has a wait timer before sending it in. I enjoy point extraction and I play it a lot, so the lack of a wait timer on the new mission was confusing, and I thought the timer that was being displayed was how long I had to wait for it to come, not how much time I had left to get to it. I feel like either both mission types should have it, or neither of them should. It didn’t help that the drop pod indicator on-screen was so small and competing with a bunch of other indicators; I didn’t even see that it had landed.
Edit: Yes, I’m probably really stupid for taking so long to realize, but I still think that it makes no sense for only point extraction to have a waiting time after the main objective is complete.
Could the new 'downed dwarf' icons/ui be more obvious about which class is down colour wise and be a little smaller?
as we all know, red sugar is super delicious, good for you, and NOT addictive! 🙂 that being said, after being drawn to it so much lately i've come to the idea of a beard you can forge/buy that has flecks of red sugar in it to imply you eat it a lot, maybe with a SLIGHT glow. Saw similar stuff related to it being useful in game, i just want to show off my favorite rock candy.
The new way teammates are displayed when you bring out your laser pointer doesn't show how far away your team is unless you're looking in their direction. This is makes it somewhat useless for knowing the relative position of your teammates in the heat of the moment (i.e. Iron will, post-revive invincibility).
I believe that whether or not the distance is displayed without looking should be a decision that the player makes, rather than the design team.
May want to prevent mactera grabbers from targetting broken pipeline connectors
Embedded Detonators and Explosive Reload are in a better place in that they are actually seeing play, but they are not in a great place in the way that they are tuned. My feeling is that their extreme burst that does not combine with or require anything to use create a lost opportunity. Scout and Driller are both classes that make use of damage modifiers to reach their top damage values. I would like to see Embedded Detonators/Explosive Reload follow suit.
Internal damage is unique to these OC's if I understand correctly, though I might be missing others. Change the way it functions from a sort of pure damage to a separate type of physical damage. Internal damage would not do weakpoint damage but would scale with any elemental modifiers such as conductive bullets, volatile bullets, and most importantly frozen. It would also scale with Mactera Toxin Coating. This would make it perform exceptionally well for clearing frozen enemies. It would give the Subata and great pairing with the Driller's Cryo Cannon and the Zhukov's a great pairing with the Cryo Grenade, while still working well with multiple other build options.
Finally to adjust for these newfound combo possibilities the damage and penalties would have to be adjusted once more. Overall I feel this would make the OC's really standout and feel like they work with your build instead of regardless of it. Thanks!
You should be able to open the map when downed.
For Update 33's Mule docking: When the Molly docks on Salvage Operation, the Mini Mules should climb on and hang off like koalas to hitch a ride on the crane. It'd be cute
Hello, i have an idea/request that i hope someone will see and consider. I have mentioned it to friends and they agree. I think there should be a way to deconstruct unwanted overclocks at the forge. For Gold or minerals or if nothing else just throw them away. i currently have 15 overclocks at the forge and have no intention of ever forging them. They are undesirable to me personally. So every time i get new overclocks that i am interested in i have to go through and find which 1 is the 1 i want. i know that new overclocks have a red mark by them when i first get into the forge but please please make a way for us to either trash or deconstruct our unwanted overclocks. Thank you so much for such an amazing game. You guys are doing great work with this game(:
Neurotoxin Payload should just remove direct damage (or almost all) and leave AoE untouched/buff the AoE damage a bit. Its role seems to be crowd control so...
make it so that when you get revived you are facing the same direction that you were looking while being revived. currently you do not and it can be pretty confusing/jarring.
Mule looks pretty simple. What about to add some decorations like some tittles like "Mining for Life" or even 3D decorations like ropes, gas cylinder (decoration) etc.
Snowball rework Idea:
-Replaces primary cryo function with automatic snowball launcher
-Cools faster than regular stream but doesn't pierce enemy ranks
-Reduce Snowball area radius to 2.5 or 3 (similar to the AC)
-Reach converts to projectile velocity (for the mod's sake)
-RoF/Flowrate/Tickrate reduced to 3.5 (base autocannon RoF)
-Reduced RoF passively reduces fragile proc (shatter) rate
-Much smaller pressure tank size
-Retains the 2s Repressurization penalty
-Retains the Ammo penalty (or increases it)
-New +0.3s chargeup time penalty
(Snowball becomes a true unstable OC)
In refinery mission, building a pipe, repair and grinding has same key E, it would be great if they change it or else change the color for grinding, repair and bulding.
Yeah would be nice if the Repair pipes UI E is shown in red/contrast colour,, just like the repaired pipes
The color of ping and fps in game will be good like green/contrast color.
Could used up resupply pods be visible on Low O2 when holding ctrl? They are currently invisible and this can be problematic during extraction, maybe air vents etc could be an additional source of O2
This didn't seem like a bug and I don't know who to talk to but ... I have a group of friends and we play co-op games online. One of them is in Kuala Lumpur, Malaysia. We tried to play Deep Rock Galactic via Xbox Game Pass on PC but our Malaysian friend got the message he wasn't allowed to play from Malaysia. We've played plenty of other online co-op games with him so, my suggestion is, please turn on Malaysia's permission to play.
Thank You
No mention of a snowsuit yet? I want a big fluffy insulated suit with a fuzzy hood for those extra cold nights on the rig... a whole snowpant/ winter outfit collection could be fun. Earmuffs would also be a fun hat accessory.
suggestion change shell picture to the one on the scanner
Deconstructing (or destroying) refinery pipelines should be able to be done at any part of the pipe, not just the further most part, so in case we have had a big mistake of guessing where the morkite deposit is, but it then happened to be in the other way of the map, we should be able to just destroy any part of the pipe (which will destroy the entire pipe that has been disconnected) instead of piece by piece, from the end to the base.
Let us start pipes form the pumps as well
You'll be able to wear any hair with industrial goggles.
make the rocks that the heartstone sends flying have a chance to drop red sugar
more dark colored skins for guns, or dark variants of skins like tools of destuction
The top right 'resource hud' should add how much of x resource do the players have, for example: if theres an objective to get 14 ebonuts, and we've gathered 9, but i still have one on me, it should say 9(+1)/14. the counter should count everyone's ebonuts in their pockets ofc, so if another player has 3 ebonuts on them, it should say 9(+4)/14, etc etc.
This should go for any resource that we can gather, like gold, nitra, morkite, and literrally anything else.
This idea comes to solve the problem of some players have with communication, so competent players wont have to guess how many players have said resource.
What about a big dice to kick in front of the Abyss Bar to let the squad roll it to decide what mission to do next? It would be very funny, for example the person that rolls the highest number will decide the next mission or simply to play games together while dancing in front of the Jukebox 😄
(Idea by ArcimagoGX, a friend of mine)
This is not a joke i suggest froggy hat purely so my friend becomes obligated to buy the game and play with me
I think an interesting minigun overclock could focus on increasing penetrations. With the current mod limit being only 1, an OC that allows the bullets to penetrate more enemies (perhaps at an ammo or damage cost) would be very fun to play with.
Make BET-C award cosmetics and crafting minerals when fixed like cargo crates and lost packs do, to bring it in line with the other rare events.
Speaking of bet-c, change the lines when marking a bet-c. Pretty sure it is not a bug and is also an ally when you repair it lol
Suggestion
Passive Trait: Long Pickaxe.
Makes every melee attack a power attack, but attacks significantly slower because it's unweildy, and you've got to show it off to your friends (or BOSCO) because of how cool it is.
Changes pickaxe appearance to have either a very long handle, the pickaxe handle taped to a baseball bat, or a handle made of multiple beer mugs stacked together and welded up.
Note: Not approved by Management.
A squeaky rubber glyphid swarmling in the space rig that can be picked up and thrown. If your holding it and press V, you get a special dialogue for it.
Idea: Map exclusive hazards. Example: sandblasted corridors has a hazard called quicksand that has quicksand, magma core has liquid iron, where collums randomly spawn that are liquid iron that damages you over time and if you get out of it, you get covered in iron which can slow or immobilize you based on how long you were in there, and you have to be mined out
in game achievement page and progress bar maybe a tab in the statistic screen. (imagine example)
„Heightened senses“ perk should highlight bulks(crassus) and ghost through walls in a 50m radius.
Maybe have the boss (Dreadnought) music play when fighting Bet-C/Korlok.
Motion blur options for gentle smoothing when panning the camera.
I don't want to Search over 800+ messages to see if what im about to say has already been said,but feel free to delete if thats the case
So after reading through a steam discussion, i guy said: What if we were able to equip Active perks in the Passive perks slot?
The idea is to just get the Passive effect of the Active perk to work, if you wanted to have the Active part of Shield link, you need to place it on the Active slots slot, as long its on the Passive slot,you can't activate the Shield link to Overcharge teammates shield by 300%
this gives more ideas for Perks buffs and variety, perks like Strong arm could have, and example: An active that allows you to run with heavy objects in your hand, maybe Carry with only one arm and having your hand free to use the Pickaxe (please keep in mind these are examples), id love to see what players can come up for active parts of these passive perks
however, it has to come in mind that perks like Dash and Second wind are Similar,but different, their active and passive can't be too similar to one another, one is a burst of speed while the other is a Constant extra speed, taking that into mind the perks have to be balanced to feel unique and apart from other perks that feel similar to one another
Like How Dash can give Complete immunity to slowdown during its short burst of speed, of wich the Passive perk Unstoppable does but 50%
I feel the CRSPR's OCs are a little bland, mostly so the Unstables ones not really feeling like Unstables ones. So, some ideas to make them feel a tiny bit more spicy:
Face Melter
- Makes the beam thicker (NEW)
- Increases damage by 3 (from 2)
- Increases RoF by 1,2 (from 1,8)
- Reduces max ammo by 75
- Reduces movementspeed to 0,5x while firing
The main addition here is increasing the size of the flame beam, but also shifting over its DPS to pure damage.
Sticky Fuel -> Napalm Stream
- The last 2 meters of the beam also drops flaming droplets straight down from its beam, producing sticky flame where the droplets land (Meaning there will ALWAYS be sticky flames on the ground, even if you shoot out into thin air, not hitting the environment!) (NEW)
- Increases sticky flame damage by 5
- Increases sticky flame duration by 6 seconds
- Reduces ammo by 75
- Reduces tank size by 25
- Reduces RoF to 0,7x (NEW)
With guaranteed sticky flames spawning (and a bigger area of them), no matter how you shoot, this OC really emphasizes playing with sticky flames. Reducing the RoF further emphasizes this, as you can more efficiently spread those sticky flames around, but it also loses your burst DPS from the direct stream.
to use the cross-symbol as "yes" is confusing since it can also mean "no", i suggest to change the symbol to a hook-symbol
Idea: Body blocking beams and beastiary entries for the Ommoran boss fight.
Why: I’m disappointed that the beams of the towers in the 4th phase just pass right through you and hurt Doretta, so make the beams hurt you before they hurt Doretta. It makes more sense, it’s a double edge sword tactic, and it’s in line with what the dwarves would do. As for beastiary entries, I just like reading the descriptions and lore.
Bonus Idea: Do the same thing for Kursites.
make the spider web icon fade out to act as a timer for when the web-slow effect is gone, either by slowly fading the icon or (even better imo) add a line to the icon that goes from the top of the icon to the bottom while the top gets greyed out (similar to borderlands perks in game).
Speeding up the lost supply drop repairing time, it takes absurdly long compared to other machines you repair
If you miss your post match stats, the only way to see post mission stats in the medical center. But you don't get the same detail as you get on the a mission end screen shows.
As a suggestion: It would be nice to see a detailed after action report somewhere in the space rig.
Given the recent change to the PGL's ammo count to include the one in the chamber, the Zipline Launcher should follow suit, as it does not currently.
This is super dumb, but the pre-deployment pod shows the distance from the planet surface. But the station is in orbit, so with the minor orbital decay and planetary geographic shifts, the distance from the surface should change a little as you watch it. Very minor ofc.
Zipline upgrade that increases the amount of times you can get hit before getting knocked off and falling to your death
Have the option to deposit minerals into the drilldozer instead of having to always wait for the mule to catch up while its tunneling. To fix the logic issue of leaving it behind, when the drilldozer explodes after finishing drilling it could drop one of those supply crates which you could then empty into Mollie to take back with the heartstone at the end.
I know It should be someone posted this but...
MORE Soundtrack? All of them Is pretty nice and fits the game. We gonna have more cool soundtrack filled with Action.
when we throw flares during storm make them turn off and go where the storm is leading. And when we throw stuff in stream value make them fly my gunseed stayed inside i had to find another because i couldn't retrieve it.
Put a statue of Doretta and Bosco in the memorial hall
Make Golden Bugs just add the gold DIRECTLY to Molly again
It seems that update 32 moved braided bangles closer to head. Don't know, if that was intentional, but i liked old look more, because now they get overlaped by Bangled Braids
I think they should a new cheer, "Rock and Awe!"
Another money sink idea so people dont ignore gold. Expensive import brews with positive effects similar to the brew of the day but instead of costing bulbs they cost something like 1000 credits per person.
This way endgame players get 2 different options for their brew as long as they have been hoarding their cash.
Let dash work for speed boost on pipeline
some items affected by gravity could do with some interaction from the sandblasted wind tunnels. It'd be fun to launch flares out of the holes like a cannon, or throw a mineral in one to help it get to teammates. If I can get thrown across the room against my will, why can't my minerals?
just a quick idea that i had: as a character is leveled up maybe they could develop a little style in their reload animations and such. when u start off, all the animations could be stiff and functional since you’re a greenbeard, but as you level up you could develop some style and bravado. or, it could be a cosmetic thing, as in you can find it in cargo crates, or buy them, or get them from matrix cores. this obviously would not be reset when promoted if its by level
Replace the homebrew powder OC on the subata 120 with an OC similar to Gas Recycling which prevents weakpoint damage, but adds a lot of flat damage. this would be an ideal pairing with the cryo cannon. The subata is currently lacking any real cryo cannon synergies. I would appreciate this a lot.
i want to pet the dreadnaught
I think it would nice if Bulk detonators would use explosions to burrow through the ground like they used to. Since Dreadnaught’s and Oppressors have tough claws to dig through terrain while Detonators have nubs I think it would be more fitting to use some of its explosive power to blast rock away, like using TNT to blow through terrain. I always found it terrifying when a Bulk it tunneling towards you and you could hear the distant explosions coming towards you as the ground began to shake from the power it’s generating to get to you. The explosions that it generates from digging could be half the radius and damage of what the normal melee attack is so that it won’t surprise insta kill a dwarf through the ground or something like that.
Based on what I just said in #bug-discussion, it would be great if they could add a final 10 seconds countdown before the pod launches without you, because me and my friends have been left behind whilst fighting out in the last area, not being able to focus on the timer. It has ruined many of our missions so far and it seems relatively simple to implement just to help some newer players or distracted people.
In the server list, make the distance filter to have multiple checkboxes, as if id wanna see servers that are both close and medium at once, and not just a single option.
Also side suggestion - show the actual server latency instead of the words 'close', 'far', etc.. can even be a toggle option if its too techy for people.
Make dash an armor upgrade tier available on all dwarfs instead of being a perk.It could have a cooldown of 30s instead of 20s.
A Deep dive type called, a core deep dive, where the drop pod drops you near a inactive lava tube and then Mission control sends in a specialized platform that sends zip lines to the side of the lava tube (which Are 40m from the center for a diameter of 80m ) suspending it in place.  The bottom of the platform will feature four claws and a large platform gun, the claws will catch falling  dwarfs, downing the dwarf and bringing him back to the platform.  The large platform gun will shoot platforms that are 10 m in diameter, just below cave entrances.The only way to get to lower caves is through the lava tube (each level of caves will have a unbreakable material separating them)  each level is a different stage of the deep dive The first stage will always be a new mission type called onsite manufacturing, Which will be very similar to Onsite refining, The difference will be instead of pipes you will build conveyors, and they will be veins of a new material called ryinite which is a essential material for all company buildings and ammo. The difference will be that the conveyors have slots for automated turrets which you only have a finite amount of. Once you collect enough ryinite you will be able to build the next level The next level will be a similar platform but the platform is specified to the mission type at that stage. The 2nd 3rd 4th stages will be started at the push of a button. The top platform will have 4 slots for specialized supply drops that cost 50 nitra to drop. At the end the deep dive The suspended platform will launch a extra large minehead. Once the drop pod lands a Drop pod departure timer starts and a Drop timer starts. The drop timer is when the suspended platform will disconnected its lines and drop to the bottom of the lava tube. Feel free to @ me if you have any questions
Can there please be a way to disable the pet command for Steves, and as an aside Lootbugs too I suppose. Really really really sick of trying to raise a downed dwarf, deposit goods, or activate prompts, and get stuck petting steves during a wave.
FLAIL BEARD
Having exploding exploders apply fear to Steve so he doesn't die after trying to tank all the explosions would be nice.
The 'today's special' (beer of the day) should add the buff description text in the splash image that appears after drinking the beer, and/or in the small monitor near the bar that presents the beer of the day. This way, those who drank the beer without going through the beer selection menu, will know which buff (if any) they will get by it.
Right now, the only way to know the buff type (without memorizing it) is by actively looking at the beer selection menu as the beer buyer, which is clunky and unintuitive for new players.
New victory move - Pickaxe show off. Dwarf raise his pickaxe like in salute and keep it in position for some time. Pickaxe have current customizations of model.
would be nice if there was something up the launch shaft that discouraged enemies from travelling up there - watching a Huuli Hoarder wander around 50m+ up the tunnel knowing you cannot get it is kinda annoying;
https://steamuserimages-a.akamaihd.net/ugc/1669108457888336860/D622A89F99AF9A8312B3F1D2B59FF868FAAB361D/
It would be nice if some inconsistencies with how things are marked were sorted out. For example: When you mark an uplink, its outine doesn't appear but the outline of the fuel cells does.
Also, marking different parts of the OMEN Modual Exterminator is a mess. Some of them show as hostile on the marking tool, others don't. When you mark some of them, your character shouts "Hello!" while others he shouts "Enemy!".
Also, since marking a gunk seed, an egg or an error cube shows its outline, I think it should also be a thing for compressed gold/jadiz/enor pearl/bittergem/aquarq.
More about marking: How about being able to mark the supply pod beacon like you can mark the fuel cells beacon (perhaps marking would use the same shouts as when calling the supply pod)? It could perhaps help some people avoid being crushed by accident
Allow cosmetic matrix cores to be hacked and changed to be used for other dwarfs before forging for a steep cost or assignment.
SO as we all know if we play 4 player the enemy numbers scale - can you please add the option to scale up from 1 - 3 player - so for example if i was playing 2 player we can choose to have 4 players worth of enemies. IMO there isnt enough enemies playing 2 player on haz 5
If were committing to 3 legs on salvage, can we make the UI sphere roughly 15% bigger? Sometimes the game engine likes to play hide n seek with the last leg and bury it in obscure locations
Give scouts roughneck armor fingernails. Its weird looking at his sausage fingers and seeing no fingernails.
turn the Korlok Tyrant Weed into a proper boss objective with its own mission type (or maybe a variation of Elimination), as right now it feels too random for something so big (and annoying since you can't plan for it). It would also be nice to see some more enemies in the Korlok family, like gas pod mortars for example.
So, I had an idea earlier today to give more veteran players a more challenging experience while also keeping the greenbeard spirit, and it's regarding Deep Dives, and how some of the more skilled players make them look trivial, with this said, I propose keeping the (basic) "Deep Dive" and make it a "regular Deep Dive", rename the "Elite Deep Dive" to the "Professional" or "Extraordinary Deep dive", and add a third one, this one receiving the name of "Elite Deep Dive", where I suggest instead of 3 stages, we make it 5, with the same scaling, so it would be stage 1 at hazard 4, stage 2 at hazard 4.5, stage 3 at hazard 5, stage 4 at hazard 5.5 and stage 5 at an infamous hazard 6, thus making the experience a challenge even for a well prepared team of dwarves, it should be noted that by the time a team reaches stage 5, they will most likely already have hoarded up A LOT of Nitra, making hazard 6 a challenge of organization, efficiency, and skill, not a struggle for resources. The rewards for these last two stages are something I haven't thought about, given that most of these advanced players (in which I don't belong myself) aren't looking for resources, credits, xp, or even Matrix cores, of course these rewards will be given in earlier stages, but I feel like stage 5 should have a more special reward, like an exclusive armor, an MK6 if you like, only the best for the best, if this was to be unviable, I'd suggest cosmetic items, or a different border for their character plate in-game, above of which are positioned the promotion stars, you know, where the gunner/driller/scout/engineer pictures are displayed.
Now, unlocking this "Elite Deep Dive" shouldn't be an easy task, and I suggest unlocking it once at least one dwarf has reached his 15th promotion, thus entering the "Diamond" promotions, where we can make sure that players know what they're doing with their characters and don't get stomped on.
Achievements ideas:
Under the Wire - complete a secondary achievement after calling for the drop pod
Eventful Escape - complete a machine event after calling for the drop pod
(for salvage missions it could be after you’re done fueling up the drop pod, waiting for it to power up)
Mineral trade console revamp: make the station a big fat loot bug or "loot queen" who gobbles up your unwanted minerals and poops out gold. Conversely: paying for minerals causes a little robot arm to reach into some unknown orifice and dump out your minerals.
should add "Overtime Missions"
basically just missions from deep dives
missions would randomly sometimes be overtime missions same way missions will randomly have Anomalies and Warnings
Overtime Mission
collect 225 Morkite
Kill 1 Dreadnaught
deep lore glyphids are like tyranids and certain members of their species mature into egg carrying spaceships
Simple while you are building sentrys if they dont have ammo make it to where you can keep holding e without letting go
Novelty beers that extend into the match providing things like crazy vibrant color effects, or making enemies appear to be wearing strange hats. Psychedelic brews.
the voice line "locked and loaded" should be "rock and loaded"
Idea for a gun: the puke-thrower
Driller has picked up a team of dwarf that only drink mactera brew + black-out stout.
He picked up all his 3 mates puke in some empty canister.
Now he use it to attack glyphids
Works similary to the flamethrower in the exception, it doesn't burn but make glyphs ill
Could we get every armor to have a beardless variant with extra protection, just so tanky looking dwarfs are easier to make if you use something like a Gloomstalker helmet.
Add an achievement for not using flares on a mission
Hi all, i wanted to put this out there in hopes to get more people thinking about this so here goes. As of late I've been having feeling that there wasn't anything to do , and that bothers me, we just got a batch of brand new batch of missions and have new biomes /enemies on the way, why am i feeling like this. so i though about it , and the more i though the more i came to the conclusion that its not that there wasn't anything to do rather it was a lack of reasons to do things. what i mean is i (and possibly you as well) have exhausted all if not most means of progression, no upgrades left, no more perks to unlock, no more progressional reason to play ((this would extend to newer players who have found there prefered play styles Granted not nearly as much)).And aside from increasing ranks and grinding out cosmetics,i for the most part have nothing left. so my suggestion would be just that, more player progression, more gameplay affection progression, some sort of player improvements no matter how miner. small % increases to reward payouts, small % weapon improvements, weapon mastery ( like prestiging but for weapons) small player stat bonuses or even something completely new just as a few ideas. Anyway thanks for reading, thank you G,S,G for Deep Rock and i hope it keeps getting better and better. Rock and Stone!
Korlok Tyrant-Weed not being encounterable when playing with one person total. Just got a map playing as Driller that was pretty impossible on Haz 5 (not to mention a Detonator as well).
New Gunner grenade idea: The Booster Battery
This grenade is actually a grenade-sized battery that you can slot into your primary weapon. Using the battery will temporarily Increase your direct damage and splash damage, but in turn reduce your fire rate and movement speed. Im thinking the gun would shoot all 3/2 barrels at once, dealing 5x the damage, but using 3x the ammo and only firing at a third of the usual firing speed. It would also have an increased blast radius, probably somewhere around 2x. To handle the heavy recoil, the gunner's movement speed would be reduced by a large amount, somewhere between 60 and 80%.
Maybe the balance is a little off, but i think it would be really cool to activate death mode in the middle of a swarm, and shoot super powered shells into a horde of bugs.
Secondary:
**Gunner - Rocket Launcher (fire aoe) **- If a Howitzer is “Dear Abby” this is “To whom it may concern.”
Scout - Liquid Morkite Sludge handheld pistol thingy - Not just for the Driller! This compact variation fires off globules that stick to their targets and do Radiation damage. [Unreal Tournament Bio Rifle]
Engineer - X-AK-TOE™ Circular Saw Launcher - Originally used by our ancestors to get things hanging in tall places to come down, R&D has made this sharper and gave it some extra oomph. Caution: Do not handle the blades directly. They’re sharp all the way around.
Driller - Rail gun pistol - For the refined refiner, the Rail Pistol allows the Driller to specifically focus on shooting the brains out of Glyphids. It has been known to pierce through the thick hides of Oppressors, and what do we say to oppression, lads?
Cryo Nade - Buff the radius, buff the freeze power and/or add 2 grenades to inventory. Current cryo nades take 2 to freeze bulks, opressors and goo bombers which is half your inventory and they only stay frozen a few seconds. They need to be balanced more. Engi has 6 plasma bursters which can kill 20-30 bugs at a time. Overall, nades should be tweaked/balanced better.
it would be nice if the fonts used ingame were bigger in size because things can get blurry at lower resolutions
Suggestion :
Clarify the instructions and the steps of the mission where you salvage mini-mules.
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it's confusing to press on a mule button to progress a mission, instead of ending it
(better visual indicators are required) -
it's unclear what "uplink" means as a task if the actual goal is "find an abandonned transmitter"
not sure if this was suggested as idk which keywords to use for searching this...
A passive perk that gives a chance for mined resources to be auto deposited. can be like 5-20% in 4 stages or something like that
Get hit by something big and get the voice line "ohh right in the rock and stones"
"My Family Jewels!"
New variety of glyphid dreadnought, well triplets: This new boss encounter would spawn in three swarmer like dreadnoughts, that would get stronger every time one of them dies off.
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Phase 1. The three dreadnoughts would have very little indestructible armor located around the head, and would charge at the player(s) trying to bite them.
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Phase 2. Now with two dreadnoughts remaining, they would both get more indestructible armor around the head and a bit on the sides. They would also gain a new attack, this attack would allow them to spit a toxic sludge ball at the player(s) slowing movement and inflicting gradual damage while in the sludge.
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Phase 3. The final stage now with only one dreadnought standing, would have close to impenetrable armor everywhere, the only way you could kill it is by taking advantage of it's third move set. It would tuck itself into it's shell like the Q'ronar Shellbacks and roll trying to ram the player(s), the player would then need to jump out of the way of the dreadnought causing it to crash into a wall breaking some of it's shell in the location of collision. Only then you could start to damage the dreadnought by shooting where it's shell has been destroyed.
SUGGESTION:
Make being incapacitated more punishing. <------ Warhammer: Vermintide 2 does this well
i.e. if not revived within x time they die and there is a respawn system
-special respawn pod
-red sugar is collectable and is there material cost
-or nitra is the cost like ammo pod
-or there is a new material available in all levels that costs this
Subata recoil mod should actually show it does lower recoil in addition to the slight spread reduction
Simple while you are building sentrys if they dont have ammo make it to where you can keep holding e without letting go
@glossy pulsar
To clarify if you are building a sentry and it has ammo missing to refill you have to press E again but it would be nice to not have to
during the escape sequence, Molly could walk a bit faster when every dwarf is already at the drop pod
give Steeve a bright orange safety vest with the DRG logo (or maybe even a customizable cosmetic) so teammates don't shoot them
please add dark background to text box as a lot of the time i cant see what im typing
A good thing to add would be more special voice lines. Its a common thing that when you ping something it says a common,and often just wrong voice line.
Example: Pinging a repaired BET-C still makes the dwarves say voicelines like "Attack this enemy",even though its passive. Same goes for Sylicite Harvesters(English is hard),a completely passive and invincible creature. A general update to "item" specific voicelines would be nice...Still dont understand why a Glyphid Guard has a unique voice line when you ping it,while the Pretorian doesnt
Use of errorcube idea – DRG research laboratory (endgame mechanic)
DRG provides a special area with flying drones and research bots which are programmed to discover new unusual but awesome ways to kill enemies. But they need data from errorcubes and ressources to accomplish that. You can buy research blueprints with your error cubes. One blueprint could cost 1-3 error cubes.
These blueprints offer special research projects for current weapons and equipment (shields, C4, grenades etc.). It is important to say that these projects don´t mess with current weapon stats or mechanics. They are no overclocks and just for visual changes. But unlike a typical paintjob every blueprint comes with their own texture style and soundjob for each equipment without changing the official mechanic!
For example there could be a blueprint which changes the looks of the engineer turrets into spiderbots which fire either laserwaves, sawblades or pocket-swarmers. The thunderhead could shoot explosive music notes or ebonut shells instead of bullets. The Flamethrower could fire acidtrails instead of flames. Instead of a grapling hook the scout could use a gun which warpes him in a direction. The possibilities here are endless and should just show you what I mean.
But you need to provide many different ressources for each blueprint. Since these are more complex changes you have to work a lot more and much more specific. Maybe including primary and secondary missionsgoals. Something like this:
Project X:
• 500k Gold
• 100k Morkite
• 15k Enor pearl
• 800 Starchnut
Whatever it is you need to gather, the genuine idea is that it takes a lot more time to accomplish than paintjobs at the forge mastery. I think this would be a good mechanic for 1k+ hours veteran players to keep them still genuinely occupied in the game.
In the cosmetics shop, let us showcase multiple cosmetics before purchasing them, instead of just hovering a single item to see how it looks with the current set we own. Assume we want to set our drawf into a certain theme, we would want to have some sort of a 'shopping cart' system for cosmetics, and be able to view them all on our character before buying them all at once.
Basically, this suggestion wants to fix how viewing cosmetics are limited to one at a time.
Homebrew Powder for the Gunner's Revolver should have different sounds depending on what %age of damage you deal for better feedback.
80% should be quieter and less impactful
140% should have a much stronger, impactful sound. (The same powerful sound could also be applied for when you use Elephant rounds.)

An achievement called 'fact nerd' that is triggered upon drinking 10 smart stouts (not consecutively but in total).
the mineral generation in escort duty is insanely bad, i've done 2 mineral manias with escort duty where i got very little minerals even to the point where i got none of one of them that it might as well have been a normal mission and i have done thousands of missions in deep rock galactic but i have never ran into a normal mission where not a single mineral spawned.... until today and that mission was a escort duty so i would suggest you have a look at the mineral generation of escort duties and make some adjustments cause its not worth the amount of minerals with what you have to do in that mission type.
A DLC section in the cosmetic shop where players can preview DLC items on their dwarves before purchasing the packs.
a small quality of life suggestion for the Lead Storm Minigun's ammo counter. when the ammo display reads 0, instead of Low Ammo, it should read No Ammo
Armor and/or weapon skins that are camos designed to fit the biomes of Hoxxes, so for example, Sandblasted Corridors would have skins that look like Desert Road for Gunner. And these skins could perhaps be obtained by finding them in a cargo crate or lost pack in their respective biome.
Add a green variant of exploding shrooms that don't damage much with explosion but fling goo around (permanent under shroom) upon exploding and create toxic cloud, populating Fungus and Dense biozones.
Feel free to change details about them. I want exploding chains of goo festival
Can we please have a map filter that detects Machine events? You can still have challenge in finding and doing them. Just please let me know they're on a mission so I can not waste hours
Bring back Drills' overheat warning sound
Before the last update, the drill sound would rise in pitch to indicate that you're close to overheating
This was great because players didn't have to look at the drills themselves to see "Oh, I'm gonna overheat soon!"
I do not understand why this was removed, it was quite practical and allowed Drillers to do their job (drilling nicely) without being distracted
So yeah, please bring that sound back 🙂
Platform gun upgrade tree tweaking:
Idea 1:
Aesthetics/readability: Bug repellent and Fall damage reducing upgrades could change the texture of engineer's platforms so they are communicated to other players. Fall damage reduction could make them more spongy and bug repellent have more orange/greenish tint.
Idea 2:
Tier 2 of upgrades for fall damage reduction is a bit boring (0 choice), so adding 2 options to make the platforms 30% bigger or 3-4x thicker (to more easily block off or narrow down some pathways) as an alternative would could be cool. Fall damage reduction is superb though, so maybe it should be choice between bug repellent and fall damage reduction. Fall damage upgrade also is so useful that it feels necessary to pick.
Idea 3:
More diversity to the platform upgrades: highly flamable - damaging with heat generating weapons has chance to ignite the platform roaring in flames for a while, similar to sticky flames, heating & damaging both enemies and dwarves alike (with friendly damage reduction). After it finishes burning it does not destroy the platform but it makes the texture charred black that cannot be ignited again. Should be chain-igniting when many platforms are connected. Definetely should be communicated with texture change. Make exclusive with bug repellant?
Damage should be either intensive for short period, or small for a long period, so that playing around that can be interesting rather than neglible. I think I'd prefer the latter.
Comment:
I personally love bug repellent and utilize it a lot, but I don't see others doing it. Covering the cliff with wall of platforms defends pretty well from being backstabbed with sneaky enemies. I think there's room to add some interesting upgrades for platform gun.
What if you could unfreeze Steve by petting him? Amirite dwarves?
I wish Steeve just didnt get affected by your status stuff. Also please make Steeve not cling so close when mining
So, I had a dream that y'all released a new enemy type. We were in a mining mission and stumbled upon some scattered equipment (similar to the helmets), but we couldn't do anything with it. In the distance, we heard whistling and faintly "If you don't rock and stone, you ain't coming home". And then popped up a boss health bar for Karl. He had lost his mind and had somehow upgraded all of his equipment with some wild powers (like a breach cutter turned into a light saber). There was a random chance of what class he was. He had some suckers on him like BET-C but you could also damage his health if you weren't accurate. If you just killed the suckers, you could fix him like BET-C, but if you didn't just hit the suckers, you could risk killing him.
Steam profile pictures of Scout, Gunner, Engi, Driller, and Mission Control so my friends and I can 5 stack games as the funny dwarves
A rework-idea for M1K's OC Supercooling Chamber:
- Damage is raised by 1,5x.
- Adds +2 penetration.
- Hipfire shots now are the same as focusshots (but without the zoom), also consuming 2 ammo and can trigger the Tier 5 stun/fear etc.
- You get slowed down by 70% for 1 second after firing, if using the hipshot (With the Fast-Charging Coils mod, the slowdown duration is slightly reduced).
- Hipfire RoF reduced to 0,25x.
- Ammo reduced to 0,75x.
- Recoil increased by 1,5x.
Basicly, it changes the M1K up in true "Untable" fashion, making it feel more like a Railgun-sniper. It has the upside of being very quick to use for focusshots (since you can just hipshot for it), but it is harder to manage your ammo since you always have to use 2 ammo on every shot. Do note that you can still charge your shots for the zoom-effect, which has the upside of making you slowed down BEFORE shooting (rather than after), and you have the aim-utility of the zoom, as well.
Allow aquarks to be a secondary objective for refinery on Deep Dives. Pipes make carrying them back less painful and since the refinery is central like the minehead, it fits the original flow of point extraction.
can you make the music go all weird when youre drunk (slow it down, double it up, stretch it out etc)
Players should be able to bring drinks to friends. For those people who refuse to come pick up the drink themselves before they heckin forget and get into the pod without drinking their heckin b u f f s
Suggestion, Player Movement: Remove the forced acceleration when a player walks off an edge. If there's going to be any arbitrary acceleration function, it should only be when a player is actively running and then goes off an edge.
I wish that Leechers were embedded in fleshwall like the stuff that eggs are in. Does not have to be much, just beneath them and sometimes little around them that's moslty visible once they are killed. Just a little bit for aesthetics' sake. It would make them a little easier to spot I guess, but that's not the goal for this change. It would make them look much better than being surrounded by rock.
@edit:
The suggestion I made is mostly for aesthetics - they look out of place with their model clinging to the rocky den in ceilings. I believe with their fleshy look one may count for them being part of bigger flesh body and expect to see some meaty bed under them when killed. Their model suggests that they are deep in rock clinging with something deeper. It looks disappointing to see them as a band-aid sticked on rocky ceiling. Sort of like upside-down Ant lion:
The easiest solution is to add some of existing stuff during map generation when placing them under. I wouldn't mind the model being tweaked to look less out of place and more like some barnacle instead.
Allow the player to tame exploders as a Steve; flame-based melee until kaboom on death, perhaps like a miniature bulk detonator.
QOL feature: When a weapon runs out of ammo, highlight existing ammo drops as if the player had pressed ctrl to pull out the laser pointer.
A nice little touch that I haven't heard about would be a change in voice lines depending on a player's experience (either their player level or the lvl of their dwarf.)
An example of this would be the "drop-in" voice lines. I'm ~player level 145, hearing my plat II Engineer cry like a baby while dropping into a hazard 3, cave complexity 1, length 1 mission doesn't exactly seem right to me XD
To implement this, perhaps a high leveled dwarf will say "Ugh, another one of these" when pinging an enemy or something. It's cheesy but it's the quickest example I could come up with.
Alternatively, I think it would be cool to hear the dwarves warm up to Bosco the more solo missions you play. For instance, if you play a lot of solo missions, the dwarves could be a bit more grateful when getting revived by Bosco instead of being ashamed that a robot ressed them. But I feel like the dwarves having a bit of a disdain towards robots works more towards the devs view of the game/lore and the dwarves themselves, so this is a small idea.
Always wanted the ability to host, search, join and play a LAN server. Me and my brother want to play it together but we have no internet in the area we live in. I use my phone hotspot which makes it hard to join to the host's server. We can do so just takes a few tries but once we do we can turn the hotspot off (completely disconnecting from the DRG servers) able to play with each other for a few rounds before the non-host crashes. I have tested with my other brother at his house (which has internet access) and this seems to happen about an 1 hour after disconnecting. Don't know why we can't have the option to host, search and join for LAN servers without having to go through DRGs servers when we can play that way (with a bit of hassle). Something to think about when releasing other future updates. Thanks.
Karl would approve of this.
New mission hazard called giant swarms: Which would increase the spawn chance of larger insects. Glyphid, bulk, shellback, ect.
Morkite textured weapon skins
would really help if you guys made a lfg for beginners that are not tring to do only DD AND DDES please and thank you
For phase 2 of the Ommaron encounter, the white spots on the rocks should be weakpoints with a scalar of ×1. This would allow weapons with bonus damage against weakpoints to get better value. Right now that phase is very heavily in favor of direct damage builds. Rewarding build diversity is better for everyone in a PvE game.
Better pipe info in refinery missions:
When finishing a pipe frame all the way to a pumpjack, it would be nice to see some more info in the hud about how many sections of the pipe are built and how many are in total. This idea comes to give real time info on the process of building the refinery's infrastructure as a whole.
This image example illustrates the idea - Every pipe number will show how many sections it has and how many of them are built (this will only appear after finishing building the pipe's pathway, for obvious reasons), and will update in real time when players are building them.
So for this example:
Pipe #1 has 10 parts and they're all finished (grey).
Pipe #2 has 11 parts and 6 of them are built (blue).
Pipe #3 has 13 parts and they're all finished (grey).
Idea for errorcubes – Special biome: Errorworld
Errorcubes have special data which leads mission control to an unknown and mysterious biome. The scanners of DRG can only track this biome if a player uses one of his storaged errorcubes.
This biome is a complete mash-up of every other biome at Hoxxes IV. Every caveroom there could be a combination of every structurelement, cave algorithm or enemietype of each biome which currently exists. In the first room you can encounter a room from magmacore but with icecicles, windtunnels and sandstorms. The next room is glacical strata but with radioactive and electrical crystals. What freaky stuff is in the next room? Who knows? Of course Errorworld itself gives its own unique vibes. Own structures, colours and maybe enemietypes. A cool thing would be that each room isn´t connected with an earthpath but with a purple errorcube shard wall. Gives a feeling that you break through into another dimension.
What do you do there? Maybe typical mining stuff or special missiontypes. You can find an absolute rare mineral there to buy unique cosmetics or upgrade your weapon with errorworld-buffs. This errorworld biome could also be a good third deep dive mission. But you need someone in your team who must have an errorcube as a key. Many possibilities. But the general idea is Errorworld.
Small thing but it annoys me and I joined specifically for it : the neurotoxin payload overclock for the autocannon has green explosions, even though the color coding for neurotoxin is basically always the yellow orange hue of the toxic grenades. Would be cool if the color was shifted to match.
Give bosco ammo and force us to reload it by pointing at a resupply.
have the option to call molly to you even when you are calling the drop pod. my group frequently digs from where we are to the drop pod, making a much faster route.
How about an idea to prohibit korloc(or how this plant is called) to spawn during drlldozer mission type?
be able to feed red sugar to steve (friendly glyphid) to regen is hp
Can the Button get it's own selection using the tool with it's own voice lines?
Cause similar to "Mushroom", hearing "Button" in the same tone just..... makes me all kinds of happy, and it also states the intention/desired action
able to pet websplitter and acidsplitter
change the Dark Morkite logo to "morkite" blue instead of "Pots of Gold" green ^^
Show total nitra capacity when requesting a supply drop, so we wont have to make sure we have enough for future drops.
EDIT: since not many understood the idea, explanation for this is a few comments below
NERF the Bulk Detonator. Seriously. It's still overpowered, and it's making Escort missions 100% unwinnable. If it's not wiping the party, it's one-shotting the drilldozer.
Another slight quality of life change would be calss recognition... Not Visual class recognition, but specific voicelines only 1 or maybe 2 dwarves can say... Yes there is the "Explosives placed" but if you ping the explosive any dwarf will say it. For example, if a scout is hooked up to a wall and there is no ground below him, he should say something like:"I need a platform here!" "Help, I am stuck!" "I am going to fall!!!". Others are for friendly engineers, if there is an empty sentry, pinging it would make the engineer say:"Need help reloading" or something.. The more voiceline variety, the better.
Doretta should have seats, so you can sit and not be pushed/fall off the dozer as its tunneling, sometimes to your death kinda..randomly
I see people still get confused with the autocannons Feedback Loop mod, wondering if it effects area damage. I propose changing the damage stat of the Autocannon to 'Direct Damage' like the grenade launcher. That should make it more clear.
bosco is able to command pumpjack when a player mark a pit of liquid morkit with is 
There's an issue going around regarding the Interplanetary Miners Union, some players that i have encountered through discord, including myself in the beginning, found it challenging to understand how everything works. I suggest a more elaborative explanation on how this system works. One thing to note is the reward system, i feel like the amount of rewards need to be increased, and the variety of rewards gained should be increased as well. The maximum reward of 18,000 credits does not seem sufficient enough to the amount of work that needs to be put in to be deemed ...well rewarding, similarly to the respective factions (Dirt Diggers/Cave Crawlers/Mighty Miners) mining nearly 50 million crafting materials to only get anywhere from 90-110 Croppa, Jadiz or Umanite is just not worth it at all, it feels like a chore. I suggest that drg need to add other rewards, it being cosmetic - just more crafting materials, in the 300-500 range. To make sure every person pulls their own weight during the progress countdown, each player must complete a set target of how much minerals they need to mine to receive the rewards in the end.
a success that if you just using your pickaxe to kill in a mission at haz 3
flood lights on refinery platforms, like the ones on point extraction
Make it so that the voicelines for when you are at maximum mineral capacity plays only once per mineral pouch filled.
Particularly annoying costantly hearing reminders, especially when mining gold from crassus explosion.
Combat Mobility OC reload speed reduction needs to be greater. Still pointless to reload when born ready will do it with just 1 second longer while you keep fighting with your BRT. A 2.5s reload time would be neat and encourage people to actually perform the reload manually. Even if it means lowering/removing the base spread reduction to balance it.
Uniform cowboy hat
Want that shiny gold brim
Australian Slouch Hat cosmetic and maybe different variants like the cowboy hat already has in game
An ingame display where you can watch some community fanart maybe something like employee of the month.
i think it have been suggested before, but make it so BET-C will dock with the mule/mules
Resuggesting my idea from above about the total nitra cost for clarification purposes:
So, in the heat of battle, when im requesting a supply pod in mid fight, i can see if we have 80 nitra or not as the supply pod is either orange (below 80) or white (above 80), but it doesnt tell us how much above 80 when its white.
Why is this important? Because in the heat of battle, you may want to know if you're 'allowed' to spend 80 nitra for a supply pod in an off location since you're in dire need of ammo/health, so personally i find myself pressing the supply pod > pressing the ping tool to check how much nitra we have exactly > confirming we're quite above 80 so this wont be an economic disaster later on in game > actually requesting the supply pod.
With showing the total amount of nitra in the supply pod button, we'll gain all of this info in one key stroke, saving us precious time (again, think of the heat of battle situations) calling for economically-safe supply pods.
New mutator idea – Warning: Corruption
„A strange affliction is giving some enemies an unnerving amount of power. Don´t get hit by them or you´ll get corrupted“
It is important to say that not every enemy is corrupted but every enemytype can be corrupted. I would say 25-35% of every wave are corrupted enemies. They have more HP, deal more damage and shine in a strange light or are infested with something. Either way, you will spot them easily.
If you get hit by a corrupted enemy you will get „vulnerable“ for a couple of seconds. If you die in that state (in any way) or get killed by a corrupted enemy your body gets afflicted with „Corruption“. You lose 20% max. HP for the rest of this missions. This effect can stack until you only have 1 max. HP left.
Tactic: Simply kill the corrupted enemies first and avoid them attacks as many times as you can.
QoL: M1K stats box (Focus Shot)
Current
Damage: 50
Focused Shot Damage Bonus: +100%
Suggested
Damage: 50
Focused Shot Damage: 200% (100)
Gilded version of beards should be color coded for the classes.
Engineer should have red gems, Scout blue gems, Gunner green gems and Driller should either have diamonds or an orange/yellowish type of gem.
Could we get a slight overall nerf to the tyrant weed, or at least add a weakpoint to the spitters?, I like to play high haz and these things can range from a major annoyance, to a runthrough killer
when you put a endor pearl in molly, molly glow like a endor pearl
Limited amount of pipes. Have to call in additonal supplies full of more pipes. Makes it more complicated, but you'll be smarter about how you place pipes
I was thinking for the Gunner, as a thought on an additional primary weapon, something a little less lawnmower, something a little more heavy cannon style - we have the minigun for high ROF, we have the Thunderhead that does nice for the Autocannon, what I'm thinking is something with a Lower RoF but more Damage, heavy armor tearing, likely blowthrough inherent, basically a semi-auto high-velocity punch-cannon.. in essence it's basically that kind of straight-punch weapon.. you'd have to balance it against the PGL and the Breach Cutter, but like I said this is more of a mostly single target and/or the targets behind it kind of weapon, where the PGL detonates on impact, and the Breach Cutter's got its other bonuses.. give it maybe a three round magazine, but something for the gunner with a bit more precision strike capability.. so it still fits the gunner style..
Victory emote where the dwarf literally bites off part of a swarmer, or alternatively is eating a roasted chunk of bug.
Replace the Auto Reload ability on the Boomstick with "Super Mode", allowing both barrels to be fired simultaneously.
make gunners shield not affect platform gun, atm when firing a platform through gunners shield (from the outside) it will try place platform on edge of shield then immediately break if not touching anything else
Let us join any random game from the server list even if we're being in another host's space rig. Right now that option is blocked for some reason and we have to 'disband team' to go to our own space rig which is kind of bummer.
i think there should be an assignment that gets you to do missions with negative modifiers as a means for new players to get a taste of modifiers before they step foot into their first deep dive, it could help with new players to get adjusted to the increase in difficulty that most of them provide.
i also have some suggestions for modifiers and anomalies too, the modifiers i had in mind are one that works similar to exploder infestation or mactera plague that works for naedocytes something along the lines of naedocyte horde where naedocytes have an increased spawn and it increases if not, guarentees you run into naedocyte breeders or maybe a modifier that works similar to lethal enemies but with projectile attacks so that affects stuff like spitball shots, acid spitter and web spitter attacks, dreadnaught fireballs etc. maybe an anomoly could be added as well where it makes it so all environmental damage ( except gravity aka fall damage ) is increased, it would lead to a smart dwarf taking advantage of the hazards around to deal with enemies such as setting off explosive plants, leading enemies past fire gysers or electricity crystals, i would have thought of it as a modifier at first but its similar to volitile guts in that asphect, its something that can both be bad for you but also bad for the enemy.
Beer Suggestions
Buff Beer
Golden Touch: One Tap gold instead of needing to hit it twice
Fun Beers
Midas' Boon: Turn your Dwarf into a Golden Statue (like Arkenstone), hitting "X" will have your dwarf say "WE'RE RICH!"
Exploder Varient:
Leapers - Slow moving if moving up a wall, but if you jump down, they leap after you quickly. All their ground motion if on a flat plane makes them move similar to Swarmlings leaping animation.
And if they are going to reach you with their leap, they start to detonate while mid-air.
When a host is having other players in his lobby and he picks a game from the server list, set a pop up message for the players in his lobby saying 'the host is joining another game, would you like to join with him or leave his lobby?' with 'join' and 'leave' as options.
If Molly can transport a core, she can transport two batteries too
any reason why the Malt Rockbeaerer and Underhill Deluxe rescaling effects don't stack? if it wouldn't cause game breaking bugs/exploits, I think it would be a blast to be really really small/large. Maybe have a limit to the number of Rockbearers, since you could easily outgrow the ceiling height, but Underhills could go on forever. (still limited by how fast you down the drinks, since it of course has a time limit)
Ghosthip senpai, i use 'Windows gaming' shortcuts to record the previous 30 seconds of sexy glyphid slaying action and the result is a ""video"" consisting of a static image with audio (see https://www.youtube.com/watch?v=n05U7INGanA&feature=youtu.be&ab_channel=dmay) (The function is called 'record that'). Is there a way to improve recording of graphics that works with the windows recording software? Feedback is immesnely appreciated
- Thankyou, h0axs
Crippling grips the Engi-main as they face the menace of a dark cave saturated with danger. The dreadnought has been released and terror grips the throat as fate reveals itself.
Cold Radiance and Heat Radiance are far too weak in comparison to their alternative upgrade choices. They are barely noticeable and hardly effective. Targets explode deletes swarmers with only 1 click while shatter makes the Cryo cannon have damage that meets up to the flamethrower. I do not think there is any saving for these two upgrades and suggest replacements.
Some suggestions as follows
CRSPR:
Multi-Nozzle: Fire three randomly aimed jets of fire for the price of 1 ammo.
Liquid Additive: Instead of a jet of fire, you spray a stream of gravity based inflamed liquid. Just like the Classics.
Accelerant: Pushes you back while you fire. Hold the power of flight in a fire based firearm.
Cryo:
Water Vapors: Frozen stay frozen and debuffed by cold longer. A freeze time increase by about 3 seconds on all targets.
Contraband Coolant: Frozen enemies leave behind a pool of cold on death.
Armor Shredder: Enemies that break free from being frozen lose all their armor.
Edit: Oops hit enter too early
bosco needs to come sit down in the the drop pod vs staying outside
also be with you on the end screen
Take this one out
You'll have a very small chance to see fallen dwarf's pickax in some biome. (very small chance, it's like an easter egg)
something simple, and a bit of a personal request. gilded tank division to go with my supporter armor
bucket switching and some different buckets to choose from, and the old bucket look to be avalible.
reason: me and my friend had discused the buckets looks
Give the perk Berzerker passive to go with it that reduces/removes the slowdown effect you get when pickaxing a creature
Edit: originally I meant this for see you in hell but i guess bezerker works too
Wrestler Dwarf DLC (armor)
Add "Prevent Latejoin Character Duplication" filter for server list. This will be useful maybe
have an ultra rare custom room in caves where “Karl was here” is scratched into the wall, with the room being full of bug bits and bug blood. Maybe add a dead oppressor with a mythical-looking pickaxe jammed into its unbreakable armor
Remove Iron WIll's extra death counter in the summary screen after a mission has ended. A player technically dies once with Iron Will, so its weirdd to show 2 deaths for something they didnt have a way to prevent.
we should have the button on the drill dozer so that it plays rock music as we go along
When attempting to join other games from the menu, sometimes the game will not connect. Instead it will hour glass for awhile without an option to cancel until it times out.
Can you please put in a cancel button on the join game window?
For Point Extraction, can you please reveal all the Aquarqs if you don't find them after some time. Me and a bunch of other players have been playing one game for a full hour trying to find the last Aquarq that seems to be completely hidden
Could we have the activation for berzerker be changed to two quick power attack inputs, too often do i try and power attack when off cool down and end up just wasting my ability
Please fix the horrible hitbox for the uplink box (the one you repair to set up the satellite). I always need to actively search it in there till the game gives me the repair option. Make it lower.
A overclock for the platform gun, you can pick up red sugar and make a platform out of it, when mined with pickaxe, it drops the red sugar. However, you lose (certain amount of regular platforms) in exchange for the space needed
ok we have these weekly mission and deep dive one, but what if we have a Raid boss mission once every month with a different type of raid boss, first Idea Raid boss is call the Royal Huuli treasurer A huge slow moving with a huge shell on its back made of different types of gems and minerals, fighting this raid boss have 5 phase that your team will chase it to it last phase by breaking its shell and looting its loot to M.U.L.E. and when you get to the base shell and break it, it will worth a lot of EXP and cash more then Deep dive will give. Royal Huuli treasurer forms of attacks are fallowing, Swinging it huge shell like a tail or club. stomping its legs in the ground to make small earth quakes and fire a heavy acid shot that can one shot your shield and give you debuff of slow recharging shield, When get to the last phase of this raid boss you be in its lair that have huge amount of gems and minerals to mine, but once you beat the Royal Huuli treasurer, it will make a huge cry out to summon a swarm of Glyphid, not a normal size swarm a huge one like no way any skill players can face off but will come in five minuets soo during that time you can call the drop pod down and return or use that time to mine and collect as much your team can or be over power by a huge swarm of never end Glyphid.
hello mr.rock, am to make a suggestion here. Would be that when a dwarf is to jump (or to fall) on another dwarf's head, it makes sound ''boing" and then do the bounce. Thanks you.
An in game toggle option (for the host only) that only lets the host interact with mission objectives, aka only the host can call drop pods, activate doretta, repair uplink stations, starting pumping liquid morkite, etc.
This is meant to restrict bad teammates from prematurely advancing the stages of a mission as communication isnt their strong suit.
The host can have the power to fully control this in mid game, but is turned off by default.
idea for a very dumb but amazingly fun weapon: the heartpebble, a single handed heartstone which instead of having ammo lifts terrain and lets you throw little boulders around like the heartstones do, keep in mind that it gets exhausted if it holds up rocks for too long and will need to rest for a bit, using the heart pebble you can lift up terrain and crush glyphids to pieces with boulders
this would work for any class in my opinion, just let us have the heart pebble
a "wide muzzle" overclock or mod giving the CRSPR Flamethrower a cone attack instead of a straight stream, maybe at the cost of less sticky flame or more ammo usage
With all of the discussion about new weapons and specifically a continuous beam weapon, I would suggest one that starts out with low damage that increases the longer the beam stays on a target. This would reward accuracy and make it not quite as overpowered as other suggestions.
More voiceline triggers (and therefore more voice lines).
Examples:
Taking friendly fire from particularly destructive/damaging equipment (PGL, C4, grenades etc): "Be careful with that thing!" "Don't be so reckless with high explosives, you dunce!"
Approaching Bulk Detonator that hasn't been engaged by a dwarf yet: "Do I smell something burning?"
Pinging an objective that is particularly high-up, like 40+ meters: "Hooh, that one's a doozy." "Groaning I hate these ones!"
They gotta a box you can check off to stay in a lobby after the games over
Secondary weapon for Scout: Dwarven Disruptor Disk! (DDD) The DDD is a frisbee-like weapon that the scout can toss at enemies. Does low damage, but can bounce between enemies. Has unlimited ammo, recharges like flares. The DDD can also be used to knock resources off the wall, useful for collecting those hard-to-reach nitra veins and alien fossils. Upgrading the DDD allows for a wide variety of effects such as slow on hit, increasing number of bounces between enemies, increased range, causing fear on smaller enemies nearby if a larger enemy is killed by the DDD, giving it a permanent glow effect like a flare, etc. A skilled player could launch the DDD, switch to their other weapon and unleash a combo attack while the DDD is still bouncing between enemies. I believe this would give the Scout much needed sustain against large swarms while not making him "overpowered" or out-shining other classes crowd clearing abilities.
New victory pose of you find a swarmer on you and rip it in half (and toss the two halves on the ground)
One thing that myself and my friends have noticed while playing DRG is the weighting of enemies towards smaller, swarm based enemies rather than larger ones - the vast majority of deaths a player has are therefore usually from smaller enemies.
In my opinion, this reduces the viability of certain weapons intended for high single target damage, in particular, the minigun which in our experience is an inferior pick on all missions apart from dreadnought simply due to the fact that the autocannon is far better at dealing with swarms which comprise the vast majority of enemies.
While the argument could be made that oppressors, praetorians, warders are enough I'd argue they don't serve to increase the attractiveness of single target damages as they aren't lethal enough - the scout and driller for example focusing them with cryo weapons is often more than enough.
Similarly, while an argument could be made about Bet-C and the Korlok being good uses of the minigun, those are random, meaning you can't really plan for them and even if the mingun would be the superior choice in these circumstances they're in so few missions it doesn't really factor into decision making.
Therefore, in order to increase the diversity of enemies and increase the viability of single target weapons like the minigun I'd like to suggest a praetorian variant of the slasher. Slasher's are already lethal and an even more lethal, larger variant would help increase the viability of single target weapons such as the minigun due to the threat they pose.
TLDR: Glyphid Praetorian Slasher to act as a threatening lethal, large single target.
Just had a Tyrant weed spawn right next to the morkite extraction platform. And the drop pod landed right next to the weed, so it was activated immediately. If we could not have Tyrants directly next to our base of operation, that would be nice.
Please consider some separate way of controlling Ambience Volume and Sound Effect Volume, for example the station sounds separate from Weapon/Utility Sounds. Some of the station sound effects can get rather droning and at the same time I need Sound effect volume up a bit to hear things properly in mission. Thanks!
Joke idea: If you are frozen in the droppod when it leaves to finish the mission, the ending screen will have another player pushing your frozen body into position(randomly selected). If more than 2 dwarfs are frozen, it will randomly select 2 to be frozen statues, and 2 to push.
Optimization thought: Maybe add a simple condition that prevents bulk detonators from spawning too close to Doretta on escort missions. The resulting attack has bugged out the health display on a number of different occasions
while I'm sure that online saves has been requested, until then can we have the place saves be stored be somewhere other than the game files? I just lost like 40 levels or so and tons of skins, credits and more because I was unaware that the save files are stored in the same place as the game files, so that when recently i had to format my drive, steam files were not part of what was backed up and i have lost a ton of progress as a result
EDIT: and before anyone says 'just check your restore save point feature' I did, trust me
i think they need more nitra to spawn on dense biozone....sometimes the big caves there is almost no nitra available
Change the way the Drilldozer sounds work. They are far too annoying. The Drilldozer shohldnt let out a wail the second it takes 4% damage. I think the wails and urgent noises should be left more towards 50% damage. A tiny stone could fall on this heavy machinery and it would wail like it took a fatal wound. Please just make it wait longer until it wails, like 50% health on a peice.
Perk Idea: Inertia boots aka air control perk, currently air control lets you turn in mid air, this perk would increase that effect.
Flavour text in the miner's manual about what all the different minerals and things are used for commercially.
I have a suggestion for a new enemy type: Glyphid XYZ Spitters (biome-related), on top of the already existing acid and web spitters. They'd spit fire / ice / radioactive sludge if in the correct biome, they can only come up in biomes that would offer such an element they can spit at you.
This'd do three things:
- Increase the need to check above you.
- Increase the amount of special effects threat upon the player, instead of "just damage". I like web spitters for this, too.
- Further increases identiy of biomes by actually shifting how many of each type of enemy show up.
In the cosmetics shop, keep showing the worn armor skin paintjob when hovering over purchasable armors.
The top pic shows what armor skin im wearing right now, as it should be, but the bottom pic shows the default armor skin when trying to buy another armor cosmetic.
I can't tell if it's possible, but how about giving cryo kill credits for freezing enemies to the Driller. For me, it feels kinda unrewarding freezing a majority of hostiles and having less kills on the counter than scout at the mission end. Maybe split the kill count between Driller and the player who finished the kill?
I was thinking of ways to fix the problems with molly lagging behind in escort missions. A thought I had before is to just remove molly, and to deposit directly into doretta. After you call the drop pod, doretta shoots a pod like in point extraction out of the cave, and then all you have to do is make it to the drop pod.
Another idea is to have Molly somehow attached to doretta, releasing when she runs out of fuel. That way you could backtrack through the cavern for minerals.
a small quality of life change: the line "Did I hear a Rock and Stone??" comes up way too often for my liking when I want to salute my fellow dwarves. maybe slightly lower the chance of this particular line so it doesn't always garner the response "no you didn't hear a rock and stone"
booze idea
name: naedocyte energy
description: "this drink is probably illegal, made of ground up naedocyte stingers and lots of caffiene, dwarves who drink it can accomplish feats that would scare a praetorian, but watch the heart!"
appearance: the drink would crackle with electricity and be visibly bubbling, the mug would be made of metal and have a naedocyte sticker on it, the foam would be the color of naedocyte blood
effects: its like a very delayed blackout stout, you deal increased melee damage, run faster, jump higher, and destroy ore in a single hit before being downed via a heart attack, the shock overlay slowly but surely grows before encasing the screen when you are inevitably downed by the stuff until you are picked back up
once the timer runs out your character would abruptly clutch their chest and keel over, needing to be picked up to continue dwarfing and also learning that naedocyte shocks hurt even in drink form
Purchase-able armor skin paintjobs in the cosmetics shop (probably a repost but whatever)
just a small qol suggestion - pressing ctrl to use the laser pointer brings up the team depository, but it will make you drop any heavy objects you're carrying
would it be possible to make the team depository appear by pressing q, without bringing out the laser pointer or dropping heavy objects?
New Joke Beer idea;
Nayaka Cocktail (Name Pending)
"Equal parts military-grade adrenaline, Nayaka Trawler venom and red sugar extract, this exotic cocktail will have even the surliest dwarf vibrating with barely-contained energy. Just be warned - management expects full reimbursement for any equipment damaged whilst under the effects of this drink."
Effect;
Causes the dwarf who drinks this impressive cocktail to begin vibrating uncontrollable around the space rig whilst laughing merrily. The speed of these vibrations slowly increases, until near the end of the drinks effect the dwarf is sent bouncing around the space rig like a rubber ball shot out a Deepcore 40mm
Alternatively, it could give a significant speed boost but hide the dwarf and instead show the trawler's "digging" effect and send the dwarf leaping through the air whenever they jump similar again to the trawlers effect.
if steeve had a green health bar it would be easier to tell him apart from enemies who have red health bars
I personally feel Playstation's DualSense trigger haptics would be a great addition to the game if it's possible to implement it onto pc
On escort, it would be fun to either choose an upgrade for the drill before we send it off or upgrade it along the way using nitra.
E.g. as we send it off, we can choose to give it:
Diamond Tipped Drill (faster progress on the Heartstone)
Blast Armor (raised explosion damage resistance)
Spiked Treads (moving treads have a thorns affect - on us and the bugs!)
Afterburners (drill moves much faster but also requires more oil to refuel)
etc
Objective play score on summary screen
Sometimes one can be the most engaged in fixing dottie, bringing aquarks, building pipelines, fixing mules, getting eggs etc. And those things either dont translate to the kills/ resources score or are not distinguishable from the normal kills/mining.
It would be nice to see that „maybe he didnt kill much, nor mine much, but boy did he keep them pipes shiny”
QoL idea: Bosco should only mine the exact mineral pinged. No Bosco don't go mine oil shales right next to the nitra please
or is my suggestion already in place but I'm confusing? Haven't seen this become an annoyance till playing bunch of escort missions solo
a blood biome, the likes of dead space aura
Game mode: Minecart madness.
Rolling out with the drop pod is a mine cart. The mine carts name is Carmen - you can pet her, stand on her, and deposit. The "go" button is in the cart. When petting Carmen the dwarves comment about how hot she is "spicy!" "hotter than Carl at the beach" etc. Carmen also has a small gun.
The goal is to get Carmen from the drop pod to the obsidian core. This is pretty different than Escort because you are making your own path. There is a compass on Carmen that shows where the obsidian core is. There are a number of challenges on the way. These are all my ideas of challenges for Carmen:
Building tracks and the chasm - Carmen's tracks are the same as the pipe from refining. But, a wide (like about maximum Zipline length) chasm is between you and the obsidian core. Luckily, parts to a bridge has been dropped down - dwarves must grab the pieces to install the bridge (or just reinforced pipe) to cross the chasm with Carmen. Involves collecting the pieces and constructing the bridge, and maybe the drop pods attracted a swarm in the process!
Carmen has a "heat" guage like doretta - and needs to be re-heated occasionally, otherwise, her movement slows to a crawl. The easiest way to do that is with a special fruit - lava spores. Deposit a lava spore (they slowly hurt you) at Carmen to heat her up. You can also deposit extras and the spheres will appear in the cart and will auto-feed.
Once at obsidian core, you have to pry it open with a big dwarven auto hammer. "thats the kind Karl carried around". The hammer makes a shit ton of noise and attracts swarms, and takes a few minutes to crack the egg-like obsidian core. Carmen is parked right under the obsidian core, and when it cracks, hot red-and-purple lava drops down into Carmen, who has a steam "choo choo".
Then, everyone piles into Carmen for a FAST ride back being absolutely swarmed with monsters for a dramatic escape as the train-horn attracts another swarm!
Could you make it so you still get something if you get disconnected toward the end of a mission?
I just spent an hour with randoms following a retarded drilldozer go in circles (it litterally went back to the starting room at one point), we found a helmet that was a pain to get to, and when we finally called the drop pod, with tons of carting minerals, a cosmetic, the secondary objective, evetyrhing... I got disconnected. So, I got nothing, no gold, no minerals, et to hell with my assignment.
This is... mildly frustrating.
Could we get a choice between a blank and weapon/cosmetic core when we level up the forge. This would be just so that if you really want a weapon overclock but next level is a cosmetic core, you can take the blank instead but that means you will have to go find a machine event, so it isn't like getting weapon overclock right away.
Any bugs within range killed by the Crassus Detonator explosion turns into golden statues
Any dwarves within the Crassus Detonator explosion also turns into gold, and the only way to break out is waiting for your friend to mine you out
A Facemask Cosmetic would be quite funny.
cryo (ing) a enemy's on the wall should make them fall just like how flying bugs fall out the sky
On the subject of the planned Glyphid Dreadnought variations, me and my mate's idea:
we all know the cave leech, but what about a rave leech? its a cave leech that changes colors rapidly and does 2 or 3x damage (since it will probably be easier to notice). i know its stupid, it just sounds funny.
Have steeve make a (squeaking) sound when friendly firing at him.
Its both for cuteness element but mainly to easily identify we're FF'ing him instead of normal bugs (his blue sheen isnt too visible when you concentrate on killing Glyphies).
DRG x GFuel* for some Glyphid Slammer drink or any of the other delicious sounding brews? Perhaps a recipe book for (home-)brewing?
(* or any other company, this is just the first one that came to mind)
Change the radius scalar on flying nightmare from 5/9 to 5/6. This would mean that flying nightmare with overcharger has a radius of 2 or 3 instead of the current 1.3 or 2 depending on if you take the radius mod or not. Right now the flying nightmare projectile is too small.
Add a way to see which cosmetics are the default ones in the Wardrobe terminal. I've juste spent about an hour trying to unlock the Total Makeover achievement and this would make it way easier.
Cosmetic suggestion: A king's crown with 3 smoking pipes labeled 1 - 3, as a reference to the dwarves screaming I AM THE KING OF PIPES when grinding pipe rails in site refinery missions.
Bind able walk key (mainly so i can take in the sights and record cinematic videos) useing a controller i can slowly move the stick so it achieves the same affect but would like a dedicated pc key 
Increase Bosco’s cryo missiles freeze power, had to learn the hard way that even 3 missiles aren’t enough to freeze an oppresser, god forbid a detonator.
Suggestion:
A pin for a loot bug : "Hey guys, a loot bug! Stuff it in your pockets! <insert lootbug squeak here>"
Reason:
Lootbugs are in need of petting
Fun Booze: "Leaden Liver": Makes the drunkard incredibly slow and heavy while they glow with a warm happiness! ...or radiation...
Miner (hehe) suggestions towards how the "point" system works by the end of the round:
The Harder to kill enemies you kill,the more points you get,for example,here is a rough chart of what enemies would give this and that much points:
Peaceful mobs wont give any points,since they arent lethal (except Hoarders maybe)
Swarmer,Grunt,Slasher,Guard,Acid,Web,Exploder,etc (all small to mid-small enemies): 1 point
Pretorian,Menace,Warden,Cave Leech,Mactera Spawn,Grabber,Goo Bomber,Breeder,Spitball,etc(all mid to mid-large enemies): 2 points
Opressors,Machine events: 3 points
Dreadnought,Bulk,Crassus: 5 points
Another good idea would be assist points,they wouldnt be as good as kills,but would still give credit to ones that dealt a LOT of damage,but most kills got stolen by teammates,since they "finished" the enemies,or just use a system of: Who delt more damage to the enemy,would be concidered it's killer.
Some might disagree that this is a good idea,but I think it is a lot more fair that the person who delt the most damage is the more valuable player,then the one who just tapped the enemy and got the kill. 
there needs to be an XP bonus for keeping Doretta intact vs. just keeping her from completely failing the mission
How about a mission success pose where the dwarf pulls out a guitar, bassguitar, e-guitar or an ukulele or even a complete other instrument and plays a solo, maybe have a special solo played when more dwarfes use this with different instruments.
A few quotes new quotes when a deep dive is selected such as "Bad news team.... We have.. assigned you guys to an Elite Deep Dive mission. Be sure to pack up and get ready... it's going to be one long night...." and "Miners, you better be ready... Your being sent to Hoxxes for a deep dive. Hold on tight" aka from mission Control
Hey on the perks unlock menu it would be really nice to see which perks you already have equipped
Gunners sticky nade should be reworked into a armor shredding nade which completely destroys the armor of targets in its blast radius(except from the biggest ones of course)
This would not only make it a bit more unique than its current form it would also give it a nice niche in which it can be used and it fits the theme quite well I think.
When taming a glyphid, a dwarf could say "obey the beard" a hint to the psychostick song with the same name perhaps this could go as a V salute too?
Please add the ability to slap afros, they wiggle like jello
Sharp tuxedo suits as an an armor option, to go with the bowler hats lol
Long coats as armor
In-level mineral containers that are locked behind a C.O.D. system. A player can hold "E" on the container to spend the credit amount on the front to unlock it, spewing out mineral chunks. The amount of minerals within is scaled such that resale value on the mineral trade is slightly less than the locker's cost to open. This lets one player be generous for everyone else on the team, "making it rain" a good amount of valuables for the other miners who may be friends or appreciative greenbeards.
If the player is solo or no one has the credits or inclination to open it, the locker can be mined up or broken with a pickaxe and deposited, leading to a modest credits payout at the end of the mission.
Larger waves are needed to discourage people from drilling the path before derreta does- in escort missions. Or the waves could be harder when derrerta starts moving when this strategy is used. My last two EDDs were completed by this method- of drilling ahead.
You should be able to say goodbye to Doretta when the heartstone is done
For your consideration. Enor pearl helmet. Just a carved out enor pearl shoved onto a dwarfs head.
Ok I know I'm gonna sound like a
and I know Karl won't be proud but ... Can we have a modified crosshair when Ice Spear OC is equipped ? I missed a menace 3 times in a row in my last mission and I still hear that bug laughing at me for my miserable failure ... The projectile is extremely "thin" and the actual crosshair is a little bit vague, making it hard to aim at a precise element such as a menace's weakpoint
Since Gloomstalker showed that full-face helmets are a possibility I've been thinking that we need more of these, for every style of dwarf:
-Maska-1 (aka Tachanka Helmet)
-Crusader-style knight helmet
-Mercury Astronaut helmet
-Welding mask
Conventional gas mask, in the style of the SAS or maybe a Metrocop
Please prevent the Fuel Canisters from falling into the heat vent in glacial strata, it's difficult to retrieve them when they are at the bottom
Dry environement [Anomaly]: Dwarf have to drink beer every few minute, beer can be picked up on Molly, Ammo Pod and stationnary
Each Bar propose 4 Beer at a Time that you have to chose (Beer can be different/random)
Slot 6: can hold a beer (so you can hold 2 beer, one in hand and one in the 6th slot)
Mactera grabber grab heavy objects and fly them around
special crosshair for AI stability
Add anouncer packs to replace mission controls voice like they did for dota
Add an arrow on the side of your screen for pinged things by teammates outside of your FOV. It's really hard to see pings in game without holding control.
OR, at least freeze your laser pointer pointed at the pinged item, so people have a greater chance of seeing what you were pointing at
More sideburns, especially ones for the armored and gilded styles of facial hair.
Dual/Twin Pistol/Revolver (the old Western kind) as a Scout primary, shoot one at a time (2x7 Bullet in barrel). Maybe an Overclock based around the Flare (either shooting at the Flare stun Bugs that are under it's light or shooting it make Fire fall from it)
last line could have
- Duel: Precision/Damage increase for the 1st shot (reset after a few second)
- Pistoleros/Bandit: No movement penality
- Elemental Bullet: Each bullet has a random element (Fire, Ice, Neurotoxin,...)
Rework the Face-Melter overclock for the CRISPR so it feels more like an unstable OC.
My suggestion:
+2 fire damage converted per 10 base heat applied.
x0.25 Heat damage multiplier (after damage conversion)
+3.6 Flow Rate
-75 Max Fuel
-25 Tank Size
x0.25 Movement Speed while using
This will make the tier 2 heat upgrade equal to the damage upgrade, and turn the tier 5 radiance upgrade from a 80/80 fire/heat damage per second split to an effective 120/20 fire/heat per second split.
Overall the idea is to make the overclock a "diving" sidegrade, giving the driller a big DPS increase when they're basically in melee range of bugs, with the risk of miscalling a dive and getting into a bad spot and possibly being overrun due to the movement speed modifier and reduced tank size/increased flow speed which hampers sustained damage for swarms.
The description could mention that the fuel has been modified to burn much hotter and faster but as a result doesn't set targets alight so much as it snap-fries the exterior of it.
Minerals like Enor Pearls and Umanite just feel like glorified currency. They are just a little underwhelming to collect like collecting everything you see in Fallout 4 because you might need it later. It would be neat if they had some value in mission gameplay like crafting consumable items only usable in that mission. After the mission, the special items are discarded from the inventory.
Take for instance, a super flare that doesn't burn out that scout could craft using minerals.
It sucks having thousands and thousands of minerals and nothing to do with them because I already bought everything I like.
I have searched for that suggestion, but didn't found any. So, i would love if there will be an indicator who called that mule or who is currently depositing into a mule. Most of the times people don't pay attention if mule is already called by someone else, so with an idicator on HUD that is showing what mule is already busy, it can help to prevent two people fighting over a mule
Berserker is pretty niche. It would be cool if it had effect of reducing cooldown of next berserker per each melee kill during the effect in exchange for increased cooldown a bit. It could be extended duration of effect for each kill instead.
Please remove the invisible barrier and update the collision meshes of the memorial hall statues so we can all do parkour on them while the mission control guy chastises you for being sacrilegious.
Suggestion: Blue Bulb Blaster/Blue Bulb Beer
Description: As you get to higher hazard levels, shield starts to fall off. I feel like a drink to bring more attention to shield would be cool. I thought the name "Blue Bulb Blaster" sounded nice because it is made of Barley Bulbs, and the shield bar is blue. Plus Red Rock Blaster is a health increase, and has "Blaster" in it.
- 1. Could provide a 30% increase in shield, and make it regen sooner.
- 2. Could make it so if you have shield fully charged, any damage taken beyond the shield bar will only damage the shields.
Be nice if DDs and EDDs were better at detecting unwanted disconnects.
I'm pretty tired of randomly disconnecting, or seeing people DC, and not being able to RJ because the game wouldn't give them the option. This happens regardless of the host.*
It should just be made so that manually hitting the button to DC locks you out of rejoining, while anything and literally everything else will not.
A returning boomerang or glaive type weapon to go into Scout's grenade slot. Would be more to stun groups of enemies instead of damaging them before it breaks (running out of "grenades") to fit Scout's support role.
"Added player-icon always visible over downed teammates. Also tweaked the look of the player icon" Make this a taggable feature, it's intrusive being as it's always on top of what ever is on the screen
Add a "volatile bullets" effect to Face Melter so it deals even more damage to already burning enemies
Suggestion: Make the CTRL + E for waypoints a common tip, or something. I literally just learned that and I have so many hours in the game. Maybe I'm just stupid, idk.
I am a completive barrel hopper, and I want a record of the velocity and distance of a barrel jump so that I can compare
Real-life parasitoid wasps are famous for attacking the eggs of other insects, injecting their own eggs within them so that their young can use the developing insect as provisions. Taking inspiration from the animal kingdom, one of the new bosses on your roadmap for elminations missions could be a completely different species hatching from an inconspicuous dreadnought egg
Add secondary objectives information in the server selection window, so we'll know which server has which secondary objectives to gather, as well as the 2 local minerals to mine in that biome (which are already presented in that server list window).
Its usable for when i want to hunt for specific objctive to gain perk points, like 'finish 10 missions with collecting apoca blooms' for example.
New mission where llyod the bartender comes with the dwarves to harvest space milk from an Udderslug, a massive 8 meter long and 5 meter around white space slug. Lloyd when directed will proceed to harvest barrels of the milk from the slug, occasionally Lloyd will hurt it and cause it to burrow to a new portion of the cave. Upon completion, the slug will be completely deflated and burrow into the ground to feast on the rich minerals to produce the milk once again.
A sound effect for the last 3 seconds of iron will would be nice.
Statuseffect „fear“ on dwarfes
Since many statuseffects for enemies can also apply on players, I thought of an idea how fear can work on dwarfes.
Some glyphids have a special pattern on their bodies. Something like an illuminate skull or a another spooky design. This pigmentations are very frightening for dwarfes. When this type of glyphid comes near in a players sight of view (maybe smth. like 3-5m.) fear slowly kicks in. This effect persists as long as this enemy stays alive in your (close) POV.
Fear: This statuseffect is limiting dwarfes POV making it hard for them too see clearly and hear enemies around them. I have two ideas how this may work:
- You get a stronger nightmare hallucination effect like you experience from Blacklock Lager. Maybe with more black fog around the edges and more „uuuuuuuhu“ sounds or smth. like that.
- You get a tunnelvision effect and a bit ringing in the ears.
To calm yourself from fear, you simply have to look away from this enemy for about 1-2 seconds. But you can´t just turn around and stand still for a couple of seconds during the heat of a fight. The best way is either kill them first or run away and fight back when the effect is gone. I think this would be a good mechanic to simulate fear on dwarfes.
New Steam profile background that features BET-C and Doretta (similar to the Bosco and Molly one)
make it so that saluting near steeve makes them rear up and screech as if they're saluting back
With armor upgrade mods, set the health milestone reward segments to a different color (preferably red), so players will know the milestones arent just a cosmetic reward without needing to retrospectively hover their mouse on it to see.
there should be a voiceline for dotty where they talk about its goofy coursing ai because i have seen dotty drive in a straight line and then turn around and go the other way
Make it so that voice lines such as "That's not oil shale!" or "It needs oil, not soil!" only play after continuously pointing the beam at the wrong thing for a second or two. Right now it seems to play instantly even if you immediately start hitting the oil shale afterward which feels kind of weird to me idk.
When selecting a mission, you could mark a small box that asures you that an event for using matrix cores will spawn in that area but it comes at a cost. Perhaps 10000 gold or half of the missions outcome. If it is not marked you have no costs and the event spawn chance is low as usual.
Turret Arc OC buff
When active (meaning turret being electrocuted), turret would also fire rounds with electrocute % chance like rounds from Stubby have. This would make it far less situational OC and more viable when used with a single Mk2 turret as well.
Balancing-wise, electrocution % chance of turret's rounds might be different for Gemini and MK2 - Gemini might have flat 20 % chance to electrocute and Mk2 might have 30 % chance or so. Also, would be great if we could "reactivate" electrocution (meaning reset the timer until the effect wears off) anytime, not only after it actually wears off.
Two Mutator ideas:
Naked Beasts (Anomalies) - Bugs spawn without their breakable armor. perverts
Cave Rave (Anomalies or Warnings) - When bug swarm or an event is coming, background music has bigger & sharper drums to the beat. Bug's movement speed is multiplied by 160%(220%) on every odd beat of the music, but is multiplied by 0% on every even beat of the music.
Ideas for more Hoxx variants of Glyphids:
Sandblasted Corridors: the Glyphids have evolved to utilize the bothersome sands. Praetorians and Exploders will spew out sand clouds upon death to heavily hinder your visions instead of damaging you. Slashers' slashes will blind you for short time instead of slowing you.
Magma Core: It seems like Glyphids here have developed a peculiar taste for volatile gas. Praetorians will breathe fire, dealing fire dmg, and leave a big cloud of heated air upon death. Spitters and Slashers will deal explosive/blast dmg, so be on the lookout!
Crystalline Caverns: the Glyphids here seem to have developed a strange diet of Electric Crystals. Exploders will leave a small but deadly electric field on death. Praetorians will charge itself with electricity then send a big pulse around it, dealing electric dmg. Slashers are a lot rarer and weaker here, but look out for Spitters, they got quite the slowing punch!
Saluting in the bar's dance floor when music is on will perform a special dancing move.
Make it so you dont break out of the ice statue from arkenstout until the player makes an attempt to, I wanted to surprise my friends with a frozen me when they leave terminals!
New weapon concept:
Engineer primary: "Sci-Fire" Retro Rayblaster
-- a heavy sci-fi handgun with a 2 shot burst normal attack and a continuous beam charged attack.
-- this weapon has damage fall off at longer range balancing its precise nature.
-- Attacks add heat to targets and can deal more damage to ignited enemies.
-- 2 shot burst normal shots for maximum pew pew. Lasers are hitscan and have a bit of recoil but little spread.
-- the beam charge attack activates once the trigger is held until maximally charged. The beam fires continuously as long as the trigger is held, you have ammo, and the weapon has not overheated. The beam can stunlock a single target.
-- this weapon has an overheat mechanic similar to the epc. It overheats rather quickly with rapid fire but the recovery rate is quick as well.
-- a mod option allows the beam to be used for mining minerals within a limited range.
-- possible heat based turret interactions.
Give any Steeve-wannabe glyphid the same (or similar) friendly-fire damage reduction as Steeve, because they happen to die from teammates while we're trying to pacify them.
Alright, this is a big one, and it'll take lots of explaining. This will either be loved or hated, but I'll shoot my shot.
Pre-Generated/Seeded, "glitch" missions.
That may sound unfitting at first, but let me explain. These types of missions (which I'll just call glitch missions from now on) massively shake up normal gameplay, even more so than mission modifiers. They aren't something that would be desirable to play as something added to normal missions, but they could be a fun thing to do a limited amount of times, by player choice.
The types of things I have in mind are things that would break normal balance in a fun way. Some ideas I had for these glitch missions are:
- Double secondary objective mission.
- Mission with no Nitra spawns.
- Mission with all beer buffs active.
- Missions with only 1 enemy type.
- Missions with machine events as their objectives.
- Elimination mission, with bulk detonators instead of dreads.
- Mission with extremely hard terrain.
As you can see, they sound terrible, unbalanced, and like they would only be fun a few times. Much like many mission type suggestions tend to be. However, I think this is where those ideas could shine.
With pre-generated caves, glitch missions would be insanely easier to implement than things that would be included in cave generation. My main vision for these glitch missions are fun crazy experiences that are implementable with minimal extra coding, and reused assets.
So, how would you access these missions? Well,
looks like a good candidate... Error cubes could be spent in a glitch mission terminal to launch glitch missions. From a lore standpoint, perhaps these cubes have data detailing a mission inside them, but its been corrupted. These missions would be played in a "simulation." Rewards would be predetermined, like assignments.
I'd love to discuss this idea more, so please feel free to mention me in #suggestion-discussion. Any critique is appreciated! R&S!
I'm really hurting for more loadout slots at the moment. Somewhere in the 5-10 range would seem good to me, but I don't really see a reason for there to be a limit.
maybe they could add optional mode-specific loadouts? idk
I would like to suggest a weapon idea. If you guys/gals/shmlee want to add weapons to each character in the future, why not offer a short-range weapon for the driller that would pair well with the axes, like a jackhammer that helps with digging in aoe areas and also causes aoe damage, but does most damage when directly applied to a praetorian's anal cavity. I like the AOE factor on the driller items, but I feel the C4 butler of Deep Rock could be a lot of fun by going hand-to-hand with bugs along with a new drilling tool.
Gunner Class rework suggestions - Gamer tag MrBIG951, Blue level 1189, As it is now, with an equally skilled player, Engineer will almost always beat the Gunner in kills by 20-30%. The Gunner should nearly always lead in kills, based on the Class. With Re-balancing of the weapons/overclocks/grenades this could be accomplished. Zip lines also need reworked to make the gunner more valuable/needed; add 2 more zip lines, increase the vertical angle by 10° up and down, make Zip lines faster and harder to be knocked off of. As it is now the Gunner Class is my least fun and least played Class, yet I still enjoy the Gunner and still play this class. With some reworking the Gunner could be more fun to play and viable and a crucial class to take and play on missions.
so the idea I have is a holographic/laser type weapon, limited uses and "powers down" when out of ammo so its useless when inactive. they would deal the same type of damage as like the EPC or breach cutter so vamp wont proc from them. each class gets their own weapon and each has a charge fire option that consumes more ammo (think scouts M1000)
gunner-heavy axe, big downward swings like a power attack effects bugs and breaks armor, not rocks/dirt(these are not meant to replace pickaxe in anyway). charged attack throws axe forward and it comes back(return to sender like).
Driller- spear/halberd, horizontal sweeps in front keeping his CC abilities, Charged attack throws weapon then has it return, or a 360 spin(new way to down teammates).
Engineer- war hammer, similar to gunners axe but faster and with less damage. charged throw (you get the idea).
Scout- short sword/dagger. low damage and range except against weakpoints which would deal more too. charge attack would not throw the weapon but probably do a lunge forward as they stab.
mods for each weapon can increase battery life(ammo), damage, range, secondary effects slows, stuns, fears. and OC's could enhance these more splash damage for hammer, lighting arcs, new damage types.
Prevent the Dash ability from being stopped by the slow-down you get from being hit by Naedocyte Shockers (Not ones from Breeders), and Glyphid Slashers.
OR
Change the Unstoppable perk to include negating a percentage of the slow-downs you get from being hit by these enemies.
ORE (haha)
Just have the slow-downs be less effective in general. In most games having your movement speed, or ability to effectively play, crippled is a something that tends to ruin the fun for the moment. It's certainly a different case in a PvE game, but this is mainly for the sake of suggestion.
Add a new type of rare bonus resource alongside Bittergem, Gold Chunk, and Error Cube: deorbited space rig barrels!
You can find them embedded in walls, surrounded by spiky slag (like the errorcube has) that glows pale blue/teal, like they fell out of orbit and were embedded deep in the crust of Hoxxes. Deposit them (no kicking this time... just carry it like other 'chunk' resources) for bonus XP.
requesting backbreaker stout; "apply movement speed boost while carrying heavy objects" be applied to those apply a small speed boost to characters with the highest resurrects/kills 😹
more of a suggestion than a bug. but if you were to drop a Aquarq down a heat vent thing in the Glacial strata. its almost impsossbile to get out. is there a way to make it so they float up like players?
A pair of good running boots that make you unnecessarily fast, but do not do ANYTHING to fall damage.
Holding R with Cryo Gun in your hands makes you tap the pressure meter with your finger or pat the side of the gun.
For now, you do nothing, just elevate your hand, and this weird.
kinda like the flares, maybe have beast master pets emit a class-colored aura to help discern between teammates who have the same perk, idk
Today I had a funny idea
If you pickaxe a exploder directly in the face it turns blue and suicide bombs the nearest enemy xD
It strikes me as kind of weird that one clock has an extra space for two zeroes whereas the other one looks really weird. I would suggest both clocks use the 00:00:00 method.
Just idea for visuals to make the game feel more connected, the loading screen after a mission will show the drop pod flying to the bottom of the Space rig, similar style as the loading screen when you enter a mission. Additionally after a mission you will be in the drop pod (Like when you are first deployed) and it has a short docking animation before you get out into the rig, dwarves that were left behind will spawn in the med bay as usual.
Honestly it really depresses me when I load in and my dworf moans out "Good morning, cruel world..." as he starts his day. Kinda takes the wind out of my sails as far as enthusiasm goes. I feel the game couldn't be anything but improved by removing that line and letting the other lines take its place.
ping Dorreta: "where is the manual override?"
Suggestion: Make the pumpkin infested planets from halloween a modifier
Make Llyod either get hit and sway around from empty mugs thrown at him, or flick a leg to knock it back at the dwarf

having a little sound that plays when someone goes down. I've gone down and people just don't notice sometimes
maybe like a little orchestral stab to get your attention
When you complete a mission, instead of spawning in your quarters, you spawn inside the droppod & after everyone exits it closes.
Remove or reduce the duration of missions with drilldozer during EDD. Don't get me wrong - I like these missions. But EDDs, if they include them, take forether to complete compared to the usual ones....
Indicate AoE of the detonator's stomp:
- It seems to either deal full damage or no damage, so you are ded if you have miscalculated the distance
- If you behind it, you can't really see it winding up its attack, so you can't really hit and run it if you have a close range loadout.
It could be a temporary terrain texture change similar to magma biome. Or it could exhaust some gas to make it look like thermobaric explosion (it doesn't really make sense that it tantrum slaps you midair anyway)
Add HP info to bugs in the Bestiary!
With a slider for Haz and player count.
We have the numbers for how much damage we deal, but we can't really tell how that translates into impact against bugs numerically. It would be really nice to be able to think about builds better from the in-game reference instead of alt-tabbing out to the Wiki 🙂
Here's a mockup!
(edit: re the person who reacted "wiki", the point is not having to alt tab out to another site. Or for console players who can't alt tab. leaving the game is bad.)
Now that we have the new repair animations, could make a neat game mode out of it, where bugs have been tracked onto the ship via the drop pod, damaging some systems, and the dwarves have to go through the windings corridors of the space rig to fix the ship!
Suggestion: REMOVE DORRETA FROM DEEP DIVE MISSIONS UNTIL BUGS ARE FIXED. I've lost 3 Times now because of BUGS in the Dorreta mission. 3 DEEP DIVES IN A ROW. First one the Drilldozer just wouldn't go to the hearthstone. She circled and circled around it, but never went to it. The 2nd one, Dorreta in the 2nd to last cave did a 180 and mined a 400 METER TUNNEL back to where the drop pod landed, centered perfectly around it, did another 180, and sat there. And the third, dorreta took a constant 1% damage every 2 seconds, making it impossible to leave her alone for the seconds we needed during a large wave where 2/3rds of our team went down. Dorreta missions are fun! BUT THEY'RE BUGGY AS FRICK, I DON'T KNOW MAYBE IT'S JUST MY LUCK!?!?!?! I haven't been able to do the last 2 EDDs and the last EDD because of it, so before adding them in Deep Dives, devs, please fix.
I remember an old roadmap that promise daily adventure, and got some idea a few days ago.
So, my suggestion is:
Daily Assignment: Space Rig Maintenance
The crew begins mission in a little room with airlocks. When everyone ready, someone push the button and open it. Crew going to open space nearby Space Rig (probably the space behind big panoramic window). The map has limited area - some kind of Gunner's shield, but more bigger and it works on the contrary. It let things in, but don't let it out (call it maintenance field, if you want), cause it didn't costs so much energy as full shield. So, dwarfs can't fly away from the station.
There a lot of orbital trash near station - barrels, asteroids from the belt, spare parts and other stuff. This attracted some new enemies - Hrazar Barracudas and Dradhar Morays (of course name could be changed). This weird and dangerous space "fishes" eats some orbital trash and metal, and they tasted our Space Rig. Some of the systems were damaged, so dwarfs need to fix it.
Objectives:
- Take out some orbital trash.
- Repair an orbital communication system (that big antennas that we see in a panoramic window)
- Repair some damage on Space Rig's hull.
- Repair damaged Rig's turrets, that take out orbital trash.
Of course, that objectives could be mixed. 2 objectives in one mission, or all 4, it depends from developers decision. Secondary objective could be "Collect damaged APDs (you know, Bosko)".
And, of course, barracudas and morays will try to attack brave repair crew. Mechanics combine "Low Gravity" and "Low O2" - dwarfs need to jump beetwen places and replenish oxygen in special stationar points. Low gravity is lazy way, of course, better do some jetpack mechanics.
When the crew do their job, Mission Control opens airlock again for all team - like a Drop Pod.
That's a draft, but I think, you got the idea. Hope you'll use something from this concept. Rock and stone!
i was on the wiki listening to the quotes to mission control and i find it weird theres only one salvage mission quote, the rest of the mission types have some sort of alternative beginning of mission dlalogue except salvage, this has more then likely been suggested before but if it hasn't, it would be nice to have more variety with salave mission starting quotes.
Steam Lootbug/Huli Hoarder profile background
Three ideas while playing with friendos!
Beer Drinking Contest?
Sometimes when the dwarf will drink his beer, he'll say "Last one to finish is a pointy eared leaf lover" or something along those lines. It got me thinking, what if that was actually a thing? Where for example, the faster you mash a key on the keyboard, the faster the dwarf will drink, making it a contest when drinking together ! :D
New Beers ideas!
"The Buggy Beer" - You know those adorable loot bugs? Yeah. What if there was a beer that made you temporarily transform into one just because they're this adorable and deserve the love? We do kill them on a daily basis, we owe them tributes! :( Maybe even sometimes you get lucky enough to become a golden loot bug! :O
"Morekite's Mighty Stout" - Just your average drink, except...Super strong potency and- Oh crap are you hallucinating or are you just made of morkite!? :O...Basically makes the dwarf drinking it become fully made of morkite coloured skin. Because why not! Morkite satisfying and pretty :3
Some unique hat ideas
A crocodile Dundee styled hat, decorated with Glyphid teeth around the band as if it was a trophy belt. A hat to match with the glyphid trophy hunter skins and pickaxe.
Also a swagman's hat (the type of brimmed hat with the corks hanging off strings) would be cool. Gotta keep the hive insects away.
And two field repairs cosmetics, one being an iron jaw/mandible to replace the lower jaw, and another with glowing blue tesla nodes grafted into the noggin along with some wires in various colours connecting the nodes.
What about a new skin color that turns te dwarf into a "cyborg" ? Light gray tone with vivrant blue printed circuit board https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcR2Hce3uzMhvfjpbGIXe4Nnmq98Z48w4-id2g&usqp=CAU
For the new leak we just got of the mini-pipelines, it'd be cool to get some voice lines where the dwarves complain how they can't ride on them. A few examples could be:
"Hard to balance on these things!"
"Couldn't R&D have tried just a bit harder?"
"Wish I could ride these like the pipelines!"
"Can't ride these pipes!"
"I hate walking..."
"No surfing for me, I guess."
Should players be able to collide with BET-C and silicate harvesters while riding pipelines? BET-C often shoves me off to my death, and I don’t like killing harvesters because they’re just doing their thing, man. Also, the caves feel empty without them

I'd like to see the devs continue to make more mission types. After taking a break from playing for a couple months and coming back and seeing the new escort and pumpjack missions I really like them and they help add more variety to the game in a really good way.
Bugs need better pathing on the drop pod. They almost never connect with it, and just kinda float just off the surface. Sometimes they'll even be flipped over, "standing" on air.
As long as we're talking about bugs being weird, how come they can attack dotty from inside her treads? Clipping inside of her makes it more difficult to kill them, and is very immersion breaking.
The description should read: "Leave no dwarf behind is said to originate from this region. Anyone who's seen prolonged exposure to the salts will understand why."
When swinging a pick axe at an enemy or at empty space, I wish it had a bit more forceful follow through on the animation. The bugs will feel my wrath through my pick axe!
Plant Minefield: Periodically produce and throw a mine around itself, mine can explode from both Dwarf or Bugs
Halloween Cosmetic (a bit too late): Headless Miner
Christmass Cosmetic: Dwarf with a Bow (A gif box bow, like they are on the Event boxes)
Oktoberfest Cosmetic: Half a Pint (Glass Pint with half it's beer still in it stuck upside down on the dwarf)
Easter: Painted Eggs on maps
Cosmetic: Jumping one (Bunny Ear)
HI FELLAS
WEAPON RELOAD ANIMATION CANCEL
REMEMBER WHEN IN COD OR CSGO OR ANY OTHER "PRO-FPS" YOU COULD CANCEL THE ANIMATION JUST BY WAITING THE MAGAZINE TO BE ATTACHED TO THE WEAPON THEN QUICK-SWITHCED AND CHABMERED THE BULLET ?
I'D LIKE TO REVISIT SOME WEAPONS EXPECIALLY THE """""DUAL BARREL MACHINE GUN"""""" WHICH ANIMATION CANNOT BE SKIPPED.
THAT'S ALL THANKS
a flamethrower that shot's fireball like the Dragon's Fury from TF2
A game mode where the mission would progress normally but there would be a secret leaf-lover among dwarves.
Weekly assignment to be more, like 5 or 6 missions. They tend to be done a bit too fast with 3 for a week.
HE Grenades that actually provide some form of useful terrain carving, even if a bit smaller than the default for c4. If the damage is not good enough to use over the Axe, or control over the Gas, then perhaps quick digging could be its utility.
I suggest that overclocks that add abilities too weapons such as Ice Spear and Snowball use an independent key from the reload button.
Error Cube Use: a grenade that looks a lot like a single segment of the cube. When touched by an enemy it begins to shine and after a short delay vanishes in a flash, leaving a cube of solid rock behind and either 'freezing' the enemy until said cube is broken (with a re-textured freeze animation), deleting an enemy entirely (for small enemies) or teleporting them to a random part of the map, with higher probability of them appearing in areas closer by. Can also be set off manually by shooting it. Allows for creating a platform on solid ground, and you can carry 9 of them (because if solid that's how many are in one error cube), Alternately could fire lasers that deal damage from each side, and cut very small (1 unit of polygon in width) holes in everything.
Also the tooltip is corrupted and says varied versions of 'What an odd use for a key.'
Show lobby name somewhere on the loading screen for better visibility.
Support for low end pc.
For my little brother.
Medusa Glyphid: Turn the ground they walk on into stone (Hard to break)
Add a mission that renews itself after completion so you can always have a mission to do
New Biome:
Limestone Caverns
This type of biome would have huge and small white stalagmites and stalactites, and all the other kinds of structures a limestone cave has, like giant columns with platform like protrusions which's underside have alternating waves (For example: https:// i.pinimg.com/564x/bf/da/45/bfda4550867fd72369c4e3faff678844.jpg)
Also these caves are usually wet so it could have some dangerous slippery surfaces (flowstones) that are not on ground level, ofcourse they would have a differnet color to indicate that. Medium sized stalagmites could also pose a threath just like irl, if you fall on them you would take more fall damage. And ofcouse stalactites could fall down just like in other biomes of the game, Here is a good reference pic for the types of structures that could generate: https:// en.wikipedia.org/wiki/Stalagmite#/media/File:Labeled_speleothems.jpg
As for extra decor, they could have completely white creatures like the ones in earth which live in complete darkness. Maybe some specially evolved fantasy plants which are used to such wet and limey conditions.
It's color palette would consist of yellowish/brownish white.
For now this is all I could come up with, there definetly need to be a few more risk factors in the biome, maybe the lime would get in your weapons making them reload slower until you clean them somewhere.
Add an Oxygen canister to the Nanite bomb dispensers given for the Trytilite machine events on missions that have low 02 mutator.
Not a balance problem or anything it just feels inconsistent.
The next Pack (Like Roughneck) should be about Celtic/Scottish Traditional Armour:
Kilt, Celtic tattoo, Gold Torq...
Suggestion; Get rid of the oxygen warning sound when you are already dead.
suggestion - add a new reason for kicking someone: "was being a leaf lover"
Update idea: Back to Basics
An update allowing the players to get their hands on some stuff from back before the Dwarves even left their planet. Clothes and armor giving 2nd hand mentions to events in their history, and even multi barreled muskets and rapid fire crossbows. Considering that Dwarves are often the master craftsmen of the forge in fantasy, I feel like it wouldn’t be too far fetched for some ye olde weaponry from a long gone era just so DRG can go medieval on the insecticide asses of Hoxxes. Cosmetics would do us fine but going the extra mile and giving us old new toys to play with would be appreciated. Thank you, and Rock and Stone.
Suggestion: A mission where we defend a glyphid cocoon that will eventually hatch a friendly dreadnought.
Voice Packs: Work like the cosmetic pack but only change the voice (Youngling/Beardling; Long Beard; Female Dwarf; Leaf Lover;...)
Suggestion: The ability to remove or swap the tattoos from the Roughneck pack.
I think an OC that activates while pressing the reload button would be cool on EPC and maybe on minigun too (as I said before we only have one "fun" oc on minigun that really alters how it works : Bullet Hell)
If you upgrade your C4 to have 3 charges, you should have all 3 charges after taking two ammo slices, instead of just 2.
I really think Magnetic Bearings mod for minigun needs a rework or a HUGE buff. Next to Lighter Barrel Assembly or Variable Chamber Pressure it does absolutely nothing
Alternate C4 Upgrade - instead of giving +1 carried C4, gives plus +2 carried C4 and a small damage reduction to each individual C4
a new cosmetic armor that is based on the H.E.V. suit from the Half-Life series.
This is a mechanic for a beam weapon in DRG. This isnt a complete weapon concept.
Vaporize:
The beam has a weakpoint modifier that increases as long as the beam is attacking a weakpoint up to a cap. This bonus depletes quickly when switching targets. Let's say you start at +0%, you gain +5% per tick at 8 ticks per second, or a rate of 40% per second. After 2.5 seconds you hit the cap of +100%. If the weapon is balanced by overheat/ power depletion then this could be a really interesting mechanic.
Expanding on the Water Cannon idea, have it have an alternate firing mode, one mode more pushing like a fire hose (longer range), the second being like a steel cutter (pinpoint high velocity water stream, shorter range), obviously could make wet area to be electrocuted or frozen.
Also Mission Type idea, you're sent in to try and prevent an environment cataclysmic event from happening and ruining future mining in area, like you have to build a dam or reroute a lava flow or install atmosphere generators bc its turning into a airless void, or install a cooling system to prevent overheating in area.
Expanding on the Black Hole gun idea, how bout you have to choose a surface to fire it at and the weapon sustains the effect which costs ammo, that way you have to be selective when you fire it but when you place and maintain it the damage is huge.
I love how the game is structured in that really high level players can play with lower level players, but I wish weapon upgrading was more linear for longer. If we could continue upgrading the weapons as our level increases that'd be excellent. I know overclocks exist, and those are great, but they don't quite act as an upgrade a lot of the time. It could be structured so that there are extensions on weapon upgrades, but only for deep dives, so that higher level players could still play with lower level players in normal missions, but also give a more linear endgame weapon upgrade system.
Floating Medusa: Move/float without any purpose, electrocute the entity under it (Long tentacle), die very easily
You know how some people have Windows 10's Night Light function automagically programmed to kick in at sunset and turn itself off at sunrise and how it turns the screen orange so that your brain doesn't think it's daylight all the time?
Why not add something that detects that and adjusts the colors accordingly so that miners don't stumble around or skip past something blue that's needed for the mission?
Change shield generators to collide with Doretta? Acid spitters are so brutal in higher hazards levels and especially deep dives, if you don't catch them immediately after they spawn.
Please, add some kind of "Data-pack" (extra exp) reward for people that already got everything from cargo crates and lost gear. I'm a lil bit dissapointed, when my teammates got something new cool stuff, and I didn't get nothing.
For the bestiary, add the other maggot types along with the normal maggot model picture . No need to explain them, just a as visual.
Mission Type suggestion:
I had the idea of combining all the mission types into a super rare ultimate mission.
It would start off with (Part 1) On-site Refining and Point Extraction leading into (Part 2) Escort Duty and ending with a (Part 3) Salvage Operation.
Throughout the mission Mining Expedition, Egg Hunt, and Elimination will be active until there completion.
At the start of part 2 you will be given or asked to repair a large M.U.L.E which will accompany you until the completion of all your primary objectives up until the repairing of all mini-M.U.L.E.s in part 3.
The large M.U.L.E will not be recallable after repairing all the mini-M.U.L.E.s until all other primary objectives have been completed.
This mission would be locked to all players which have not completed all other mission types.
Note: This mission might double the chance of random events and special creature encounters appearing during the mission.
Biomes could have certain changes, and occurrences dependent on depth. For instance the bog might have stagnant pools further down, and creatures in those pools, while higher areas have more vegetation. Deeper crystal caves could have walking electrical crystals as a passive mob (harmless unless near one another, or electrical crystals) and that sort of thing. Certain biome-specific structures, formations, and mobs only occur within a specific range of the randomized depth range for that biome to result in each biome feeling like it has shallow, deep, middling, and abyssal areas.
Similar to how coral reefs at different depths of the ocean can have very different coloration, density, and formation patterns. In general deeper depths would have more and more hyper-adapted creatures for that biome, while higher areas would have more passive creatures and objects in general.
This would likely be a very significant quantity of work sadly but could be well worth it.
Muzzle flash lighting up a set area depending on the weapon for a split second, but in a more noticeable way then the current animation. If you have ever used an AK at night you know why this can actually be really scary, because it makes you feel like your weapon isn't helping and adds a panicking atmosphere if there is something out there. clearly the less ammo a weapon has the more viable it should be for a split-second light source, but never one good enough to be more then an emergency measure for light. Picture it: shapes coming at you in the dark, grusom visages illuminated for a single instant by the flash of your firing into the endless hoard...
Because DRG could be so much scarier with a minor tweak...
Oh and the flash is most noticable on your surroundings- NOT standing behind the gun. Unless you are using a PPsH-41 or something ejecting gas in your face it's mostly just the surroundings lighting up, so we could get rid of some of the annoying current muzzle-flash issues. It should only be that bright from the... business end so to speak.
Berserker Perk Change
- When activated the Dwarf lets out a battlecry, the screen gets a bloody effect around the edges during the duration.
- During it's duration, the dwarf wields his pickaxe two handed, it's attacks affecting a small arc in front of him and dealing power attack dmg (for when you really got to dig through a swarm). The dwarf cannot use other weapons during the duration.
Now I want that fist-only powerup from DOOM to exist in DRG. For X seconds you dual-wield pickaxes and all attacks are instant kills. 😂
Overclock suggestion:
A balanced overclock called "Hip fire" for scout rifle(GK2) that allows you to fire while sprinting, but it reduces your general accuracy as a drawback. In case it is too weak in practice, increase fire rate can be considered as a buff.
Suggestion for the on-site refinement mission: add a unique cross pipe if two pipelines intersect, so you can continue grinding. Right now if a pipeline intersects with another it simply goes over the first one and acts as an obstacle that prevents any further grinding on it.
would it be possible to have an option to make the icons for active perks above the hp bar larger? as it stands now they're hard to see during combat and it's even harder to tell how much longer recharging perks have before they're available again
Unless killed, bugs feel immune to the pull of gravity. It would be cool to see Glyphids more susceptible to gravity/kinetic forces. For instance, bugs on collapsing earth fall instead of float. Or, after a charge is detonated, survivors might be tossed in a number of directions. Same thing for wind tunnels in sandblasted
Since Ceiling Leech are attracted to dwarf, they should aslo get attracted to our Flare, trying to pick them up and eat them
How about an option in the settings that binds your gameplay settings (i.e. push to talk, toggle sprint, FoV, etc) to your steam account? I've found it difficult to keep toggling settings each time my husband and I switch computers, and although I know it'll increase the amount of memory needed for the game and its saves, it's not a rare feature, and wouldn't be very obtrusive overall
Cosmetic Pickaxe Idea:
Fists. Functionally the exact same as a regular pick-axe, but now your Dwarf punches rocks and crushes glyphids with pure will, just like Grand Pappy of old.
I have a great idea, make it be special when you turn off the gravity and have Loyd pour a drink
add a setting that allows us to change our default hazard level in mission selection
it's currently set to 2 for everyone, so i need to manually change that to my favorite (4) at the first mission selection of every launch of the DRG client... even though i never play on hazard 2
The next Christmas event, we should get Candycane Pickaxe colors/pieces
Christmas mission has Doretta pulled by glyphids like Santa's sleigh
Steeve gets a little santa hat during Christmas events.
Imagine a new mission type with a unique big bug. A fight that changes as parts breaks off like a Kulve Taroth raid. To aid in this, we could have special pickup guns that work like oil shale canisters - limited availability, causes crowd control or damage, right click to throw.
There are already gameplay mechanics for all of this separately. Tyrants have modular parts and HP triggers, oil canisters are pickups with fire modes, and many bugs have destructible armor. The big problem is designing a boss encounter with player's ability to modify terrain...
XP for Doretta safety! 😄
My friend and I came up with some missions the day before the opening of this channel, but I wrote here just now because before I was too lazy to do it. (oh, we just not noticed this channel before)
Mission: deep-hole drill
Main objective: mining Mossy Kaminite (can only be obtained with a laser drill)
The beginning of the mission:
-
The capsule arrives at a special installation on which there are 3 laser drills, 2 fuel cells and a large drill below.
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You press a button somewhere on the rig and drilling starts down
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When you start drilling the road, you will have more or less space with
minerals such as nitra, gold and the caminite itself (depending on the biome there will be special minerals) -
You will be attacked by swarms that will try to destroy the fuel cells
End of mission:
- You will dig for a certain amount of time and get a certain amount of mossy kaminite, depending on which one you are difficulty and your drill stops as it hits a layer of non-digging rock.
other screenshots:
caminite - ||https://media.discordapp.net/attachments/729282771037585459/783231242652876800/4.png||
fuel cells - ||https://media.discordapp.net/attachments/729282771037585459/783231291096039445/5.png?width=662&height=640||
pod+drill rig below -
||https://cdn.discordapp.com/attachments/729282771037585459/783232072542060544/2.png||
lazer drill -
||https://media.discordapp.net/attachments/729282771037585459/783232191697649684/3.png||
adding the Caramelldansen dance to the jukebox dances
a mission modifier that allows cave leeches to spawn mid mission alongside regular enemies 😏 👉
sugegstion for a (probably DD exlusive)mission
due to an unknown issue the dropod stops and you have to startup an uplink
(you would get an automated message saying thet there has been an unknown error any you have to conenct to mission control for remote diagnosis(if youre not dead), or the mission gets written off and you wipe)
when it finishes it would start a timer(2-5 min) to do the remote diagnosis, and send down a supply pod with some spare parts. you would have to fix the drop pod and continue with your main mission.
When you turn off your mission control audio, it should also turn down the audio dampening effect. It's annoying to go into a mission only to suddenly not hear anything cause mission control is speaking
When a cave leech is killed, it should leave a 'stump' of what was left of it (maybe with the little tentacles (not the main one) hanging should it be killed while grabbing a dwarf), similar to how gunk seeds leave a 'stump' once harvested.
Removing 'stumps' could be via weapon fire or pickaxe, similar to how objects in caves are removed (wall eye, tumors in the radioactive exclusion zone)
It doesn't feel too natural to just have a leech turn into a 'cup' in the cave ceiling.
A sideburns item that with the same straight-line profile as the Square beard. Also, more sideburns.
Burned/Scorshed beard
Bearded Glyphid: Take nearly no dmg from Dwarf appart from the matching Dwarf
Salvage operation suggestion: Make the up-link box part of the drop pod
It's not really a huge change, but I feel like it would make the mission a bit more interesting, as well as more lore consistent (Why is there an up-link box just lying around next to the drop pod?). The idea is to change the up-link box so that it's no longer just spawned in a random area around the drop pod, but instead is a physical part of the drop pod.
This change will also fix the occasional issue where the uplink box spawns in hidden away locations such as in this image:
Furthermore, to try and differentiate the up-link objective from the fuel cell objective, the up-link objective should be given a larger triangulation zone (Green area you must stand in) that is centered on the drop pod. This triangulation zone change would force players to use different strategies for the up-link objective. It would entirely remove the ability for the driller to move the up-link box to a lower location, while opening up the possibility for more kiting-focused strategies. This new activation area would give players a new way to deal with bosses like bulk detonators (A slightly deadlier version of ring-around-the-rosie), and would force players to get creative when dealing with several waves of flying enemies at once (no more bunker to funnel them towards you).
When someone is unloading their resources into molly, stop molly from moving if another player is calling it.
a secondery mission that you need to pet 50 time a loot bug (idk why i want that)
Make it so you can attach the driller's satchel charge to teammates, and maybe the M.U.L.E. and Bosco. Would create some fun times, right?
what if - and hear me out - we could collectively pay for a beer on the abyss bar
Some sort of "minimalist" UI setting would be a cool addition for "muh immersion", with UI elements only popping into view when they're relevant(HP appears when you take damage, mineral count appears while depositing into molly, etc.) I believe Dark Souls 3 has a UI setting similar to this and it's a nice mix between immersion and gameplay. Also, pretty please let the Terrain Scanner be viewable while HUD is toggled off :D
My edit is awful, but a "Cup holder" for Bosco to ride in while the drop pod is landing/extracting would make my life complete.
make the music fade out sooner and faster at the end of a mission so it doesn't overlap as badly with the mission completion music
Had some ideas for escort mission voice lines. When you press the button to start up Dorretta (or press X to shout while on Dory) the Dwarfs could say the following. 1: Ommaran bound! 2: The S.S. Dorretta has set sail! 3: Ramming speed, Dory! When you ping the Heartstone, the outer shell or after the fight, maybe they could say the following. 1: That rock is full of magic! 2: What's so special about this big dumb rock? 3: This heartstone got rocked! (I searched voice lines and escort and nothing popped up. C4 this post if needed)
i was thinking, there is a slight issue of bugs getting under the dozer and being difficult to kill during escorts. could there be some sort of heat vent added down there to burn them or something?
It'd be nice to have filters in the mission browser for classes, so you can exclude lobbies that already have certain classes in them. Mission type too, actually
Add towels to the sauna that is the engine of the drop pod in the mission prep area
Random idea I had while looking at the glyphid models, The Steve system (WIP name). The idea is that with a certain perk you can pick maggots up and put them on your back (one at a time), & depending on what color maggot you picked up you can bring them back to the shuttle and start having them gain exp by going on missions with you, originally they will be useless but eventually they will cocoon and become swarmers, then grunts, and possibly branching off depending more what color they are. This could also allow for you to bring Steve back to the base.
Karl DLC, that is all
Maybe adding an option to make the heath and shield bars have a numbered display
Also and option for the grapple hook to make it toggle instead of holding button because my mouse isnt the best and often releases the grapple randomly (i also asked some other players and they have had this happen before too)
Would love to have an option in audio, "Mute Game when out of Focus." I play DRG at work so I alt-tab alot inside the hub but the games audio in the background is still playing.
Rock and stone dear developers. Big respect for what you are doing, I really love the game itself and the quality and originality of the content that you systematically add. I apologize in advance for poor English. I have an idea for a random event on the map. This is a kind of boss, but killing him is not positioned as an event or a mission task. This is exactly a random situation. And it may not fit the current lore of the game, but I heard that you will be adding new enemies and I think my idea will be appropriate. The idea:
at the start of the mission, when we’re drilling into the planet a huge worm can accidentally attack us (for example, like the sand worm from the "Dune" movie), which eats the whole capsule. Thus, the mission begins inside the worm, and so the battle begins. I imagine this as a level where we run through the worm to its mouth, also there’ll be a gastric juice of the worm catches up with us, which can cause us periodic damage if we start to be late. We need to get to the mouth as quickly as possible.
Alternatively, along the way, we will need to perform cooperative actions in order to move forward (for example, to remove the organs of the worm that block our path, or to put jacks that push the blocking flesh of the worm - twist some kind of mechanism for several dwarves together). When we reach the mouth (roughly speaking, we pass the first phase of the boss), the worm spits us out into the arena (maybe it will be an underground bunker with closed doors - that is, the worm breaks through the wall of the bunker), on which defensive equipment from past dwarves remains - to destroy such creatures ... With the help of this equipment (maybe lasers or harpoons that tear off the scales of the worm) now we will have to pierce the skin of the worm and open its weak points which we can destroy with our conventional weapons. At this time, the worm attacks with various types of attacks (for example, a stream of bile in a circle, or summons beetles, etc.). After killing a worm (or if this is an option with a bunker, doors open), boxes (mules) fall out of its body in which there are some minerals or rewards for completing this event (maybe part of a set of armor or skins for weapons in the style of this worm). Thanks in advance if you pay attention to this idea, I hope to see something similar when ever in the game. Good luck with your work.
remove the escort duty mission
Record more insertion sequence conversations and make it so that the conversation that plays takes into account which dwarves are present in the pod (including a monologue from each dwarf for solo drops/if there is only 1 type of dwarf present). Perhaps include more usage of the Mission Control speaker inside the pod so he can shout at the dwarves in a crackly radio voice more often.
I feel like the Heavy Hitter EPC overclock should also increase normal projectile speed, capable of stacking with the mod, seeing as it is the only uncharged shot-focused overclock.
In the weapon mod selection screen, we can see what each mod adds and subtracts from the general weapon propperties, but we dont see what the currently chosen mod does unless we remove it and then hover our mouse on it.
Let us see the same iteration of green and red numbers for chosen mods but with the specific mod we are hovering our mouse at.
So for example, if we select a mod that gives +2 damage, only when its not picked and then hoevered at, we can see a green '+2' digit in the damage of the weapon. Make it so we always see it while hovering over that mod, even if it has been picked already.
remove drilldozer
A statistic on the private quarter s terminal showing how many promotions we have on each dwarfs, there s currently no way to keep up after legendary3
When fixing a pipeline in on-site refining maybe the lights could go to a more yellow colour that doesn't flash, so your teammates know that someone is fixing the pipeline.
Display who exactly drank a buff beer in that section of the hud, so we wont have to ask if we see a leftover filled beer mug at the bar.
add an indicator to show that bosco is within distance to throw the thing that he's carrying towards the player instead of just dropping it (e.g making his action icon pulsate/flash when he's in throwing distance)
When entering a game with blackout stout (drink it just before entering mission, so the "legendary" drunk level stays before passing out), there should be an achievement or maybe some scolding from the management. Would be funny as heck.
Collaboration from #drg-gallery : a suggestion for a gag beer
The UwU beer
https://cdn.discordapp.com/attachments/565850434376302613/784059103479463946/unknown.png courtesy of @lean oxide
While under the effect of the UwU beer, random anime emotion markers appear on the dwarf's head, such as the 💢 , the 💧 or the blush sticker
When you press V, your character says "OWO" or "UWU" instead of "Rock and stone"
Add a UI indicator for all of the targets that can be electrocuted on reload when using electrocuted reload for the gk2. This would give us a better idea of targets we have and have not hit. A grayed out lightning bolt would be good.
add web menace
Add a Gas Recycling type OC for the subata such that it can combo with cryo. Basically nullify its weakpoint scalar, but give it a large direct damage bonus. No movement speed penalty necessary.
Two part suggestion:
1.) loading screen could show all the dwarves buckled into their seats, would give players a chance to appreciate each others cosmetics as they load in
2.) if you kick at least one barrel into the drop pod in game with three or fewer players, the barrel should be buckled in as well
Seeing as we will be getting two new biomes in Update 33, I think Quantrite should be re-implemented as a crafting mineral for the both of them, as an excavated resource similar to Enor Pearl and Jadiz. It would help balance out the distribution of all the other minerals (instead of getting 4 biomes with Magnite, for instance), and add a little more charm to the new biomes.
Mactera Bomber: it picks up exploders and drops them on you, destroying the exploder before it reaches you kills both.
Q'ronar Gum burner: less armoured than regular Q'ronar, but it has a slight quirk, it can spin on it's place before shooting at great speed (setting the floor on fire)
Change the mug toss victory pose to a beer other than Leaf Lover
Xynarch Bosco: Sometime Solo diver get lost and their Bosco get stuck roaming the tunnel and the cavern till a Xynarch find it and latch on to it:
- Machine Gun (Low powered attack)
- Ice Rocket (On a timer)
Defeating the Xynarch make it so that you can repair the Bosco and at that moment it start to roam the cavern again and shoot the nearby enemies(Can't dig or light though)
https://cdn.discordapp.com/attachments/501519278286307338/784164447631179816/163-1638925_explore-3d-cartoon-design-concepts-and-more-boom-beach-doctor-t.png
they should add his hair
because so far we have doc nefarious as driller (bald driller with googles) scout as eggman(moustache) and thats all i have to declare
i want to complete my evil scientis squad
(if it doesn't already) exploder infestation should increase your chance for a bulk detonator
Change the Nuerotoxin grenade so that only the driller can light it. Right now it's too unreliable because all the other classes have a way of lighting it up and usually will before the gas can even fully spread. It would be much more consistent and reliable if it was less flammable and needed a second or so of flamethrower fire to light it up.
Probably a repost but whatever
Add a feature in the mission select that shows what mission assignment each room is doing, if they are doing any. It would make it easier for those only doing weekly assignments.
I searched and didn't see this suggested, but would it be possible to get a gamma image in the options? I would love to be able to dial in my gamma settings to match the true vision of the developers.
This might be a repost but it's worth saying.
Make it so that, with one player in the drop pod, and one character out of the drop pod in iron will, the mission doesnt end.
I was doing a 3 person and on extraction we had 1 in pod, 1 down outside of pod, and 1 down outside of pod who just triggered iron will, and so the mission ended anyway. We easily couldve gotten back up since the two players outside were next to each other. This totally jips us of some additional credits, and regardless of that, it feels bad when it happens. It feels totally bs.
First off I'd like to say, huge fan; I think you made a really excellent game here, and I appreciate it. If I may be so bold as to seek an audience with dwarfs grander still, I have an idea. Two words: Cave Meat.
The Pitch: Meat tucked away inside a wall is a staple of gaming's proud lineage, right alongside spikes and easter eggs. Imagine mining out something like a Jadiz or Compressed Gold, except it's a hock of meat, Flintstones style, that you can chuck around to the team. I love the comraderie of beers before missions, and I believe a quick lunch break between swarms is in order. It could bestow a portion of extra health, and would be a welcome sight when the caves are much more salty than sweet. I'm not sure how you'd preserve the game's balance (which is very good, if I may say so) but I'm sure you could invent some kind of horrible arachnid to compensate.
Thanks for reading, and for this fine game.
Less Escort Duty in weekly missions. - I'm fairly certain that since the mission type was released we haven't had a week where escort duty didn't show up in at least one of the core hunt, deep dive, or elite deep dive, and I'm honestly getting sick of seeing the mission there.
Suggestion. Rename game pods of this server. To drop pods.
Please, return back the normal music "spawn" during waves - now every 2nd or 3rd wave is without wave-attack tracks
You should be able to do tricks on pipelines. Its already Tony Hawk's point extraction, so why not?
I think laser weapons based on laser fuel thingy might be a good idea, depending on what mineral you`ve melted down you would shoot different projectiles/rays. Also hi, im new.
And you would switch beetwen those types of ammo similar like in TF2 with the Vaccinator medic gun. Might be some kind of event weapon. And we would get it as often as chests and other stuff.
Expanding on this-
Ludonardis11/21/2020
Objective play score on summary screenSometimes one can be the most engaged in fixing dottie, bringing aquarks, building pipelines, fixing mules, getting eggs etc. And those things either dont translate to the kills/ resources score or are not distinguishable from the normal kills/mining.
It would be nice to see that „maybe he didnt kill much, nor mine much, but boy did he keep them pipes shiny”
They're are so many different types of enemies (thanks devs!), a single kill count doesn't accurately represent contribution toward killing bugs. I suggest a "Kill Score". Points are gained by dealing damage and bonus points for dealing at least ~40% of the damage to "big bugs"
In addition to Kill Score, you also have Objective Score-gaining points as Ludonardis described. AND Utility score.
Utility score would be unique per class but essentially you gain points based on:
Gunner: Duration Teammates were shielded, Times your ziplines were used
Engineer: Time + steps taken on platforms you placed
Scout: Bugs and minerals revealed by flares
Driller: Amount of stuff drilled/cleared (more involved would be: Amount of times teammates walked through spaces you drilled)
Some would be harder to measure/program than others but it's nice to see other metrics that you're contributing to the team.
Make it so killing Loot Bugs in one hit makes them pop instantly. The wiggling -> popping can be kept to them dying from repeated weak attacks, but I think if a power attack, throwing axe or strong explosive were to hit one they should just burst instantly.
Hello fellow miners, I have an idea for a new mission type. I posted this on reddit already and a lot people seemed to like it, so I want to share this idea here too for those who don't use reddit:
First: Locate nests of grunts. Spread throughout the map are 2 - 4 nests rooms where a small amount of glyphid grunts are protecting it, after breaking through the walls of the nest you are met with those grunts attacking you.
Second: After clearing the nest out, a smaller different looking glyphid emerges from one of the nest holes, it is timid but harmless. When you go up to it, press and hold ‘E’ to give it some chum food, while it's eating, DRG sends down a cage, trapping the grunt.
Third: Build the highway to the drop pod. Now you must build bullet train tracks from the cage to drop pod. However, these tracks can be attached to all 4 sides of the terrain, they look very similar to the train in the Borderlands 2 Intro video (https://www.youtube.com/watch?v=SzZ8YtuiVD4, specifically 3:14 - 3:17, the part where the train connects to the rail). You can ride inside these tracks to and from the drop pod.
Fourth: Extraction of the grunt begins after pressing the button on the cage. A beam of light inside the tubes moves the grunt from the cage to the drop pod. As it’s being extracted a swarm of grunts attack you as they try to take back their own. You must repair any broken tracks and make sure the grunt doesn’t lose all of its health before it reaches the drop pod. Doing so results in a partial mission failure. You must extract at least half of the total grunts to complete the mission, numbers vary depending on the total amount needed to rescue.
Borderlands 2 - Intro and Opening Credits
Song Gearbox used appears to be "Short Change Hero" by The Heavy
Closed Captions/subtitles added. Click "CC" in the bottom right.
Added a bit of music at the end. Didn't like the way it just cuts out.
Credit goes to Gearbox for awesome game and The Heavy for some great music.
Copyright Disclaimer Und...
the antigrav crag, a otherwise hostile environement made wondrus by the gravitational anomaly that causes the area to have 1/3 gravity, and floating rocks all over. also could be cool with a jetpack with limited ammo as an extra part to master here
the "rotten wastes" a cavern system from the carcass of a ancient loot bug that grew so big, it's able to pass as a cave system on hoxxes. the loot may be great, but beware, the immune system may still be lurking about to this day...
First of all, this suggestion contains a lot of "sub-suggestion" and, even if i'm pretty sure some of them have already been posted, all of them form a bigger suggestion.
This is both feedback and suggestions.
I played about 40 Escort Duty mission since the update, and I really start to hate both the mission and the machine. I think about it, and I've come to one conclusion:
Escort Duties need some tweaks
The first point concern the Dives. In "non-Dotty" Dives, you can rush by dividing the team, gaining some time, thus leading to a "short" total time. You can't when you have Dotty in them. She's slow, will almost always have two stops, and will not go faster if only one dwarf is standing on it or near it (compared to no dwarf around)
Suggestions:
- Make it faster when one dwarf is on it
- Make it stop once in Dives
Theses missions also feels exhausting not because they're long or actually difficult, but actually because all the effects assault you. For every damage taken, you can have: - Doretta whining
- A sound effect from the HUD, along with a flashing visual effect
- The Dwarves screaming
- The HUD on your left flashing
- The Doretta damage sound effect (which I personally spot after installing a mob to limit the others).
And, of course, when Dotty takes damage, she'll take them for 5-6 seconds in average, so most of the effect will have the time to play 2 or 3 times.
This is really agressive, even more than the bugs (And not mentionning that entire swarms are not loud enough to cover any of these sounds)
Suggestion: - Limit some effects to bearings
Third point: Doretta is everywhere.
I'll take this week as an exemple, she's in Weekly priority assignments, and both DD's. This is way too much. I feel like every session I'm doing an escort mission, and this lowers my fun. We were all hyped by the new missions, but now the hype is gone, and this overabundance of Escort annoys players. [1/2, sug too long]
Trello Card #603 ; New Assignment Idea; Weekly Chaos Assignment
Weekly Chaos Assignments are a 3 mission long assignment offered at the beginning of each week. The first in the chain will have 2 random mutators, the second will have 3, and the last will have 4.
What kind of Gameplay Experience does the suggestion / idea add to the game?
Adds a new weekly assignment to allow for more rewards and replayability on a weekly basis
How does the suggestion /idea contribute to make the game better?
This offers more to players and variety to progressing further.
(This is the second paet of my suggestion, which was cut by character limitation and another suggestion)
Suggestion:
- Lower the probability of Escort mission in assignments.
Final: Doretta doesn't pay much.
This is the part when I don't speak for myself because I don't look at the pay with 1k+ hours, but every green/limebeards I play with complains about the pay at the end of the mission. Mostly because you don't harvest gold to shorten the mission, spare Nitra for the final phase (as Dotty attracts swarm at stops).
Suggestion: - Make it pay more
I must admit, individually, theses points aren't that important, DRG is still a fun game and so is Duties. But combined, this is just too much, and I start to hate those missions, which were hella cool in the first place. [2/2, thanks for reading]
Someone has probably posted this before, but it would be cool and funny to create a biome (or maybe just an event) built around data mining.
Suggesting that armored beards use the color palette's armor color - call me nitpicky or whatever, but it's a bit of a bummer that I can really only use this beard with one or two color schemes and not have it clash
Upgradable PVP MMO Ships. So 70% of the game is mining. 10% ship building and 20% ship fighting including entering enemy ships and sabo'ing them. With energy cores n stuff so you have to fight somewhat strategically to use power efficiently.
Make the drilldozer immune to radiation. It makes no sense that a machine takes rad damage, and I'm pretty sure radiation AOE is partly the cause of the drilldozer randomly taking persistent damage.
Would need to force the radiation praetorian to use its bite attack on the dozer, though. I'm pretty sure rad exploders technically already still do non-rad damage on explosion...
Would it be possible to add the option to change sound devices in the options menu? DRG likes to use the mic on my VR kit. I either have to unplug my VR or disable the mic all together in my windows settings before launching DRG. Having the option to change sound devices in game might make troubleshooting VOIP problems a little easier also.
I tried searching for a suggestion related to this but only found a brief mention of it back in march early this year, so will there ever be a "Save Match Replay" function added? For instance, Cyberpunk 2077 just announced a photo mode that will make it easy for content creators to make flashy looking thumbnails and video captures in their content. I think if Deep Rock Galactic had a similar function, it would be much easier to showcase and promote Deep Rock Galactic content in youtube videos, twitch streams, etc. because of how many new perspectives a free roam camera could give when replaying the footage of a previously played match.
Have the option to always have your teammates highlighted. It would help with friendly fire
Maybe have an animation for bugs being culled when the spawn cap is reached instead of them just disappearing, maybe them digging back into the ground
Make Engie take a very small amount of damage when he sticks his finger in the Breach Cutter.
Maybe an achievement tied to downing yourself in this way?
Make non-enemy pings (walls, secondaries, minerals, etc.) show up through walls with a circular outline similar to the ping bubble.
New jukebox songs? rocky road to dublin and drunken sailor would be fine additions
For controller it would be nice to have an auto sprint option (push, not click, stick forward and automatically run). My thumb tends to cramp up after having to click left stick so much. Would be greatly useful/appreciated
When starting up the game, if you press any button, the game continues onto loading you into a single player game.
I suggest this button be a fixed key such as Space, as many times I wait at this window for joining my friends invited game, and I don’t want to have to wait for the loading screen twice when I get their invite on steam.
Instead of spawning four legs per MULE in salvage missions, have management send one or two spare legs strapped to Molly to replace those that may have been "broken beyond repair" (i.e. didn't spawn). Have a credit/xp bonus for unused mule legs to encourage not just using them all up without looking around
Suggestion:
-An emote where you can slap another player dwarf's butcheeks
and i say this completely unironically, it just feels completely in-character for a dwarf to just slap aonother dwaf's bottom while he's lifting something. it feels very "dwarf".
can we get press and hold for repeated jumping?
what if small details changed about your armor, depending on your loadout
for example: mk4 gunner suit has bags, with large shells on the back, even when using lead storm, which is slightly annoying
Since veteran enemies are coming to DRG, maybe add a veteran bulk detonator (of course it would not spawn on escort) it would be larger, have more health and would have green explosive sacs rather than yellow, it could spit its explosive substances out of different glands, and just as normal any dwarves terrain or other bugs covered in both substances would explode when the chemical reaction occurs, this attack would have a short range though, I just feel like on haz 5, with an experienced team, on all missions except escort (and a bit of salvage), a bulk detonator is not much of a horror of hoxxes, and this would probably be a very rare spawn on most difficulties except 4 and 5
Since majority of the playerbase is on Steam (see picture below) and we gamepass/console users would like to find each another, could we get a ping-able tag like @xbox to ping people who want to look for teams
Hey guys!
Would be cool if there was an option to move, shrink, or disable the subtitles for mission control. I already know my job in the missions and get very distracted from the HUGE text obstructing my view on those shiny minerals 😉
It'd be nice if the grapple hook still showed you the range to things while it's recharging.
Amazing that no one has mentioned this yet.
I'd like to see special powder and RJ250 be able to provide propulsion while on a pipe without the dwarf having to dismount. Really build up some speed grinding.
Maybe making the tools you use in some of the missions have colours based off your pickaxe and weapon paints Like having the hammer based off your pickaxe paint
I've been playing a lot with the turret arc overclock an I'm having a a lot of fun with it, something i would sugest would be: when placing the turrets the player could be able to see the line of conexion between the two turrets (so that way you could settup better your defense area, being able to see the max range and if the electric arc is not obstructed)!
Rock and stone Miners!
Just a thought from me and my friend who are only 2 promotions deep on any specific character so not much time in but potentially some sort of upgrades based on promotion to boost speed/ammo count/health nothing major but just things that make promoting something to strive for and keep the grind going
I suggest lowering the ammount of damage detonators deal with their normal attack. It is more lethal and dangerous than their death explosion, and it should not be that way.
Active Perk idea;
Name: Warcry
Primarily useful for scattering bugs, upon activation your dwarf releases a blood-curdling scream that sends all bugs within the radius scrambling away. Higher levels cause longer fear effect / smaller cooldown, and at max level it also gives other dwarves within the radius (yourself included) a small speed boost for the duration of the effect
Lockable Categories for random outfit changes
The function to randomly change your outfit is awsome and gives great results!
However it would be even more cool to be able to lock single categories and change the rest of the outfit with the "change all" button.
E. g. i want to keep a certain armor and colour and still experiment on the rest of the outfit without having to set back armor and colour manually each time.
Make Error cube edible
It would be nice if machine event mechanisms were also affected by gravity. We couldn't finish this one at all because we couldn't deposit into it.
make it so you'll be able to ride a steeve on april fools
I really think these two things are important.
- The ability to equip the entire pickax set at once.
- Replace the instant revive animation with the dwarf b*tch-slapping the dwarf he is reviving. (If this were a mod I would pay money for it)
(Please can we get this stuff in the game? Lets try our best)
I would love to being able to set different colours on the drilldozer, it's not fair that bosco gets all the modifications :/
Perhaps have a bigger mission type called traveler caves (not deep dives). Its one cave but gigantic and have 3 to 5 missions in the same area.
Can you add a new Mutation where the M.U.L.E.'s A.I. is disrupted by some strange environmental force and forces it to act a bit strange sometimes.
If I further explain my idea, make it so that once in a while, the M.U.L.E. is either 1) malfunctions and creates an electric field around itself and moves a lot faster than usual and may not directly obey to the dwarves' calls. This can be useful at times since the M.U.L.E. comes to you a lot faster even if it moves farther away from the dwarves and damages the dwarves OR 2) the M.U.L.E. generates random noises and attract creatures without a prior notice, just like swarms.
This could be a fun add-on since the M.U.L.E. is barely any fun right now and players will start to notice the M.U.L.E. more often in these kinds of missions.
A perk that grants invincibility for 1 to 3 seconds. (Hold Y)
Can activate either four times per match and/or every 120 seconds.
Would be great when accidentally falling or when next to a bulk detonator to prevent imminent death.
if you agree.
Supercooling Chamber needs a buff. The only real upside is single target damage. You lose overall damage (for hip fire and focus shots) because the ammo cost is too steep, and the charge + movement penalties makes hitting weak spots difficult, so it can be nearly impossible to use on oppressors and dreadnaughts. Keeping current types of stats, a damage buff by 25% 3 different breakpoints for HVTs and 2 interesting ones for praetorians. Alternatively, setting the ammo modifier around 0.7 could make it so you don't lose overall focus damage, but still have a hefty loss in hip fire total damage.
You should add a television to The Abyss bar linked to a couple of different channels, like a news station to give us all a small glimpse outside the world of Hoxxes, and maybe also a cartoon channel fit for dwarves. The cartoon channel will have a few shorts that are either bigoted toward leaf-loving elves or praise the amazingness of dwarf heritage. You can also save tons of money on the animations by holding a contest every so often to update those channels with works created and submitted by the community. Step 1: Hold Contest. Step 2: ........... Step 3: Profit!!!
It would be nice for each dwarf to have unique perks which are "not upgrades" but unique traits for each of them just like their suit colours (blue for scout, red for engi, etc.).
All the different dwarves already have a armor upgrade unique for them such as the fire resistance upgrade, fall damage reduction upgrade, etc. But these are mostly just upgrades for self-resilience for each dwarf and not that important as a team player.
Consider this:
-Engi can build stuff faster inherently; useful team player for faster repairs, faster pipeline building etc.
-Scout can walk and sprint a lot faster and jump higher than all other dwarves inherently so he can explore caves ahead of other dwarves. This will further enable the role "scout" to be more literal.
-Driller can wield the pickaxe inherently with more force due to his expertise in breaking stuff; he deals more pickaxe damage, breaks terrain faster.
-Gunner has extreme physique that makes him carry heavy object a lot easily; carrying all sorts of heavy gems, gunk seeds or Mini M.U.L.E. legs is much easier for this dwarf and he is significantly faster than any dwarf in carrying heavy objects.
These "traits" would be available from level 1 and doesn't need any upgrades to obtain. I hope that by doing this, even without perks and upgrades, all dwarfs feel unique even without their equipment and color schemes
Stunned Mactera should probably fall down and take slight damage or hover down.
The stun's effect could change on what enemy is stunned, so like Grabbers would hover down but Goo Bombers fall down.
And if the change sounds too powerful it could be restricted to specific weapons/stuns such as Subata with tranq rounds.
if you dont get in the drop pod before mission starts you spawn dead
Let the dwarfs blink. I mean, the mouths not moving when they speak, thats fine by me. But can they blink?
I suggest in the statistic sscreen in the dwarf bedroom have a stat that counts amount of scouts killed
Statistic:
Don't do that: Number of Steeve abandoned (That is really sad)
Still not done: Number of time "Iron Will" was used
suffocation
had a point extraction with low oxygen. until the mine head arrived we were already suffocating and the mine head spawned in a cave above us, we had no chance to even reach it. either the mine head needs to spawn early or directly with you. this way we had no chance
Make Bulk Detonator death explosions incapable of directly killing a Drilldozer section. Make it so their explosions act like HL2's poison headcrabs and reduce the current section's health to 1%, without ever being able to kill it (also, prevent the detonator frags from removing that 1% immediately- though not other bugs, they can still kill it).
This prevents automatic losses of parts/missions in the event that the dozer runs over a detonator, since it's not like the players can do anything to stop the explosion from damaging the dozer in that circumstance.
In the KPI terminal under milestones, for the haunted caves you can see a ghost praetorian, shellback, and grabber in addition to a detonator. I think it would be cool to have a ghost mactera grabber instead of only a bulk detonator. It would be invincible just like the detonator, but behaves like a mactera grabber. There are a couple things I would change, such as making it carry people for less time, have it be "tired out" for longer after being shot or dropping a player, and also how many bullets you shoot at it before it starts moving away. Would also be nice for it to have a different sound than normal grabbers, and something in the mission selection that says whether the thing in the mission is a detonator or a grabber.
Buff Vampire - it's completely pointless at only 5 health per kill
Also also: permit BOSCO to pick up fuel canisters, just like any other bulky item.
having to wait for RNG on the turret arc or EM overclock can be a huge pain and even end up hurting you on engineer. I think it would be a 🪨 and
interaction if the electrifying Overclock on the plasma cutter could proc those effects on your turrets.
An option to switch between mineral containers and blank cores as a reward for level 2 and 3 of deep dives and core hunt assignments
When you drink a wormhole special, and teleport outside the space rig, you can throw your glass before you freeze. The problem is the glass just drops like it's being acted upon by gravity, when you're just floating in space.. Let's see some floating beer mugs! 😛
Add the ability to give those barrel-kicking legs a chance to flex; be able to kick away exploders that begin their detonation animation towards enemies!
pick throwing on moving mugs game?
Aggressive Venting gives the gunner a short berserk buff when the minigun overheats (on top of what it does already)
suggestion for some kind of in game indication for how meny stops the drill dozer will take. That's does not involve cave complexity as judgment.
Can we please get a /unstuck or/stuck command for the chat so that when you get stuck in the minehead
Remove the randomness of certain status effect tick intervals(acid, fire, radiation, neurotoxin), so each status effects deal the same damage persistently
A "neutral" hostile creature. Doesn't like and will fight dwarves but also doesn't like and will fight and kill glyphids.
Problems with the Big Bertha OC:
- High spread for a Direct Damage focused OC
- Damage is only impressive once max ROF is reached (given you have both the Lighter Barrel Assembly and Feedback Loop mods) but the nerfed Mag size means you can only take advantage of this damage increase for a disappointing amount of time before you have to reload and reach the max ROF again. This means that the gun is terrible for holding a position in prolonged, large swarms common in Hazard 5.
- Very short range because of the aforementioned high spread means that this gun is terrible for mobbing and holding the line. You will often be forced into retreat from swarms at higher hazard levels and sacrifice your ROF, otherwise, it's easy to be overrun.
- I'm sure that the mag size and ammo reduction was added in large part to dissuade players from take T1 damage, but it makes it so that whether you choose to take ammo or mag size, the gun feels unoptimized and inefficient. If you take mag size, you will run out of ammo almost twice as fast as the rest of your team. If you take ammo, you only get to take advantage of Feedback Loop for a short time before being subjected to the weapon's brutal reload time.
- Even this gun's strengths (killing high health or armored targets very quickly) looks pretty bad compared to negatives here, especially as hazard level goes up.
My suggestions to fix the overclock:
- Significantly reduce the base spread as x0.7 is just not enough for the OC to be an effective single target weapon at most ranges, or increase the damage even further to make it feel more like a close-range specialist.
- For the love of god please remove either the mag size reduction or the max ammo reduction, or at the very least make them less extreme. It'll still be worth it to choose one or the other in T1 over damage.
- Increase the damage added from +12 to +16 to make tank busting is Haz 5 feel a bit more effective.
Could you make it so the tentacle grabbing things dont kill you no matter how much health you have? Its getting super annoying...
A evil lootbug that’s completely identical to a bormal lootbug but its hurting you with tiny damage when you pet it, just to piss you of enough to kill it. 
After killing a couple lootbugs a big radioactive one which spits out minerals at damaging minerals and depending on what mineral it fires has different properties such as nitra exploding or aquarqs being a lazer. And if you defeat it you get tons of giant minerals.
very rare red shard. it's gonna be like bittergem, but less rare, a little bit. Red glowing shard. Like ruby, but it's gloving.
Give doretta two of those turrets from point extraction. To balance this, they only pop up when doretta isn't moving, ie during refueling and at the heartstone. you will also lose one of the turrets when doretta gets one of their sections destroyed. This way, dotty can defend herself from singular bugs, but you still have to protect her from swarms.
Different voice lines upon spawning in different biomes. When the drop pod opens and a mission starts in a certain biome, the dwarves will have a voice line related to this biome, E.G, when landing in glacial strata, they can say something like "this place is so cool. Got it?? COOL!", For the radiation biome they can say something like "this cave looks rad!" or "Where's my docimeter..?", Etc etc, you got the idea.
I second BlacKy's idea of more voicelines, especially specific voicelines, for example, when you ping a chunk of something, instead of the dwarv saying:"There is Gold here" or "Mine the Nitra for ammo", they just say voicelines if they ping the ground, and since most dwarves have an audio response to those voicelines, it would be nice if they were used on Chunks too, especially for when a driller explodes a node of Oil Shale and the guys with Oil Canisters just ignore it, since do not hear that there is Oil Shale, unless they see it, or unless they hear the voicelines. I know its a really minor thing to improve, but it helps so much, especially since Red sugar has that feature.
Been accumulating the following suggestions, in order of personal importance:
Functionality/QoL
- Text chat fades too fast, during action team feedback can disappear before time to read (possibly a GUI setting)
- Show mineral inventory on mission select screen as with class and assignment select, I find myself having to refer to the other consoles too much when selecting missions
- provide quick overview of Overclock inventory, perhaps at the Forge (Forge history insufficient and inconvenient)
- Unsuccessful mission select (mission full/just starting) should not cause self-disconnects, ie: forcibly return you to your own Rig where you already are
- Tab/D-pad support for quick menu navigation
- Permit self-mission start (as host) from server select menu instead of having to back out
- Permit special brew f/x to carry over from personal rig into active mission, as long as mission refresh doesnt time out (ie: I can buff myself going into an active mission but it has to be within same timeframe)
- Same biome should never be "out of Range" twice in a row upon mission refresh
- Kick/Join should not be possible once mission objectives are complete
- Complexity/Length value of 1 vs a 2 are indistinguishable/pointless distinction
- Escort is a slow-loading mission on late-join, likely due to constant terrain changes (my guess). Pre-calculate & cache if possible?
while I love the music in this game, I feel the lobby music can drone on after hearing it so many times. what if the music built up a little when you have a mission selected? maybe even more so for deep dives and elite deep dives, it'd help build up the upcoming mission, make you pumped.
in a game with 4 players, it would be good to have a marker on the supply drop to show who took their part to avoid taking twice without asking...
I would like the for the chat notification sound be changed to something that catches your attention more. Or better yet, allow us to choose from a preset of different sounds.
Currently it's just a clicking sound. And it's kinda hard to notice it when there's a gunfight going on.
Would also help with people who have hearing problems.
Larger Refinery missions, 6 or 9 pipe missions kinda like a Deep Dive where it takes a bit longer. I would like to build more of the Refinery as well. not just pipes. As a Refinery worker IRL this is really interesting to me.
Thorns should be called Armor Spikes and come with optional visual details
I would like to be able to rotate which parts on a weapon the paint applies colors to, like if color 1 applies to gun part A and color 2 to part B, being able to invert that so color 1 is on part B and color 2 on part A
Can we get statistics about overclock usage, equipment usage, and mod usage posted publically?
Since dash is a very powerfull perk that often gets picked over most other alternatives, especially at higher level play, that also just makes the game play nicer, i'd like to suggest an indirect nerf to it.
The idea is to give all dwarfs a passive dash ability with a 45 second cooldown without the ability to ignore slows, and then have the dash perk simply reduce that cooldown by 5/10/15/20 seconds (which whould make the new cooldown the same as the current iteration of the perk) and enable it to ignore "all" slowdown effects again.
This change whould give you less returns from picking dash while still letting you end up with the same ability that we have right now, putting it more in line with other perks.
Make the headband of First Blood change color to match armor skins so it matches with more than just the Black Crag skin
any chance of moving doretta's head that you can pet to the front of the dozer? the amount of time i try and repair but end up petting lol
Make the engineer's roughneck Hawaiian shirt pattern carry over to different color schemes! The dad energy cannot be stopped
Add a stats tab in the menu so you can see how many ores you have mined how much money you have made in total how many bugs you have killed etc. like in gta where you can see all your stats for online sorta like that
Buff the M1k a tiny tiny bit (like, by 20 damage per fully-focused shot) so that you can cleanly 1-focus shot the flying rocks, 2-focus shot Praetorians and Honeycombs and 3-focus shot Oppressors and Spitballers instead of having an irritating tiny sliver of damage left
I was thinking, as the BET-C is to my knowledge at least a machine designed and deployed by the Deep Rock Galactic corporation.
I was thinking perhaps at a certain rank you can do an assignment, to unlock a BET-C for permanent use,
-
5-10 missions,
-
It would cost 75k- 100k credits,
-
200-300 of each mineral,
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In each mission that you have it active (as bringing it would be optional, as is the case for Bosco) there would be a set of Xynarch Charge-suckers that would lodge onto your BET-C taking control of it, should the BET-C come within a certain distance of them,
-
Should this occur you would need to combat as though it were a random encounter, then subsequently restart it, to regain it's help as usual,
-
And furthermore, should you not dislodge the parasites or fail to restart it before completing the mission, you would lose the BET-C and have to repurchase it.
And as a further note there could also be available for purchase, perhaps using a rank based unlock system, (as there is with the class specific level based upgrades), various upgrades to improve the BET-C's damage or provide a chance to prevent the Xynarch Charge-suckers from lodging onto it, or even provide additional protection to the dwarves, with a substantial cost, although it would only use the host's BET-C, as having four or even five BET-Cs would be ridiculously overpowered.
I don't doubt that it will need substantial tweaking, this is the base of what I came up with.
-Just a fun suggestion-
Add little labels for each player at the end of the mission.
Examples:
Hard-Worker | Contributed the most to the mission. | Professional Exterminator | Killed the most large enemies | Pin-Cushion | Took the most damage. | Explorer | Traveled the most distance | Traitor | Did the most friendly fire. | Professional Doctor | Revived the most dwarves. | Executive Decider | Activated the most buttons/Called most resupplies. | Digger | Dug the most terrain.
Whoever gets whatever label is decided by whoever applies to. Which badge is decided by the most they did it.
For example, a dwarf may have called 75% of the resupplies, but travelled 125% more than everybody else.
Some of these can be tweaked/renamed. I just thought it would be cool since we have no true indication towards how much someone helped/didn't help.
new cave generation style where there is a very deep chasm and the dwarves have to walk/fight on narrow pathways like that from that one scene from the hobbit
Part II: http://www.youtube.com/watch?v=pRRBkF7iqzc
After being saved by Gandalf The Company of Dwarves, vastly outnumbered, can now only try to outrun their enemies...
Romanian subtitles :)
Thorin Battles Azog: http://www.youtube.com/watch?v=8PQ8JjU9kKg
Glyphid Webliner: A support glyphid that spits out a destructable Glyphid only "ziplines" aka Glyphid dragline that medium to small glyphids can use to traverse at their speed climbing up and on top of the dragline or slide upside down faster than their speed. Their ai prefers to be at range and stays near the dragline closest to the dwarves aka the "offensive dragline" and prefers to place them sloping downwards to improve mobility but will place other draglines sloping upwards to traverse if its more efficient than climbing straight on(thank you mr. hypotenuse) to shoot down their offensive downward sloping dragline. They can work on their offensive dragline effectively making
it immortal as long as a Glyphid Webliner is working on it. Letting a Webliner work on the dragline without damaging either will increase the strength and diameter of the dragline enabling the BIG BUGS to use them.
This is not really important, but i would make some of the misc immobile enemies (specifically the spitball infector) and put them with the korlok tyrant-weed. Maybe a slightly different design to fit it, but I just find it wierd that there is a big tentacle looking thing spitting green stuff at my team, and no connections after that.
can we unlock different burps after drinking beers through matrix core ? also a button to switch dance move and not have them random ? and customize molly, in coop its the host's molly chosen ?
can we please get player ranks and class levels of other players on the pause menu?
Bigger beards. I want to be able to wrap my beard around my neck and use it as a cape.
I think it would be swell if there was a master menu on the space rig that made all of the game's many menus easily accessible with the press of a button (like esc). I love all of the menus you have to physically go to, but it can be time consuming when you have to go to 5 different places between missions. Thanks!
I heard somewhere that the caves in the game were originally much darker and light sources were less bright, but this was altered because it didn't work as well for open-ish spaces and those open-ish spaces are usually better than "nothing but narrow tunnels". for the whole game.
I'm thinking that this altered the game for the better overall, but if that initial prototype was fun, could it be good to have a biome composed of a large network of tunnels with less open chambers and with something that reduces light source effectiveness?
Maybe there's black fog that is always kinda there but a more concentrated version is made by some local enemies and plants which blocks more light. Since there's a lot of rock, it could probably be at least as fragile as the walls in the sandblasted corridors.
Loot bugs killed by it's a bug thing should not shoot their ore chunks everywhere instead they should teleport right into your inventory.
U33 New biome special New musics maybe? It all of them cool.. But More is better aint it! 😄
give us beard glitter and holiday beard ornaments or beard beads (i know some of that has been said before but I didn't see all of that)
Can we also get some Hanukkah dwarfs in this holiday update that's been announced?
And also other holidays as appropriate. I realize some of them may already be part over by the time the planned update arrives and that's assuming you could just squeeze it right out but it'd still be nice to see imo.
This ^^^^^^^^^^^^^^ idea is interesting. Maybe turn one of the machines, like Molly or Bosco, into a Kwanzaabot!
Resupplier IV should allow your ammo to overflow up to 125% capacity maybe instead of +25% health to make it more appealing
Far side of Hoxxes: Periodic communications blackout to mission control that prevents calling resupplies and hearing swarm alerts.
Could be implemented as a new Warning type, within a new mission type or within future higher Hazard levels.
Deep Rock Galactic Nerf guns as new merch. I want to have a leadstorm or a deepcore in my room
Have the pumpjacks be labeled as Pumpjack 1/2/3 or A/B/C in order of them being called in so that I can tell people which pumpjack I'm building towards when looking at them with my laser designator without having to describe its surroundings and hope it's accurate enough to not have someone think I'm going for a different pumpjack.
For real, fix the hitboxes on menaces, they've been mega janky for too long
Small suggestion and QoL thing not that important but. in the miners manual the mineral bucket is the old one vs the new one we have now. maybe just a updated screenshot for the change 
Y'know, I was thinking what the coolest new mission type for DRG might be if I had the ability to create it and I think a tower defence style mission type would be cool. Generate a map with a central point that needs defending a bit like Point defence (Research base for a new matrix core reward perhaps?) , but with the ability to lay down obstacles and call in different defences based on the minerals you were able to recover. Imagine the resupply pod mechanic, but with a mounted machine gun turret on the top, or a sentry like the Engineers have, or any one of several different traps for incoming enemies that slow them down, freeze them, explode etc. I'd love to see the building and requesting backup mechanics built out into a solid tower defense mission type at some stage :3
Pic example
would it be possible for the embeded detinators/explosive reload when you empty the last mag into a creature cause them to detonate when you have no reserves?
I am so sick at shooting at my teammates' pet that looks exactly like a mob.. I can't express enough how much I hate it. Why isn't the pet something very dwarven, mechanical, and cool, instead of re-using a lame monster model, that everyone on your team will shoot? Why is this still a thing?
The option to have text chat popups over players' heads like when players hit "X" or receive friendly fire? In more hectic situations like in EDD swarms sometimes I completely miss the chatbox in the corner of the screen and if I'm going to revive someone, I may have missed them tell me that there's a cave leech above them, for example.
Of course hitting "Enter" would still pull out the chat history like it is now
Please allow us to Search, Filter and Sort our Overclocks in the Forge.
It would be nice to be able to sort by Class, Weapon, Cost, and Resources, as well Order them depending on each of those factors.
A search bar would also be very nice.

It would be cool if you added the little pda thing to the resupply pod button, and it shows on the screen how much nitra it costs to call it. By the PDA I mean the thing your dwarf pulls out to call pumpjacks and update the terrain scanner when you find a lost helmet, that thing. (Would be cooler since right now there's no first person view model for resupplies.)
I'm sure being able to edit your gear individually during the character select screen would be so much better compared to a loadout based selection
Early Birds Ale
After drinking the dwarves start making rooster noises.
Add a sound effect of Steve whining when taking friendly hits (Like Doretta when she takes dmg), bonus points if Steve's owner calls the dwarves out for shooting it. (e.g. "Shoot. At my Steve. One more. Goddamn. Time!")
That way the Greenbeards can quickly stop wasting ammo on Steve thinking it is another Grunt
Alright time for a new suggestion!
Yalls know that bonus modifier you get on missions like Double XP, Gold Rush etc? There is also one called "Golden Bugs" and every gosh-ddidly-darn time it misleads me to believing actual golden bugs will spawn, so like Golden Loot Bug, Golden Detonator (dunno how to spell it's name oof). I was thinking, then instead of having it called Golden Bugs as a modifier when they only drop gold pieces upon death, call it Golden Guts. It would make more sense and much less misleading
Would it be possible to allow pausing the game in private missions? Even if only when only one player is in the game by themselves? Or maybe just allow the ability to "open up" a pauseable solo mission into a not-pauseable private game after it's been started?
Reasoning: I play solo a lot, but I only ever start missions in solo-only mode when none of my friends are available, merely so I have the ability to pause the game, which comes well in handy - but never with the intent to keep friends from joining me if they want to. So it comes back to bite me when one of my friends comes online/decides they want to play while I'm mid-mission.
(Basically how it works in Borderlands, if that helps)
so the ultra wide support for drg is fantastic but. not sure if its possible to remove the black bars for the 3 menu's. that being the drop pod menu coming in to the planet and the forge as well as end screen. that's the only parts of drg not supported in ultra wide.
number key 1-4 selection for classes at online menus for faster selection
Make the terrain scanner show 2 types of surfaces (2 different colors) instead of 1:
One that shows the discovered surface by me (example with red in the pic), and another that shows the surface that wasnt discovered by me, but was discovered by other players (example with blue in the pic). This will help me identify where i (personally) havent explored yet.
The colors can simply be a different tint of one another, like the default pale green that we see now, and a slightly tinted version for personally-undiscovered surfaces.
Sorry for the low image quality, havent upgraded my scanner to MK4 yet.
Hello dear and brave dwarves! I recently noticed that after missions, some dwarves are in such a bad mood that they don't even want to drink a beer. I asked Karl for special information about the missions and what happened on them. It turned out that our brave dwarves are in a bad mood because of lootbugs, because they have to kill them, the dwarves are gradually cracking their little brave heart. I have a suggestion on how to solve this problem!
Add special mechanics, namely: if you hold down E on the lootbug, then it will gradually begin to inflate, more and more (this will happen for 8 seconds, with a special progress bar), after which the lootbug will make a loud and cute sound, and then explode with happiness (with an effect similar to the effect when taming Steve). Thanks to this, your little, brave and kind heart will not have to suffer!
Maybe some new modifiers, I myself personally i love when i spawn in a mission and i find myself immediately overwhelmed by waaaaay to many bugs spitballers ect... i want a like extreme enemies modifier or something similar
There should be achievement for getting drunk and passing out during a mission
An upside-down beer tankard hat.
Also, a ‘BEERd’, that is just made of beer foam.
I also like the more modifiers suggestion. I have a good idea for one: ‘I’M COMING FOR YOU’: enemies get stronger (more hp) over time. It would add a sense of urgency, and it’s a clever reference to Risk of Rain!
Drink that turns you to rock and stone, to the bone.
Terrain scanner (map) changes color depending on what suit you're using. For example, MK.1 suit has those green-colored terrain by default, while MK.5 has a differently-colored map terrain (light blue, red, for example). This is to add flair to those suits. Can be toggled on/off in the Wardrobe window.
Would probably be tricky to do, but it could be quite cool if the pick-axes / guns / drones laying near their respective terminals used your pick-axe's / weapon's / drone's skins and meshes. Potentially have it client side or link it to the host for multiplayer?
Players who have died of a cave leech should have unique voice responses instead of the usual variants of "help me!", Such as "careful, cave leech above us", "look up!! Cave leech is lurking over there!"..
I find too many players ignore chat when someone dies to a leech and tells them to look up before they die as well.
A pump action overclock for engineers shotgun. Something like, more accuracy and damage but only 8 shells and you of course gotta rack it after each shot
Solid cannonball for engi's grenade launcher; let it knock things crazy far back and punch holes in terrain
colourblind options
can there be a title called the deer snatcher. because i always steal my friends beer
Suggestion:
Give someway for players to be able to speed up escort duty.
Reasoning: The mission type feels far too rigid; especially when compared to other mission types. Due to the strict nature of doretta's path and her relatively low movement speed, there's a very strict skill ceiling where no matter how good you get at the mission, it will always take upwards of 20 minnutes where you dont do much but wait for the majority. Highly skilled coordinated players will take about as long as players who kinda get how the mission works, which results in a missiontype that really isnt that hard but is always exhausting.
this has led to me and my friends loathing whenever an escort duty mission shows up on assignments or deepdives because we know that no matter how skillfully we do the mission and no matter how often we're glued to doretta we're almost always gonna stick 20-25 minutes there because the mission gives us no ways to speed it up. And ontop of that it has the hearthstone phase which would be an interesting timed climax we need to wait out, but it ends up feeling like another annoying layer of tedium thanks to the phases before.
other missiontypes also have phases where you have to deffend for a set amount of time, but those hardly ever take more than 2 minutes compared to the often 20+ minutes the drilldozer gives you.
A common reccomendation i see is being able to refuel as you go, which is a very good solution; but i also believe it should be possible for a skilled dwarf team to speed up doretta even further. perhaps keeping her above 75-80% fuel gives a speedboost? i'm unsure on this one but it's worth consideration to give a way to make the mission much faster if you're coordinated and experienced.
It would be nice if there was a way to brush webs off your allies, like how you can pick them out of frozen status.
What about some new voice lines for when a teammate dwarf is downed? You are in a swarm and your friend dies and your dwarf would say something like: "Gunner's downed!" - "Those bloody bugs got him!". Maybe some of those lines could be taunting the teammate who was downed: "That leaf lover just blew himself up!"
Management should be named so that he doesn't get called Karl !!
Karl isn't Management and a lot of Leaf Lover seem to think he is
Maybe a hand held or a small version of the schwerer gustav on a tripod for driller instead of c4. It would work kinda like the grenade launcher but it has rlly high damage and less aoe but if stuns those close to the impact site temporarily and may send some of them flying depending on how close they were.
Also to add on this could also be used for engineer's sentries
Your character will burp, after drinking a beer (Victory animation)
What about a sluggish "passive" creature that acts as a pollinator for exploding plants ? It would be a fluffy headless slug that carries exploding plant seeds (after wandering in a biome where you can find them). From time to time the slug shakes its fluffy body (like a wet dog), scattering the tiny seeds (a random number everytime between 3 and 10 sounds good) stuck on its back all around it. Those seeds will then sprout rapidly, becoming tiny version of the mature
. They can still deal some good damage but won't affect terrain (or maybe it will I don't know). When you scare this weird creature by shooting at, it enters in a panic state like Huulis, spreading more of those seeds during its escape. I had this idea while seeing this cute little sea slug that almost looks fluffy https://cdn.zmescience.com/wp-content/uploads/2015/07/gomafubiroudoumiushi3_10241-1024x768.jpg I like the idea of an "explanation" for the presence of
and the fact that there can be interactions in the world of DRG. I know lore is not important though
I am BEGGING for this idea to be added:
(I searched btw...I don't think this has been suggested?)
Can we PLEASE get a button added to the inside of the dropship that surviving dwarves can hit to DELAY THE LIFTOFF at the end of the level for dwarves who are very close by to the dropship but are about to go down?
I cannot tell you the frustration of being downed ten feet from the drop pod while three healthy dwarves are ready to get you up, but the game closes the drop pod immediately and lifts off instead.
Before you say anything, yes I know that the other dwarves could stand outside the drop pod to prevent it from leaving, or accompany you in getting back to the drop pod. But they shouldn't HAVE to do this. These are workarounds for an unnecessary problem. Besides, sometimes there is so much going on, especially on Haz 4/5, that they would be insane to try and get off the drop pod when they've already made it back. A dreadnought or a bulk could be sitting outside ready to kill anyone who gets off...and then what happens? The drop pod leaves without THEM too.
Sooo how about we just add a button that holds the drop pod in place so that a downed dwarf can be rescued? Or, how about a button that the surviving dwarves have to hit IN ORDER TO LEAVE. A "leave now?" button perhaps. For use when the survivors are not willing to risk saving the dwarf out there. (To prevent abuse by trolls, maybe the button would only be active when the outstanding dwarves are down)
By the way, this problem is REALLY frustrating for those of us with Iron Will. The drop pod just LEAVES, even if I can get myself up after being downed.
This is a must add. Everyone I play with has thrown their controller at some point or other after being left behind when they were within a stone's throw of that damn ramp. It is extremely frustrating. I know we don't lose THAT much if the rest of the team makes it out alive, but it is still such an annoying problem, we need to come up with a fix. PLEASE.
Ability to gift friends overclocks during Christmas (or whatever you call it where you live :D) event.
Hi guys, just wanted to give my feedback on current state of the game. What I am hearing from my peers is that although we are huge fans of the game what's preventing us from coming back for more at the moment is the lack of different guns. I hope the next major update for the game will include new weapons as this is the biggest barrier at the moment to game variety. Love the game - thanks
You should be able to make the snowballs in the glacial strata! I wanna throw snowballs at glyphids for revenge! I actually thought that you would be able to do that and im a little disappointed that you cant.
Add Bulk Detonators and/or Crassus inside giftboxes for an explosive surprise with a chance of high gold payout.
Add snow to all mines for the Christmas event and add snow take feature to our hand in the Glacial Strata region
Drunk dwarfs should try to sing "we wish you a merry christmas" at abyss bar
When everyone is in the drop pod except for a downed dwarf, a timer starts for 5 seconds saying “LEAVE NO DWARF BEHIND.” This prevents the droppod from immediately leaving when there is an easily savable dwarf right outside the pod.
Can we have a bolt action shotgun
New mission type, Ebonite Excavation.
The players are tasked with mining a newly discovered Ebonite mineral, but to mine it they've been given a new heavy duty M.U.L.E nicknamed E-GOR (Ebonite Grinder Something Something), which will allow the mining and depositing of the new mineral.
One downside E-GOR has is that it's very bad at navigation, so the dwarfs need to drag it along with them trough the caves, 1-2 dwarfs can drag E-GOR, if only 1 dwarf drags it, it will slow them down but with 2 it wont (Slowdown is like on heavy objects but guns are still able to be used).
When E-GOR is near the Ebonite mineral it will dispense pickaxe boosters so the mineral can be mined by the dwarfs.
Cave generation would be 2-3 large caves that have the Ebonite mineral and normal minerals, and a few smaller caves in-between them with normal minerals.
TLDR, Mine Ebonite minerals while literally dragging a M.U.L.E with you.
can you make it at the last level of the beast charmer perk you can charm 2 steeves
add something throwable that can hit dwarves in the space rig (like the snowballs) permanently
An overclock to the breach cutter - Turns it into a mining tool (like the description said it used to be), but it does 0 damage
Steam Inventory integration?
Have Lloyd raise a glass with you when you salute him with a beer in your hand, like with BOSCO
I mainly just drew it as a random idea I had. But a jet powered, pan fed, railgun for Gunner doesn't sound too bad. The weapon would be a slow firing, high damage weapon, with fair accuracy. Not sure on the actual numbers, but maxed out with normal upgrades, it should be able to oneshot a grunt and then blow through and kill the next few, Possibly electrocuting or stunning larger targets.
Possible Overclocks: "Scattershot" turning the gun into a very powerful Shotgun, with reduced range and ammunition. "Tesla ReARC" turns the gun directly into a lightning cannon, turning it into a wide cone of AOE damage similar to Driller's stuff. "Overloaded Shot" can expend more ammunition to pool a higher velocity and blow through bullet with minor terrain destruction (think EPC mixed with grenade launcher but FAST)
https://cdn.discordapp.com/attachments/565848635443642369/788236531168313354/unknown.png
PESTILENT LOCHS
"While this region may look like a home away from home, don't be deceived, it's just as bad as the rest of this wretched planet. Home to Glyphids, Korloks and even a few unique beasties, it's probably for the best that you don't get too comfortable... And for Karl's sake, don't touch the water, if we can even call it that."
Minerals
Abundant Umanite
Scarce Jadiz
Features
The Pestilent Lochs have floors covered in green grass and flowers among other things, which unfortunately include Deeptora Honeycombs and if you're really unlucky, Korlok Tyrant Weeds. In addition, shallow pools of what appears to be water big and small can be found across the cave system, though swimming in them is ill-advised as the "water" is actually a stagnant and toxic goo, deadly even to most bugs. To cross the larger pools, ziplines and platforms are recommended. Doretta is also a good alternative in Escort Duty missions, as she can cross the pools without taking damage.
In addition to the usual Glyphids and the occasional Mactera swarm, there are threats unique to the Pestilent Lochs that Dwarves must fight against.
Glyphid Strider
Exclusive to the Pestilent Lochs, Glyphid Striders have a similar appearance to Glyphid Spawn and behave similarly. They possess the unique ability to walk on water, though they are unable to jump while doing so. They are somewhat resistant to heat but are quite vulnerable to the cold. They take the place of Glyphid Swarmers in the Pestilent Lochs and as such, Swarmers will never appear in this biome.
Very simple idea I haven't found suggested yet but apply a letterbox effect to the drop pod as we're dropping off the station, and remove the letterbox effect as the doors open after we land, it's purely visual but letterboxes make things look super cinematic, including breaching a cavern with a 100 tons of metal while you're strapped inside. 👀
Add a thermostat in a hidden location that, when interacted with, lowers the ambient temperature on the space rig and causes piles of snow to form, enabling players to throw snowballs at any time of the year. Lowering the temperature even further would cause all dwarves on the space rig to freeze solid and get scolded by Mission Control for messing with the thermostat.
When throwing a snowball, the engineer should say "The COLDEST potato"
the ability to run into some enemies and knock them over, it depends on the size and how many dwarfs are doing it, 1 dwarf can knock swarmers, grunts flying while if u ran into a menace or a warden u would just knock them over, if u ran into a praetorian it either would do nothing or stun it for a really short amount of time. multiple dwarfs can work together to knock things over or flying as in 4 dwarfs could knock a praetorian of a cliff. to do all this the dwarfs would need a kind of power armor which is very heavy so it minuses your speed and u cant sprint constantly but when u do, u build up momentum until u can bull charge a enemy/enemies out the way. note if u push an enemy into a wall while charging u could crush them through the sheer velocity at which you are charging. u could upgrade this suit to have certain favorable stats, like maybe a heavier suit to knock more things out the way, or one that is more maneuverable.
To further help Elephant Round, I also suggest a little buff to the Dead-eye mod. It could add a small Spread Recovery speed
I would like to see the possibility of weapons with more traversal possibilities. Idea: Gunner gets a Plasma Engine. Plasma engines work in real life by generating enough heat on a single point using microwaves to generate a plasma, which is then electrically ignited, which heats the air, causing it to expand, generating thrust. What if we had a gunner plasma jet gun with two modes? Laminar mode collimates the plasma into a shorter range, extremely fine beam of pure death, and the other mode does little damage, but widens the jet, and enables greater mobility as say, an extra jump, or a boost in a direction? Similar to how Drillers Experimental blaster works.
my fellow miners!
I've been playing DRG for 2 years now and I love the game, such a fun and satisfying gameplay with lots of small details and a nice community :)
What I've been struggling with though is the buff of "Pots O' Gold".. It doesn't feel very rewarding (esp. in the endgame when you have pretty much endless ressources), yet furthermore it makes mining gold into a painful experience of labor :o
With that beer you either have to have M.U.L.E with you (which isn't always in a mission ofc) or deposit full gold atleast 2-3 times per goldvein.
The idea:
Instead of "dropping" more gold out of a vein we could simply make it that 1 unit of deposited gold gets converted into 2 or that the calculation in the post-game-screen is doubled. (Yet I can see that the last option would be less satisfying for the player, since we don't get to see the high goldamount while in the mission.)
Add a filter in the server list to only show the needed missions for the active assignment, so everytime i finish a mission in an assignment, i would immediatedly see only the mission i need to do next, without manually looking them up.
So for this example in the pic - it will only show the mining expedition missions in the server list.
Add an icon to the server list to point out which servers have steam friends in them
Is there any way to add a clear all button for new items on console? It’s not that big of a deal but it would be nice to be able to get rid of the exclamation points without going through each menu.
RJ250: A lot more grenades, maybe x3 so that the ammo counts become similar to the jury-rigged shotgun, but the damage they deal is reduced to around 30 with no change to radius. This would basically turn it into a small enemy clearing tool, namely swarmers and naedocytes, while also giving it the ammo it needs to be a mobility tool. When paired with the stun upgrade, it would offer a strong option for crowd control and escapes.
I think it was suggested before, but what if we were able to pet BET-C?
is there anyway that when we drop mid game that the impact of the mini drop pod scares nearby enemies for 5-10 seconds? The amount of times ive dropped mid swarm/ mid pack to be killed within seconds
^To build on the above suggestion, maybe that effect should be added to the Back Breaker Stout to make it more versatile?
Tapes that u collect through the caves of hoxxes that are the logs of dead, lost or the tape has been lost there of miners and maybe a few that gives us more info on Karl. After a mission u can go to the space rig and I can play them. These will work in a similar way to the echo records in the borderlands series but u need to be at the space rig to play them. The tapes can include anything. Easter eggs, in game clues, stories, music, u guys choose. Although there will be a choice to download one of the tapes onto a more portable version which can be put into a Sony Walkman like device where u can listen to it during a mission at ur leisure.
Make Persistent Plasma a clean OC. The effect is so mild and bland, I don't see why it gets any penalty.
Not sure if this has been suggested before / confirmed to never be implemented BUT...
I always found it odd that supply pods don't show on the scanner map. Would be quite helpful to know where exactly the supply drop is relative to the rest of the cave system instead of "its 43 meters away through some rock or something" when you look at its outline marker. I don't think an icon would pollute the map too much if it was small enough. Just something to reference would be nice.
Maybe have the icon be removed from the scanner map whenever the supply drop is used up. Prevent the map from being overcrowded.
Whenever mission control complains about company property, have a ticket machine print a ticket that the dwarves can shred into pieces
I have a suggestion that the Heavy Autocannon made me think of, it's not the reload time, but the reload animation itself, I know it's a heavy and big weapon, but I think that the reload animation occupates too much space on the screen. Imagine reloading after some infestation and then getting downed in some random hole because you can barely see through the weapon itself!
Something devs could add is a option of transparency, to affect the weapons on first-person, so you don't need to be bothered by reloads taking too much of the screen! Make it transparent during reloads or just all the time, or both options if possible!
(I searched most of the discord here and didn't find suggestions about it, if somehow there is a suggestion about it, then sorry, that's all I can say unfortunately)
How about the concept of "Vaults" which houses artifacts?
So the concept is similar to the artifacts in Risk of Rain franchise and these alter your game so it plays out differently like for example a Mactera only spawn, Praetorian only, Bulk Detonator only etc.
Unlimited ammo, health, increased gravity the possibilities are endless.
Maybe even artifacts that just add modifiers but not anything that gives money like gold rush/ bugs since that would be unfair.
Oh and also as a minor thing, maybe reduce flare cooldown on solo
The pickaxe batteries during the ebonite machine event give you a temporary berzerker buff. However if you also have the berzerker skill equipped, using a pickaxe attack will activate the skill which will overlap with the buff from the battery, wasting it. Instead of overlapping, they should add onto each other.
[Christmas Special] Engineer's Snowman Maker : Makes Snowman's in the Space Rig! It melts after 10 seconds... But Snowball Practice!
4 Player Special : Host places a blueprint of Big Snowman... You all gether some snowballs to make it! Its CO-OP game after all! You can make only 1 of them.
this may be like a silly idea but here it goes: The Deepcore GK2 has an overclock which is an AI system integrated into the rifle, the other known robots make beeping sounds and communicate with the miners, maybe have a special reload animation for when the scout reloads the rifle? maybe scout congratulating the AI for helping him or something
New modifier: scarce resources
The area was already scoured of Nitra by a previous failed expedition. Resupplies come only in the form of sporadic half buried supply drops (see scavenge mission).
No nitra and lootbugs present in the area otherwise!