#suggestions

1 messages · Page 84 of 1

winter robin
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How about an engineer grenade that tethers enemies into one spot much like the lure but without the cap or health and it leads them open for a devastating AoE attack like a grenade launcher round

hardy stratus
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A perk that raises the minimum health to regenerate
So from 15% to like 20%/25%

karmic turtle
#

A lot of experimentation with the Zhukov's cryo minelets has led me to the conclusion that the hitbox on the minelet's explosion should be a bit wider. It seems very vertical focused, since if a grunt steps on one, another grunt right beside it will be hardly effected.

Considering the pure power that the cryo grenade holds, I don't think it'd be too much to make the freezing capability of the minelets a bit better.

You could maybe remove the magazine penalty to help the purpose of the weapon better, but make the damage penalty much higher since using it for direct damage isn't the point and should be not recommended. I hope this doesn't seem like too much.

nova niche
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So devs were talking about mule crane docking, but what about to add some button on a drop pod to dock off the mule? (the button is for only dock off, and i'm suggesting it because usually, when drop pod goes up at the start of the mission, the mule is just floating in the air).

obsidian hawk
#

I think there should be a way to change the lighting on armor, like for the dark future armor. I really wanted to have the lights change to a more amber color for my gunner when i put the supporter gold paintjob on it, but instead it just stays green and doesn't match at all.

obsidian roost
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All keypads in the Space Rig are either square or wider than they are long, with a few exceptions:
The keypad connected to the character's bed,
the auxiliary keypads on the mission selection terminal,
some small keypads on the deep dive terminal,
the drop pod's armrest keypads
and maybe a few others I missed

While having a keypad taller than it is wide may make sense in some applications, these height-dominant keypads feature a prominent vertical 'space bar' and give the impression of "a normal keyboard but rotated".. which just strikes me as kind of wrong and impractical for the dwarf to use.

Imagine yourself as a handsome, muscular Gunner sandwiched in the Drop Pod next to some bearded fat boy, trying to twist around to put your thumbs on the space bar... you'd probably have to unbuckle, and that's certainly against company policy.

tl;dr, please replace the Drop Pod's armrest keyboards with Cybersyn keypads
thank you I love your game
❤️

analog quest
#

I think something should be done about detonators spawning really close to you when doing salvage missions, we had just started doing fuel cells and then a detonator spawned on us. Because of the terrain, there was only one way out so basically all of us had to leave the fuel cell which caused the progress to deplete and we lost the mission. Idk but especially for a hazard 3 mission that's kind of weird

thin valley
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Hey guys, I just joined&played a deep dive elite w/ 3 random guys. about finishing the last mission they kicked me before calling the drop pod. I saved the entire team twice in the same map (all 3 down) and was not being toxic or something like that. is there any reason kicking should be allowed in a deep dive in the 3rd map ? Feels kinda sad to play for like 50min only to get kicked right before the end . I can see the system beeing usefull in regular missions, but in deep dives (elite) it should be changed to no kicking half way thorough or smth like that...

hazy herald
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Consider changing the "change direction" button when on a zipline from E to S. Primarily because that way you can ride a zipline and grab something like a nut or flower or whatever else with E (or potentially catch a large object being tossed your way even), but also because it'd just make a little more sense since S is back (and W is used for going forward super fast when the zipline is sloped downward enough).

turbid lance
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Idk if suggested yet, let fuel canisters be pushed up by air so they dont fall down those heat pits like this one has

digital oak
#

A beer that makes error cubes rain down

still mantle
#

probably been suggested but have sort of like a molly status like "idle" "going to player xxx" and such

drifting jasper
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I feel like the swarmer swarms are a little underwhelming compared to the other types, even on Haz 5, where if you have a single driller they can pretty much handle it solo. I think it'd be more fun and more of a threat if their numbers were 2 or 3 times as large and coming from multiple directions at once (assuming the engine can handle it). I'd like to see walls covered in swarmers and actually fear for my life a little.

errant tree
#

Show Uplink and Fuel Cells on holo-map - they often drop in adjacent rooms/tunnels which can be difficult to find. There's no reason they should be hidden anyways.

marsh roost
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Give engieneer's turret a laser sight when you equip turret whip mod for the warthog. It would make it easier to judge if the turret is actually aiming at something or just scanning around. You could also make the shot a hitscan lazor and not a projectile, since half the time the shot misses even if the turret is actually aiming at an enemy.

foggy mesa
#

Some modifier ideas I have in mind:
Warning:

  • The Swarm: "The crawlies here seem to have evolved to win with sheer numbers only. The number of enemies is doubled, but their max health is halved."
  • Detonator Arena: "There are unusually large population of detonators here, the cave seems to be filled with those!" (but that also guarantees at least one Crassus in the area!)
  • High Gravity: "Mysterious gravitational irregularities result in higher overall gravity in this area. You take a lot more fall damage, and Mactera/Naedocyte have hard time flying."

Anomalies:

  • Shield Oversaturation: Your max shield is fixed to 200, but your max hp is fixed at 1.
  • Power Overwhelming: You deal double damage, but you also take double damage.
  • Explosive Ammo: Somehow all your ammo explodes upon contact. All your guns will do area damage. (If they already do, their area coverage and range will be drastically increased.)
  • Karl's blessing: Karl would be proud. Pickaxes deal double the damage.
winter robin
#

Nitra Express
(Buff Beer)

It's a purchasable drink from the Abyss Bar which increases total ammunition of the drinker by about 10% (can be changed to a bigger or smaller percentage)

And it comes in a stylish Resupply Pod shaped mug too!

summer pond
#

The AOE damage penalty from the neurotoxin OC should also be reduced to -3 to match the "new" direct damage penalty this would also make the OC a bit more appealing and viable to use since the current penalty is definitely too much for the upside you get.

somber trench
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A scanner tool:
1: Scan objects and gain IX (information Experience) / lore and then access the information in some kind of station in the space station.
2: Get missions to scan ores/monsters/gear
3: Unlock cosmetics from rare/hidden objects
This way we can experience the artwork of the game, look at the models and sush, learn about weaknesses.

pale turret
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when resetting progress can it just be for all the cosmetics, skins, upgrades etc? I dont want to lose my player level but i wouldnt mind starting again finding things

charred vault
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Should add a damage stat for Dreadnaughts at the end of the round, similar to Left 4 dead with tanks and witches.

last ridge
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a way to modify/upgrade each overclock, with this, maybe add a mission type or a gamemode that allows you to increase the difficulty of the game infinitely the deeper you go in hoxxes depths, for example, doing a mission at 400km inside the planet would be hazard 7 difficulty, but that difficulty could be managed due to the overclocks and more added armor upgrades available for example. a kinda new way to end game scale the game

near bison
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Change the last monitor from showing hazard/complexity/length values to secondary objective + mineral types
After 230 hours of gameplay, this is the first time im actually looking at these monitors and its weird that 2 of them show the same info when one of them can show something else that is more useful.

safe night
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Unlikely this will see the light of day, but I personally would love the mission length/complexity to be more impactful. In addition, have hazard similarly in the same vein: per-mission pre-determined with 3 levels (and perhaps have length and complexity and hazard have a 4 & 5 (and 6?) level in a special console for higher-level missions.
As a mock-up, I'd imagine the following as roughly how it'd progress, just an outline, but I feel it'd add more to each mission type by thus having greater variety.

Mining Expedition:
Length 1 = 3 Caverns; 150 Morkite
Length 2 = 4 Caverns; 200 Morkite
Length 3 = 5 Caverns; 250 Morkite
Complexity 1 = Veins only; +50 Morkite
Complexity 2 = Common Veins & Very Rare Compacted OR Liquid Morkite; +75 Morkite
Complexity 3 = Common Veins & Rare Compacted AND Liquid Morkite; +100 morkite
Hazard 1 = Less Swarms; 0 Hazard Rooms
Hazard 2 = Normal Swarms; 1 Hazard Room
Hazard 3 = More Swarms; 2 Hazard Rooms

(Cavern amount and Morkite quota are the same as now. Normally you only have Veins, but with higher complexity, compacted Morkite is also found, similar to compacted Gold, nothing special, merely adding some diversity and a quick 25 Morkite. Liquid Morkite would be in smaller wells than in Refining missions, defend Molly by staying in the zone as she pumps her containers full, usually 50-60 Morkite per well.
Swarms, I found no reference to how they are generated now, but I think they're quite fine. Hazard Rooms would be areas in the connection from Cavern to Cavern, randomly generated and biome-dependant, but deliberately designed to offer a traversal or life-threatening challenge. Fields of electric crystals, bogs that slow while mushrooms poison you as you wade through, glyphid-tunnel ridden passageways, encased Deeptora Hives...)

Other mission structures would similarly be changed, I have written my changes down but I'd rather not spam.

near glacier
#

Have a single time use portable WC on a drill for every miner. Which can be called in if you need to take a pee. It will last for <x> amount of time and then self-destruct in good ol' Deep Rock fashion. While inside you can not be attacked or use your weapons. If you stay inside it after the time runs out, you just go boom with it 😛

candid lichen
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Please, I beg you, give us an audio option to turn off the Christmas music. Please. It's wonderful that it's there for the people who want it, but I absolutely cannot stand the stuff, and this time of year I play games to get away from it. It drives me straight out of games that force it on me, and I would rather not be forced to play with the rest of the game's otherwise-excellent music turned off, so please make event-themed music an optional flag.

near bison
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In the spirit of music suggestions, here's mine:

Everytime the mission ends and we rush to the drop pod, we get to have the best musics in the game, only to be cut off by the 'mission complete' stats screen's music that is generally stale. I find this music switch to be annoying especially when it cuts off in the good parts of the 'drop pod' music.

My suggestion is to let us decide via game settings if to let the music switch in the stats screen or not (so the drop pod battle music will continue in the stats screen time as well).

gentle nacelle
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Running off the other two, a neat (though not really needed) thing would be a way to upload mp3s/music files into a folder and then have the game play them as replacements in settings. So say you want the normal mission music to be some heavy metal thing you can jam to while shredding through bugs, you put that .mp3 in the music folder, go to settings and change the mission music from Default to that file. (Thinking like Sims' way to upload music to the folder and go to Radio and choose which ones you want to play)

prime kettle
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I've seen quite a few suggestions on crosshairs, but I couldn't find anything regarding this.
Add the ability to lower the crosshair, it may just be a preference that may or may not be shared but I find it more comfortable to play with a lowered crosshair; when it comes to gameplay, it doesn't actually change much, everything still works the same, and as it would simply be an option, players who wish not to use it are absolutely free to not use it.

scarlet wagon
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Be cool if being drunk was more immersive, like putting a filter on your audio, or having your mic randomly cut out. Maybe even a filter on your mic?

Something to encourage players to go into missions drunk, cause that stuff is hilarious.*

coral canopy
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On the railing on the bridge to the drop pod there should be a small screen that will display the special beer of the day on it. I think it would be really nice to have so you don’t have to look across the lobby

haughty ruin
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make ingame more event-styled by having temporary recolors / reskins of bugs and robots, like adding red and white stripes on spitters and maybe giving molly a green little hat with a slight bell sound every time she moves

cunning gorge
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Suggestion: tuba armorset cosmetics

echo lily
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Suggestion: For the update with the new firearms the gunner could get something akin to a lewis gun, have it slower firing harder hitting and more accurate but still a full auto death machine

gloomy hawk
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Since most glyphids will have their heads blown off if they die to damage to their head, I think it’d be a nice detail to have glyphids limbs fall off if they died to an explosion at low health. Unless too many gibs would decrease the game performance of course.

formal garden
#

Got that idea a long time ago, but didn’t have time to write.

New Class: Brewmaster

A support class with main Support Tool – Deployable Brew Machine, that prepares some tinctures. Dwarfs convinced Managment that it’s a “stimulators”. Before swarm (or when it’s need), Brewmaster builds his machine, like Engineer builds his sentry. When it’s built, it opens a radial menu (like reward menu in Machine Event) with some tinctures, that buffs their teammates for a short time. Here some examples:

Berserker Shot – pickaxe get some kind of overcharge effect.
Stoneskin Porter – increase native resistance for toxins, burn resistance, cold resistance, electricity damage for 30%
Slogger’s Lagger – increase a pickaxe’s area of digging and digging speed.```

I repeat - it works for a short time. Next time you can get another dose.

There much more possible variants. They could be choose  in a “weapon build” on a Space Rig. Machine requires some specific “compressed charges of ingredients” (like ammo for it), that can be replenish in Supply Pod. Another variant, more interesting:  it could use some specific ingredients that grow on a map, something like ingredients for joke beer, but less rare. Brew Machine also requires a time for cooldown. 

Also, some weapon suggestion for him:

```Primary Weapon: one-hand lever shotgun, or plasma-shotgun (thing like Meltagun in WH40k, but with plasma). 
Secondary Weapon: submachine gun, or shotgun-revolver (like Taurus Judge)
Utility Tool: flask with 2 doses of any cooked drink

Grenades: 
Fear Toxin – causes fear effect for targets
Shrapnel Grenade – explodes with many fragments that shoots like a needles of cactus
Bottle of Bugbrew – causes an alcohol effect on bugs – they going slow, may be in a wrong direction, bites an air etc.```

Anything could be changed in a wish of developers, but I think you got the idea.
P.S. I inspired with that picture of Joseph Bugman.
silent scaffold
#

Instead of it saying "New Missions In (X time)" in the map, It should say "Scanners reset in (X Time)"

glad echo
#

Looking at the Gunners shield generator in the load-out menu it says he has 1, so I thought: cool, so it recharges overtime but you can essentially use it freely because it uses no ammo. But then in game it shows as having only 4 uses until you get a resupply. So either make the shield generator use no ammo, or fix/ add to the description in the load-out.

finite surge
#

Make Korloks unable to spawn near the drilldozer route. Recently had the drilldozer park itself on a Korlok for refueling.

lost osprey
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Useless suggestion... Fester fleas... Rename them "Festive fleas" and have them explode in a ball of snow, tinsel and confetti and play jingle bells or something..

near glacier
#

I would love it if the saved game data wasn't in the same place as the game files themselves so when people re-install the game, they don't lose all their progress and have to rely on Steam's cloud sync to get the saves back.

near glacier
#

Any possibility for curly beards to come back? (Yes I have curly hair)

lime ruin
#

Just woke up from a dream about drg so I'm writing down what was in it that was new because hey it wasn't all gibberish.
Blue Seep: Blue Seep is a blue material in the walls similar to the egg-missions organic material, and drops blue 'goo' that behaves like how the goo-bombers goo acts, with one key difference. The goo, and the seep itself, is highly unstable. If exposed to flame, it either goes off dramatically like an explosive or simply burns away. Attracting bugs or exposing small mineral caverns or outcroppings when it's done burning/exploding.

#

Boulderback Snails: Similar to the Silicate Harvester except ground-bound and pretends to be an outcropping of stone until hit or bothered too much, where it then breaks camoflauge and starts slowly snailing around. Really, really big. Sometimes covers up deposits of crafting mats so waking it up is encouraged. Makes the ground slippy and ice-like in its slimy wake.

austere oracle
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Mabye there could be some sort of gem/crystal/ore pickaxe skin? that would be really cool as it could bring out the mining bit of the game a little bit more.

slate minnow
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sometimes we have to go afk for a couple of mins during a mission with other people so aN idea:
Implementation of some sort of "take a break" feature, like Left 4 Dead 2's
For those unfamiliar with L4D2's take a break thing: once clicked, or if you afk long enough, the game takes control of your character and acts as a bot, allowing your team mates to still play. Once you come back, clicking M1, or pushing a key restores control back to the player.

hollow tusk
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Sorry if this is too small to belong here, but different voice lines for sentry kills would be amazing. Sitting around doing nothing and suddenly screaming as if in the middle of a gunfight because my sentry shot a random swarmer is pretty weird. If there was something like "glad i kept that gun up" or "i love that little sentry" kind of lines would be REALLY cool!

waxen phoenix
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ALLOW US TO PRESS F TO ACTUALLY PAY RESPECTS IN HALL OF FAME

near bison
#

Let us be able to ping ziplines (just the base of the zipline, not the wire itself). Reason being that sometimes you want to direct other players to get on the zipline in a situation which they're disoriented of where to go, and pinging the ground near the zipline doesnt really give them a good information of why that patch of ground is pinged (no special audio cue).

light harness
#

Alchemical Grenades! Combine some random gunk, grind it down, stuff it in a flask and toss it for effect!

  • Uses both existing resources and new alchemy specific resources
  • Powerful effects, but CANNOT be resupplied during your mission
  • Recipes are expensive to buy
  • Some example effects:
    <Slime Bomb: Cover a wide area with sticky slime, drastically reducing movement speed in the affected area>
    <Insecticide: Fill a very wide area with toxic gas that deals an incredible amount of damage to creatures over time>
    <Transmutium: Converts any solid, non-biological material within a medium radius into gold; comes with extra charges>
    <Flashbang: Stuns all targets in a wide area that are both within the affected area and can see the detonation (for balancing, creatures will always see it)>
    <Red Sugar Dust (AKA The Good Stuff): Fill a small area with red sugar dust, providing a very slow health regen to players standing in it; comes with fewer charges>
near glacier
#

Would it be possible to release the event-tied cosmetics as DLCs? Even limited ones. The reason being, there are many possibilities of saves going corrupt or someone just wanting to reset their progress without losing access to limited items (especially since some of them are actually limited now).

Then again, if it's not really possible, no harm done.

dry karma
#

mactera grabbers try and fail to grab l.u.r.e. decoys

lime ruin
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If Fem-Dwarves get added, filling up the cosmetic slots reserved for beards with different jewelry, make-up, or tattoo options with the jewelry all being the minerals you dig up. Because what dwarven lassy doesn't want a set of aquarq earrings or a nitra necklace?

frail drum
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Add something to Escort Duty's success voiceline from Mission Control reminding you to pick up anything you left in the previous caves; hopefully this will help stop greenbeards from instantly hitting the call button when you still haven't gotten that cargo crate, kursite grinder, and tons of gold veins left in one of the earlier caves.

sly folio
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We should be able to pet the mini mules

near glacier
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Let us shoot through the Steeve Pet. He's eating so many bullets in tight areas and always gets in the way. Also give him some kind of AI where he tries to avoid the mule or certain objectives. I can't even imagine how many times I petted him already, by trying to throw stuff into the mule or start an objective, cause he decided to flop his butt right into it. swat

open quail
#

Small reworks for the drop pod to prevent griefing:

  • when a player is in his seat (like at the start of a mission) another player can stay in front of him, blocking his path and forbidding him to leave. This shouldn't be possible.
  • only provide invulnerability when a player is considered fully inside the drop pod. Right now you can be inside the drop pod just enough to be invulnerable but not enough to make the drop pod leave. This leads to situation where people can stay invulnerable without finishing the mission, shooting enemies and losing time for the rest of the team which is waiting for them.
light harness
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If I get kicked, can I please earn more from my personal contribution? I have to say it really ruins the fun when I contribute a lot and get kicked out of the blue before the mission completes

cursive lynx
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Since it doesn’t appear to have been mentioned yet. Uncommon glyphid effigies within caves. When uncovering a lost pack, one of the comments is about naked dwarfs running around. Having glyphid heads and limbs kabobbed on a stick lends credence to left behind dwarfs still running around the vast cave network of hoxxes. Only as a decorative cave feature.

light raft
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Perk Ideas

Encourageable - 5%/10%/15%/20%? Damage Reduction when nearby allies Salute. (Bosco included)
Pick-me-up - downed allies get 5%/10%/15%/20% more health when you revive them. / lvl4 exclusive - you can slightly heal things by petting them. (Includes Steeve, Doretta and Lootbugs)
Heroic Strike - buffs Power Attack when used right after you Salute. (More Damage? More AOE? Maybe 33%/66%/100% Fear Factor?)
>Movie Princess - petting a lootbug makes it spit out the minerals without dying. / lvl2 - petted lootbugs have a chance to also give a single chunk of red sugar)

tough orchid
#

Perk that causes the dwarf to draw aggro when saluting.

near glacier
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A rework for the autocannon that removes most of its spread and accuracy issues in exchange for projectile travel time and bullet drop. The current combination of innacurate hitscan projectiles, fast firing rate, and extreme splash results in a weapon that is too simple to use and lacks unique proprietary mechanics that make building it fun, or its overclocks interesting. Rewarding keen prediction with range and precision would make the weapon harder to use, but give experienced players more agency when it comes to precise aim and long-range fights, as well as improving the viability of direct-damage on the weapon. Want to quickly take out that slasher from afar? Line up your shot and you might hit him! Want to fire in the sweet spot in the middle of a crowd and catch them all in your blast? (as opposed to firing in their general direction because that's all you can do anyway) Go for it! The number of upgrades and unique overclocks that can utilize the bullet drop and speed are innumerable. Quick projectiles that specialize in direct damage, Reverse damage falloff, heavy, high-arcing mortar-like rounds, homing? There's so much fun to be had.

vital hearth
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suggestion for veteran depositor rework
the current parts of veteran depositor lack synergy /are meh(DR around molly makes it annoying on escort, refinign, mule salvage... and faster depositing speed is nice, but kinda unrelated to the damage resistance)
my idea:
rename veteran depositor to defender and also give it DR around objectives(incuding doretta, pumpjacks and pipes, machine events...)
and give deposit speed to deeper pockets, because it would sinergize better

lime stirrup
#

An OC for Gunner's revolver

Hand Cannon
-Mag size reduced to one (the weapon fires one big round instead)
-Breaks armour
-Pierces up to 3 enemies
-Damage boosted
-Reload speed increased greatly

Just an idea I thought of when I realised it'd be pretty cool to switch to your secondary, break a praetorian's armour then start hailing bullets on them, I'm not one for specifics so it probably won't work in practice lol

gloomy kite
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This has been hinted at in other suggestions, but

  1. Physical terrain scanner
  2. Physical HP bar
    so that no HUD runs are 100% playable : )
    To make it clearer: We already have lots of ways to make no HUD easier, such as voice lines when cooldowns are up, and ammo counters on our weapons, but we need one or two more (not need, but would be great) So maybe a wrist band or some sort with our HP and Shield?
    Edit: How could I forget grenades? I think it wouldn't be quite out of character for the game to have some full check screen, maybe have a PDA or a 'mission status' screen where we can see the minerals, objectives, grenades, hp of everyone and all that. Just a little ipad or maybe a lunchbox with a screen in the back to be cute : ) and it would finally give us a use for those extra sandwich pouches!

Concept Art by @trail spade
https://media.discordapp.net/attachments/258990408602877952/790726116750262272/PDA.png?width=575&height=676

trail spade
#

I had an odd mission idea: Motherlode (Name pending)
"We've Picked up a vein of raw Ebon-Steel. This stuff is normally only found at home, so we are lucky to find this all the way on Hoxxes. This Mission means a lot to us dwarves, as ebon-steel is part of out heritage. We'll be sending you in with a Uplink Module on Molly, deploy it nearby the vein and a retrieval lifter will be launched."

  • Ebon-Steel is the supposed name of dwarven metal and finding it on Hoxxes would be a major boon for DRG. The vein, however, developed in an extremely dense bit of stone, and must be violently extracted. Once the vein is triangulated by the dwarves, a massive pulley system is dropped down. The dwarves then imbed the hooks into the ore and fire up the Pulley. The vein is wrenched out of the rock face and pulled back onto the lifter (Vein is roughly Heartstone/Cocoon sized). The lifter is sent back up and a return pod is sent to get our boys home.
  • My only fear with this mission is it could be considered "too long", but I think it's roughly on par with traditional Uplink, just a different order.
  1. Find the deposit of ore (think regular mission stuff, going in caves, getting nitra)
  2. Deploy the uplink (player placed uplink module, same as other uplink steps).
  3. Extract ore (A lander comes down and you must attach cables to the ore itself)
  4. RTB (Follow Molly!)

Here is a very crude sketch of how it would play out in my mind:

near glacier
#

Allow Molly to come in all mission types. I’ve played a few deep dives and noticed that the drop pod has Molly for some missions, but then doesn’t for point extraction/site refining, which makes no sense because you’re taking what seems to be the same drop pod, which has Molly in it.

For point extraction, I think the aquarqs could have their models changed a bit to look different so that they look bigger and tougher than other mineral chunks. Only the Mine Head can process them, they can’t be deposited in the Mule, leaving the difficulty mostly unchanged.

For on-site refining, I think this mission takes way too long already unless you have a decent cooperating team and/or a reasonably simple cave, so having Molly would at least make it a tad bit less annoying, especially in singleplayer

Note: I have been playing quite a while now, these missions aren't hard for me, I just don't like the inconsistency and think it's a very weird attempt at making those missions harder; it instead just makes it take longer because you need to keep going back to deposit

formal garden
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I'm not sure, suggestion it or not, but it could be nice easter egg, if dwarfs will hum a song "The Misty Mountains Cold" under their breath, when depositing minerals. Just for a few seconds, without words.

near glacier
steep coyote
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Messed up while talking in a lobby and made a discovery; "Buttless Blunderbeard" is a good variation insult on "Beardless Blunderbuss"

nova niche
#

Horn on the drilldozer. When you press it, it will scare bugs for 5 seconds. You can use it 1 time per 10-15 seconds.

gaunt latch
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A new warning: EM Interference / Faraday Cage / Faraday Cave
"The composition of the terrain in this area is interfering with our communication devices. You'll be on your own for this one."

  1. You get no callouts from Mission Control (no heads up of incoming swarms or alerts if they're a non-standard swarm)
  2. Resupply pods will be a little bit off target (they land within 5m of your beacon instead of directly on it (yes, they can embed themselves in a wall/floor and will need to be dug out to reach the supplies)).
fathom estuary
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People of the server

near glacier
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beard cosmetic idea: some kind of blackbeard type beard, with live fuses

cunning gorge
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Suggestion: make glyphid menaces stay aboveground for a bigger minimum amount of time, and make them spend less time underground.

menaces feel like they punish you for playing well and predicting where they'll come off, burrowing down and wasting moore time. which leaves you mostly just hearing their mumbling till they decide to show up again and only THEN do you get a chance to hit them, asuming they dont become invincible and dig underground immediately again. this makes them more anoyng than actually challenging to deal with.

glad tide
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Make the dwarves blink!

rose pasture
#

I want to propose a friendly add-on for multiplayer sessions. I would like to see the session pause while everyone is in the pause menu, similar to Dying Light and Dead Island pause systems. I get interrupted off and on, sometimes a lot in a day, and I'm scared of playing with others because I don't know when I'll get paged, and I hate to be one who AFK's a lot randomly and gets everyone killed because of life clinging hard like weights. I'm living with a kid who is severely autistic, and he will randomly thrash for any, and potentially senseless, reason. Please, I want to enjoy playing with others, even if they're strangers, but I don't want to be the potentially AFK-often guy mostly because of autism being a pain. It could also be helpful for bathroom breaks, because people need it too.

safe night
# safe night Unlikely this will see the light of day, but I personally would love the mission...

OK, so, as a follow-up to this Suggestion, here's what I feel should be the parameters for Egg Hunt (same applies as before, Hazard is tuned to the scale as length/Complexity now and later levels would be for a new console for Elite Missions or whatnot)

Egg Hunt:
Length 1 = 4 Eggs; 1 Main Cavern
Length 2 = 6 Eggs; 1.5 Main Cavern(s)
Length 3 = 8 Eggs: 2 Main Caverns
Complexity 1 = +0 Main Caverns; Only Glyphid Eggs
Complexity 2 = +0.5 Main Cavern(s); Common Glyphid Eggs, Very Rare Mactera or Naedocyte Egg mission
Complexity 3 = +1 Main Cavern: Common Glyphid Eggs, Rare Mactera or Naedocyte Egg mission
Hazard 1 = 1/6 Eggs gives Swarm; 0 Hazard Rooms
Hazard 2 = 1/4 Eggs gives Swarm; 0.5 Hazard Rooms
Hazard 3 = 1/2 Eggs gives Swarm; 1 Hazard Room

(Egg Amount remains the same, and the amount of Main Caverns changes: every full Main Cavern adds one of those rather central chambers we have now for Egg Hunts, which is now limited as 1 to 2, but with this suggestions could go up to 3.
Swarm amounts are tuned to give Swarms depending on Hazard level instead of just how many eggs there are: higher Hazard will give more Swarms when extracting eggs.
Hazard Rooms I've explained in the previous text wall but come down to biome-dependent connectors that serve as obstacles and challenges.
Mactera or Naedocyte would essentially transform the mission: instead of the Glyphid egg sacs spawning, you now have either Mactera egg sacs, or Naedocyte spawning craters. Mactera or Naedocyte hostiles would be far more common, especially on the triggered egg swarms (and mini-swarms). The Mactera eggs would be similar to Gunk seeds: on the ceiling, but these are bigger and take several shots to make 'em fall down to collect. Naedocyte craters would be covered in purple sludge to slow you, much like bomber goop. Inside would be several clusters of Roe, 3-5 of 'em, with Egg collecting objectives quadrupling the required amount.)

Other mission structures coming, but I'd rather avoid spamming.

spring whale
#

Abyss Bar suggestion: Coffee Alchemy. Mix ingredients to produce a stat boosting drink that also tacks on a debuff. Promotes experimentation and gives additional use to ingredients besides simple gags. Mix things wrong and your dwarf will crap their pants.

quartz cliff
#

Grinch armor set for christmas event

north thicket
#

Allow the player to see what is required to unlock a weapon perk, even if they aren’t high enough level.

That way they can stock up in preparation

near glacier
#

Very small suggestion

Currently when the Leadstorm’s modification “Hot Bullets” activates, it looks like you’re shooting fire PNGs out of your gun. I think it’d look better if it would make the bullets a hot red instead (Trail included to an extent)

stiff topaz
#

Could we have the ability to send heavy items like (Compressed Gold Chunks, Bitter gems, Alien Eggs, Aquarq, Gunk Seeds, Enor Pearls, Tyrant Shards) up or down a zipline by themselves without carrying them. I know this is a long shot i can just think how cool it would be if you were on an on site refining mission had a big pile of gunk seeds and instead of hauling every one of them to the deposit point by hand you could set a zipline and send them all to the deposit point so much easier.

harsh python
#

gegg Dreadnought Elimination Missions hint at killing them during their pupate stage before they hatch into something worse right?

Rare like Crassus Detonators, upon entering line of sight with one of the cocoons, it's crusted over with a shell, throbbing, and parts are flaking off with ominous thuds from inside... something is hatching Sconk

notnice "Miners, we are too late, this cave network is lost. To prevent the hatching Glyphid Titan from disrupting all nearby region activities, we must blow this cave and obliterate the beast while we have a chance. A Nanite bomb dispenser is on its way, plant charges throughout this cave network at the marked locations and hit the button on the Mule to get out of there."

NEW OBJECTIVE:

  • Plant (0/12) Nanite bomb charges at marked locations
  • 2:00-5:00 minutes (randomised within a range) before Titan Hatches
  • Epic music starts
  • Swarm

If the Titan hatches, the mission is not immediately lost, but the Glyphid boss is BRUTAL and completely immune to any weapon the dwarves have. Slow effects slightly help, and big damage hits from say a direct impact grenade launcher could stun it for half a second, but that's it.

ONCE BOMBS ARE PLANETED AND MOLLY IS PRESSED:
"Drop pod is on the way, hang in there. Be advised, if the Titan gets too close to the drop pod, we will evacuate prematurely, cannot unnecessarily risk company property in the face of guaranteed loss"

  • 5 Minutes to Evac
  • HUD changes to a proximity view, drop pod at the centre with a ring and a red flashing blip for the Titan, if the titan gets within the ring:

"The Titan is too close! Keep it away or we will have to pull out immediately!"

  • If the Titan gets closer still

"Drop pod pulling out now, Detonating Nanite charges."

  • White hot explosions flood a dwarves screen for those still in the cave.
  • a white flash bleeds through the cracks of the drop pod door for those that made it out.
near glacier
#

I have got another suggestion, since my previous one got deleted (for understandable reasons) and my other idea was, well, put into better words by JAViL15. But this idea has to do with the beers. This beer is called Yuletide Yawner, a Christmas themed beer that can be crafted with 5 malt stars. The effect is that it will alter your vision to either see just gingerbread, just candy cane, a mix of the two, or just straight up gingerbread house. It could also alter your vision to make you see yourself in a winter wonderland, with nothing but snow going in all directions while a small blizzard is blowing. One sign is near you that says,” To North Pole”. The potency would be an epic, or close to 50% potency, so maybe a 45% or a 60%

tired briar
#

I love playing this game with my friends and it's become a bit of a nightly ritual. But one of my friends lost her mother not very long ago. One of the dwarf combat callouts is "die like your mother did." This doesn't seem like a particularly important callout and, understandably, it's quite upsetting for her as it reminds her when we're doing something to take her mind off of it. Would it be possible to change that callout? "Die like the rest!" Or something like that. She hasn't said anything about it, but it very much changes the mood of the call when she hears it. Just trying to help a friend out. Thanks.

errant tree
#

Boomstick OC: Omnidirectional Blast Valves (OBV)
Spherical Shockwave AoE: 1
Recoil: -30%
Stun Chance: 0%

Notes: Helps against Swarmers/Shockers that Scout tends to struggle with. Downside is you lose stun utility which is extremely useful against targets like Guards, Warden, Spawn, or Menace.

near bison
#

I have only just discovered that repairing doretta with multiple players doesnt actually stacks the repair rate, so its effectively redundant to have more than 1 player repairing at any given time. This should be changed by either** let the repair rate stack** (even with high diminishing returns upon multiple players), or let the dwarves hint that its useless to repair doretta with more than one player (the same way they hint how mining crystals is 'useless but fun to destroy'), or, my fave solution would be to simply block a player from repairing when theres another player that is already repairing doretta.

Whichever the case may be, players dont get any information about repair rates until they manually look at the hud while repairing, and calculating the numbers just to find out that more than one player is ineffective and redundant.

EDIT - Apparently this is true for most of the repair sequences like with salvage operation and such. I find it extra weird because building and repairing refinery pipelines, for example, does give stacked speed boost when multiple dwarves are engaged with them.

frozen vale
#

Add in a new type of quest or assignment whereby u can only play it with specific classes weapons as a team etc. which give an actual reward like skins for that class / weapon or pickaxe skins. (Since i personally feel they are too rare from "secrets")

safe night
# safe night OK, so, as a follow-up to this Suggestion, here's what I feel should be the para...

Well, might as well go for part 3 on this now. Same as before, only now we're handling On-Site Refining (great mission IMO, but a small bias towards missions with big mining equipment may be noted in my writing, just FYI)

On-Site Refining:
Length 1 = 2 Wells; 1x Leaks
Length 2 = 3 Wells; 1.5x Leaks
Length 3 = 4 Wells; 2x Leaks
Complexity 1 = 1 Main Cavern; Equal pipe nodes as wells
Complexity 2 = 1.5 Main Cavern(s); 1 less pipe node as wells (splitter dropped in)
Complexity 3 = 2 Main Caverns; 2 less pipe nodes as wells (min 1)(splitters dropped in)
Hazard 1 = 1 Leak; +0 Main Caverns
Hazard 2 = 1.5 Leak(s); +0.5 Main Cavern(s)
Hazard 3 = 2 Leaks; +1 Main Cavern

(The amount of Wells is not set to 3 now, allowing for bigger and smaller missions. Pipe nodes are normally equal, which necessitates the Refinery to have models with more or less nodes available. In addition, with greater complexity comes the change that you have less nodes than Wells that need connecting. thankfully, the Pipe Splitter(s) get dropped in when that is the case, at points that will make more than one person swear as now you need to build your pipelines to the splitter and then from splitters to pumpjacks.
Length and Hazard now together determine how many times the pipes will burst.
main Caverns, much like Egg Hunt, determines the space you have available. Normally these are 1 to 2, now up to 3 are possible to ensure you'll have plenty of space for rollercoasters.)

Other mission structures are already done, but I'd rather see about chatting about the idea first before spouting the next one. And the details are obviously less important, this is more about the general outline I've set up here.

meager blaze
#

a quality of life suggestion:
Instead of a general minerals mined stat, there should be a stat for each type of mineral mined. Morkite, Gold, and nitra just to name a few.

austere mulch
#

An observation and a suggestion; why are the ebonite enemy variants in the bestiary and not the cursite enemy variations? Also, why not allow ebonite enemies to be rare spawns in regular waves to mix up combat and curisite enemies to be super rare spawns being as they drop a stone?

thorn lynx
#

Buff/QOL to the unknown horror modifier to make it feel more like a unknown horror:

  • Unknown horror now removes and extinguishes all non organic light sources, flashlights, flares, flaregunflares, perhaps even scrambles the HUD u.i a little bit to indicate it messes with electrical systems (adds much more of a creepy horror factor to the modifier, let's dwarves know it's close, and adds another layer of tension/danger to the mob when it gets close)

  • Unknown horror is given some love and is given perhaps a none glyphid model or a more unique glyphid model OR perhaps it can shapeshift or be a chimera between a few Glyphid models so it doesnt feel just like a reskinned bulk detonator but less deadly or interesting or having the satisfaction of blowing it up.

kindred kettle
#

Color-code the different pipelines on the HUD and terrain scanner in on-site refining missions.

gaunt latch
#

When you ping a pipe or pipe connector with your laser pointer, instead of just saying "pipeline" or "pipeline connector", specify which numbered pipeline it is: "Pipeline 3", "Pipeline 3 connector"

thorn lynx
#

Cosmetic QOL addition idea

  • Allow us to cycle through the other textures in our armor skin palette in place of the forced class colors, for better mixing and matching.

(For this little mockup i added little icons nexts to the armor, and helmet to theoretically allow the user to cycle/toggle class identification colors for the helmet, or replacing them with another texture from the current armor paint palette to match the rest of the gear.)

Keep in mind we already can circumvent the class identification system sparingly on most classes's armor of which Heavy as a whole can do it the most easily
(I dont feel this would be detrimental to gameplay as Heavy get's this basically by default for a lot of his textures, while other classes that mirror his cosmetics get bright class colors for some reason in place of better textures. Ontop of the fact we have plenty of other ways to identify a class other than the color of their armor.)

nova niche
#

Make it so bugs take 1.25 more damage from you, if you drank glyphid slammers.

warm fossil
lime stirrup
#

Thunderhead Overclock

AA Cannon

  • Rounds fired from the Thunderhead will explode with increased area of effect whenever in proximity of a flying enemy
  • Possible drawback (if needed at all) would be a slight decrease to damage and aoe whenever the OC is not being activated
teal wharf
#

Fix Mactera Goo Bomber hitbox plz, it's almost impossible to hit weakpoint hitbox when it's facing you or if you are above it despite clearly pointing and shooting at them

broken stump
#

I had an odd idea, just playing with it here. What if down the road we get a special update that introduces us to them filthy Leaf Lovers through some sort of penalty mission comparable to the total amount of Lootbugs we have murdered throughout our time spelunkerin' in Hoxxes? Through a new video leaked into the media, a group of dwarves are seen petting lootbugs, then jumping on them like a trampoline, and then finally pickaxing them to death and saluting Karl before moving onto the next one. Cue the big guy's voice for the new missions: "The Leaf Lovers see this act of capitalistic gain as a form of animal cruelty, and now it's your job to help management with this crisis through a form of reclamation. Dive into the heart of Hoxxes and confront the Loot Bug hive and deliver these large pallets of minerals slathered in honey. But be warned, if you so much as harm a single loot bug while on this live recorded mission, management will consider leaving you behind." Maybe this loot bug mission was never meant to go right in the first place? Perhaps management expected you to step on every lootbug larvae on your way in because the little things make a funny crunch, and dwarves love stepping on crunchy things. It is entirely possible management expected the driller to eat a few of these lootbugs before wanting a taste of the royal jelly, then soon expunging the queen of her sappy goodness via C4 and napalm. Whatever the case, your sacrifice is necessary for this media frenzy to subside. If you are able to complete this mission successfully, management will consider your request of adding more choices of brew at The Abyss Bar.

jaunty hedge
#

Sweet Tooth change, instead of temporary speed boosts from red sugar healing it could give a semi-permanent one that is active as long as you don't loose the hp gained from red sugar, but to compensate for that the speed boost would be only 15% at max.

#

Second Wind buff, the speed boost would be increased to 20% and would activate at 2 seconds but give only 10% increase, and the 20% increase would activate at 4 seconds.

It would also have a new effect of giving increased jump height, the jump height would be 25% increase at 2 seconds and 50% increase at 4 seconds.

hasty edge
#

If you ever considered rework for dwarves model, please drop it, I have never seen such an adorable dwarves in my entire life.
But if you will do it anyway, please, do not remove these models. Just add another type of model, but dont get rid off the old ones :C

broken stump
#

Can we get some super duper rare small bugs and critters that we can capture and collect? Some could be as rare as an error cube, others with royal colors be something incredibly rare for bragging rights and fame. I'm sure people have asked for battle pets and all that fashion, but it would be cool to have some additional things to collect in general. Maybe an update down the road has an entomology booklet that corporate wishes us to fill out through some new contract through a university/smart-person-house. Small bugs/pets seem like something the community could get involved in by drawing up their own 2D and/or 3D creations as well.

distant kernel
#

Keep the Acid spitters damage the same but convert more of its damage from direct/kinetic to elemental damage, so elemental insulation has a place in the meta.

hazy herald
#

Didn't see this in suggestions that mention crassus but as always delete this if it is a repost:
Variations on the Crassus Bulk Detonator that create craters of different ores other than gold. Give them different skins and names, even if just mild recolors and whatnot, and make them just as or even more rare than the normal crassus. Killing them makes them create a crater of a given ore type, but if balance is a concern you could also make their explosions smaller than the gold one so that its not 'too much' of a payout if you happen to kill one in a tunnel or something.

last ridge
#

make loot bugs rarely looting random map or non-map minerals liek croppa and enor pearl fragmetsn or idk, they are called loot bugs after all, this could be cool i think, but a small amount, otherwise it would be op

light harness
#

LOTR License so we can wear "Ancestral Dwarven Armor" or such and such

plush charm
#

Additionally: a song list of everything that plays in the Space Rig for background music for the Yule celebration, because I'm playing the Little Drummer Boy Game xwx;

torn trail
#

Ability to change flamethrower flame color, it does nothing, it just looks hot (pun intended)

split osprey
#

Don't know if this has been suggested yet but if this game wins the steam award add it to the memorial hall

near bison
#

Add a 'skin randomizer' button to every weapon, which will control these 2 skin elements

near glacier
#

I suggest finding a way to stop players from knocking players down while they are sprinting into the drop pod. its so annoying and feels awful.

haughty quest
#

A miniboss/rare encounter (like the Korlok or Xynarch) that come to find out is one of the big creatures that "lays" the Nitra deposits, which always seemed like they were just laying there like turds or stuck to the wall more than embedded mineral veins. Perhaps this big old one doesn't lay anymore so it's just a hazard. And if the fight against this tough monster cost a lot don't fret-- inside the thing's corpse is the only source of Compressed Nitra, caked up over its lifetime.

lime plume
#

Quality of life suggestions:
-An option which lets us see resources carried by other dwarves when holding the laser pointer (similar to the ammo gauge).
-An audio cue from mission control when you have collected enough resources to complete an objective but have yet to put it in the MULE.
Objective of these changes: To cut down on repeated questions of if anyone has any of a resource objective in their bags to figure out how many more of the resource is needed.

-Showing the waypoint keybind when holding the laser pointer since many players do not seem to know it is a feature.
-An option to make the waypoint always visible.
-A keybind to clear waypoint since there doesn't seem to be one currently.
Objective of these changes: To increase the accessibility of the waypoint feature.

modest agate
#

disable escort missions until you fix the bugs (and also the fundamental design issues with it, like the best plan for mining being to backtrack through the entire level after you get the heartstone, or the sharp vertical angles making it very easy to fall off and very hard to climb back on again). they werent' ready for live in their current state.

knotty glen
#

buff scout cryo minelets to activate on reload, or after a shorter period of time. Currently they're too inconsistent and situational to be worth using.

gentle nacelle
#

Very rare twist to the worst secondary mission, Gunk Seeds, where instead of dropping gunk seeds, they drop funk seeds, which are disco balls

pine barn
#

Mutator Idea: Active Grounds +25%

"This area is filled to the brim with aliens. Any vibrations caused might tip them off so beware! Extensive drilling is ill advised!"

A little something I came up with the other day. In short, this mutator increases the amount of bugs you will be killing. By Random Enemy Group event I mean the thing where random enemies dig out of the ground. Any drilling would cause vibrations, so anything that drills through terrain will agitate the local bugs. The Escort Only Hazard exists only because the Drilldozer is always drilling and random spawns each 10s during swarms would be unpleasant. There's also more Nitra in the caves to keep you supplied for the onslaught.

Stats (TL;DR):
-Random Enemy Group spawns have more enemies in them (All Mission Types)
-When a Resupply Pod/Pumpjack/Fuel Cells/Drop Pod/Heavy Cargo Platform/Nanite Bomb Dispenser hits the ground, a Random Enemy Group event is triggered (All Mission Types)
-Each second spent while drilling has a 1/10 chance to trigger a Random Enemy Group event (Every Mission Type Apart from Escort)
-Swarms have more enemies (Escort Only)
+Caves have more Nitra in them

last ridge
#

un way to put the energy cells onto the mule while we search for the crate to open it, because most of the time we search around carrying the cells, and it is a bit annoying to carry them until we finally find it

winter robin
#

How about a gallery of skins and paintjobs to preview all of them without having to go to the wiki? It'll make it so much easier to see which ones are interesting and which ones to set goals for.

pliant karma
#

New Balanced Overclock for the Deepcore GK2 that converts it into a speedy 5-round burst at the cost of more recoil and less accuracy.

slim mural
#

Under Statistics; keep track of how many times a player salutes

winter robin
#

An OC for the Breach Cutter
Extreme Arc Modification

It turns the Breach Cutter's single/ triple straight line into a wider arc shaped line at with the cost of ammo and projectile speed.

winter robin
#

If the Skull Buster or Obsidian Mallet is equipped the pickaxe's back end will be used and replaces the hammer used in repairing/ constructing

winter robin
#

New mission notification: Anomaly Detected

A guaranteed spawn of one of the three events, cargo crate, lost pack or machine events
With the other events having a lower chance to spawn

last ridge
#

PLEASE make so that the glyphid preatorian green acid spit don't hurt you trought walls, also the range is far bigger than the actual animation and it deals tons of damage, i think it needs to be reworked a bit

silk flare
#

A solution for assignment-less groups and double exp:

Give an "assignment bonus" of some amount (maybe like 10% or so) for everyone in the party, if the mission that was just played was the assignment of at least 1 player. This could be either exp only or exp and credits / minerals.
(not too much to make you feel forced to play it, but enough to entice you to play it).

When a lobby has 0 players with any active assignments, a random mission per rotation is chosen that has the same assignment bonus.

Could have an alternate assignment icon, like a different colour to distinguish it and instead of
the player name it would read some fancy name that helps indicate what it does.

Remove the double exp anomaly. the lost exp from this anomaly whould be made up with the assignment bonus.

Those changes would essentially suggest a mission to play for groups without an assignment, while mixing double exp more into normal missions. This makes deciding on a mission easier.
with the addition of a "no assignment-assignment" people also wouldn't dodge assignment-less lobbies since there's still something to do for bonus exp.

vast kiln
#

We need elevator music in the droppod droppod

cyan fiber
#

An option to reset all cosmetic and weapon loadouts to default with a single button for all classes. It's a hassle to do them manually per class per loadout.

ripe viper
#

Make "It's a bug thing" work on hoarders?

near glacier
#

Please update the beer mug's texture during victory poses, it looks too much like Leaf Lover's now. Literally unplayable.

kindred kettle
#

Make fester fleas attracted to various light sources (especially flares) in a similar manner to certain real-world pest insects.

quartz hollow
#

What is this, a leaf lover? Have the Gunner and Driller stand properly while posing with their big guns. (Move the forward leg a bit to the side so it doesn't look like they're gonna fall over.

near glacier
#

Would appreciate if we had alternate hotkeys for zooming in and out while looking at the terrain scanner since my mouse wheel is cursed with jumpitis and buying a new one doesn't fix it.

quartz hollow
#

Additional Imagepost regarding the above.

Comparing TF2 Heavy to the Gunner, with lines for their legs and a purple line on the suspected center of gravity.

sonic crown
#

I think it would be pretty cool if you made the control mission guy visible. Like if we can see him in his office window. This way when he yells at us, we can see him throw a fit lol Or at the very least, just a shadow of him through a window.

finite shell
#

Option to sell back blank cores in exchange for minerals. 20-30 per core?

summer pond
#

Another possible unpopular opinion but flames and ice or any other type of "stream" gun should not just go straight through indestructible armor it makes no sense.
This would also combat bunkering since then a driller can't just kill every bug behind an oppressor which would finally make the oppressor what it was original supposed to be, a big wall for other bugs to safely stay behind and move towards your position.

oak monolith
#

I think it would be a good idea to add how to identify the minerals during missions to the tutorials. Honestly when i started it took me more than a few missions to figure that out.

merry sail
#

For years I've played FPS games with an analogue joystick in my left hand. I know there are many that will shudder at the thought of something like this but if you're familiar with the principle of "HOTAS" you'll probably get it. Having the combination of analogue movement with buttons that fall readily to hand and the speed of mouse look/shoot has always been compelling for me. I can't seem to find any support for PC controllers in game though...can anyone point me to where I might be able to do this? If it isn't possible is it something that could be added to the dev list? Right now, I've just bought the game but haven't even played it beyond trying to set up the controls, which I'm not able to do in the way I wanted. Second minor suggestion is that I dropped an email to the support email address and the auto responder pointed me to the Discord server...but there's no obvious place to pose support related questions.

safe night
# safe night Well, might as well go for part 3 on this now. Same as before, only now we're ha...

Welp, already the fourth in this series. Same applies, it's just me pondering about how Length & Complexity & Hazard can be felt more, how these parameters can make more of a difference so the game gets another layer of replayability.

Salvage Operation:
Length 1 = 1 Mini-MULE; 1 Main Cavern
Length 2 = 2 Mini-MULEs; 1.5 Main Cavern(s)
Length 3 = 3 Mini-MULEs; 2 Main Caverns
Complexity 1 = 1 stage & 1 minute; +0 Main Caverns
Complexity 2 = 2 stages & 1.5 minutes; +0.5 Main Cavern(s)
Complexity 3 = 3 stages & 2 minutes; +1 Main Cavern
Hazard 1 = 0 Mini-MULE discovery Swarms; 0 Hazard Rooms
Hazard 2 = 1 Mini-MULE discovery Swarm; 1 Hazard Room
Hazard 3 = 2 Mini-MULE discovery Swarms; 2 Hazard Rooms

(The amount of Mini-MULEs is exactly as it says on the tin. Right now there's no short Salvage Operation runs so I think this could be a fun addition.
Length and Complexity together determine how many Main Caverns there are. One of these will contain the wrecked Drop Pod. The starting cavern is not included. Other than that, just like in my Egg Hunt structure.
Hazard Rooms are also just as in my earlier descriptions, some small rooms that simply provide an obstacle or challenge to overcome. The Discovery Swarms are also nothing new, normally the first Mini-MULE you get to triggers a swarm. This is now Hazard-dependent.
The big addition here would be the Drop Pod repair stages and final timer. As many have stated that next to Escort, Salvage is the most repetitive mission, I believe that is mainly due to the Drop Pod repair always being the same. Hence why having a small list of, say, 5 different Stages, and depending on Complexity 1 or more are picked in a certain order would add a LOT to making this mission more fun, and more replayable as now you can have a Length 3 Complexity 1 and have it feel fully different from a Length 1 Complexity 3, given that the various Stages are different enough.)

And that's my text wall again. Hope y'all had good holidays!

quartz citrus
#

New missiontype idea – System reboot

Mission control has sent out an automatic mining system to extract special minerals in deep caverooms. But the system went down and now a team has to go down to fix the problem.
You start at a small cavern room which leads to a big cavern. In there you find a fricking mess. The stationary miningbots (I call them Cynthia´s for now) are out of control. They can be placed everywhere in the caveroom and their strong laserbeams fly through the entire cave in random patterns, speed and paths. Some of them in a straight line, others in 8 shapes, whatever. The lasers do a lot of damage and burn you, when you get hit by them.

How do you clean up this mess?

Step 1 – Find the control panel: You can find them by following the cabels which are attached on every Cynthia. When you follow them you´ll find what caused all the trouble. A pile of Xynarch Charge Suckers have corrupted the control panel.

Step 2 – Reboot the panel: To reboot the panel, kill the suckers and start the reboot by pushing random buttons on the panel. But once you hit a Xynarchsucker, I thought of two ways what could happen.

  • A minibossfight starts where you fight the X-suckers. They use the Cynthias to stop you. Also they spawn defense turrets and drones to kill you. Once you´ve killed them you repair the panel and reboot it.
  • A siren starts. The noise draws nearby enemies and start an infinite swarm. To end it you have to kill the suckers and reboot the system. This takes some time (90s or smth). Protect the panel and repair it when it takes too much damage.

Step 3 - Repair: Once the panel is rebooted every Cynthia, which is connected to the panel, can now be repaired. The lasers are still broken so be careful. And yeah, once a Cynthia is repaired you can pet them 🙂 Mission accomplished!

Depending on the length of the mission they are 1-3 panels to reboot and maybe 4-6 Cynthias per control panel to repair. A big caveroom for every control panel.

lost crane
#

Overclock idea for the M1000 - Trick Shot
If you do a 360 before hipfiring a bug, give it a massive damage boost

quartz olive
#

I think mission control needs to warn us about staying close to the mule in 'Low O2 missions' when we call drop pod and mule is heading to it.

Because most of the time i find myself running and trying to reach the mule for o2

hexed flicker
#

Add breach cutter jump rope to the space rig

indigo copper
#

I have a suggestion. How about constant track of our progress as we do our missions bc I've had the game crash like 6 times right before a mission completes and it's making me sick.

slow knot
#

Pickaxe Gear Modification:
Tier 1: Titanium Blades
Damage +12.5

  • Give a different version of the "power attack"
    Power Attack does half base damage, cannot stun, and has no area of effect
    You break all ores with a single hit (this also apply for terrain with ore inside like aquarqs and Enor Pearls)
slow knot
#

Electronic Flare
Duration: Permanent
Production rate: 0
Max Flares: 4
Light Level: Dim (a bit more than the markers M.U.L.E places when going to the drop pod)
Can be picked up
Electronic flares shows up on maps and when pressing control.

Unlocked @ player level 30

Has modifications:
+2 flares or medium light level

lofty badge
#

Reaching level 25 with a dwarf and gaining additional XP should allow that XP to overflow to progress towards your next promotion.

Sometimes you wanna play with friends but have a level 25 class, it's awkward not being able to pick that character and not losing out on XP gains. (Something that happens to me and my friends almost every time we play).

trail spade
#

Got a large wave of ideas, an idea for each of the classes. These items are supposed to substitute the "utility" items for each class (shield, flares, turrets, satchel). It's also almost 3am and I can't sleep so these are kinda out there

Gunner: Dwarven Booster Can
A simple thermos containing an ancient concoction that will super charge the average dwarf for a short time. Gives a slight health regeneration, and a minor speed buff to all the dwarves in range when it's opened. (Similar to Adrenaline in L4D...) / Can be upgraded to have knockback or stun immunity

Scout: Lantern
It can be lit and carried on the scout, or placed down to provide a nice and warm lasting light (an in inbetween of the mini flares and the big ones). It slowly burns through fuel but can be snuffed when in hand. / Upgrades include stronger light and better fuel efficiency.

Engineer: Lazer Turret
I'm not gonna explain this one that much. It's a turret that shoots lazers. / Upgrade to apply the "shock" debuff and shot lightning instead?

Driller: Void Bomb
A small throwable that will kill most bugs and delete terrain (but not leave slag) in the field. It activates about a sec after landing and is active for about 3 seconds (still eating bugs, but locked in position). Upon ending, a slag nugget drops. The nugget can be thrown around as any large mineral and if shot it explodes similarly to the fire bulb plants. / I know this is a lot but I had some fun with this idea, the whole nugget thing is kinda silly and i could be changed to explode instantly.

dark bluff
#

I think Scout need a buff, either for M1000 Classic or GK2, both are bit underwhelming. A) Buff to damage of M1k, it was meant to be the sniper gun of the game but on Haz 4+ it's better to just get GK2 B) give GK2 ability to electrocute, so it will co-op with Zhukov's conductive bullets (or at least change embedded detonators, -400 to carried ammo is awful)

near glacier
#

To be able to parry and smash aside incoming melee attacks from enemies so you could have another chance at night being downed

trail jolt
#

having the large xenofungus give a softer landing like platforms, since fungus is squishy, but not too soft as to make platforms useless, just a bit softer

tame dagger
#

Allow players---once they reach a specific level---to have access to an in game currency purchased Beer of The Month Club. It will be a nice addition to have if a player has a lot of loose change on hand that they want to use. The BoTM Club will cost ~50,000 currency when first purchased, but if you want to continue the BoTM Club, additional payment (after every month) will be 25,000. The BoTM Club will allow players access to one random free party beer and 15 random beer materials.

near glacier
#

It would be really nice if you could highlight text or open links from the in game text chat. you could invite someone to your discord server or send them a video with tips.

near bison
#

Make pinged objects to have fragmented/dashed/dotted outlines if they're hidden behind a surface, so for example, if trying to shoot an enemy that is covered, and you cant see the enemy due to bad visibility (sandstorm for example) or being in a pitch black room, you will know that the enemy is under cover.

The pic demonstrates the example of having the bottom right area of the enemy as covered (was lazy to simulate a fragmented line, but hopefully the message is clear)

near glacier
#

Serious problem: The RJ250 is pretty underpowered and doesnt do its job right. I know it sounds weird from a standpoint of a RJ250 user myself, but it honestly needs more specifics then it has now. My personal rework of the RJ250 Compound:

  • Less self damage when Rocket Jumping
  • Mediocre damage penalty
  • More ammunition in reserve (like +10, depends on the damage penalty)

Since as of right now the RJ250 is in a place where it isnt viable for both transportation or damage dealing, a possible solution would be something like Fat Boy vs Hyper Propelant (aka Huge damage on a huge area and super small reserve, vs Huge damage on direct only, no ammo penalty). The RJ250 could have 2 variants with 2 different names, one of them transforming into bascially "Low damage, a lot bigger ammo reserve" ||Rocket Jumper from TF2|| which would balance mobility for damage. The second variation could be the current RJ250 Compound which would allow both, with small debuffs when it comes to damage, so players are able to choose between pure mobility, and between mobility + low damage. ||Liberty Launcher from TF2. Fun fact, its the most underused Rocket Launcher of all for the same problem as RJ250..its just not worth it||
If I am being honest, I didnt see ANYONE use the RJ250 in a single match, ever, which shows how extremely overshadowed it is by Fat Boy, Hyper Propelant, and others, If it could be more viable then a lot more people would use it, and the dream of being a flying dwarf with a shotgun would be a reality

eternal basin
#

I'd like to request a setting to disable levels with Electrocrystals for people who are sensitive to flashing lights. My friend has mild epilepsy and Electrocrystals are the only part of the game that are a problem for him. Thanks!

sonic loom
snow remnant
#

I think that the Volatile Compound mod for c4 should add a little interaction to the tool. Maybe it could deal even more damage or a bigger explosion radius if any player shoot at it, like tcf.

quartz citrus
#

Little research mechanic – Scan secondary objects first

An idea too make secondary mission objects a little bit more interesting. Among the secondary objects, whatever it is, Hoxxes provides some fake ones too. As an example with Boolo Caps maybe 25 (I don´t know the usual amount) real Boolo Caps and 15 fake ones. You should use your scanner first before you collect it to find out, what Boolo Cap is a real one and not a little trap from Hoxxes. And I mean not the laserpointerscan but the scanner you use to scan lost helmets. Once a fake one is scanned by one player everyone else knows it too and it is shown on the laserpointerscan. So no one must scan a Boolo Cap twice or forgets which one is already identified. What could happen if you pick a wrong one:

-Bolo Cap: If you pick up a fake one you get poisened and lose some HP.

  • Apoca Bloom: If you pick up a wrong one you get pheromoned by a small cloud and some swarmers spawn.
  • Ebonut: If you crack a nut which is under too much pressure, that you can detect with a scan, you get bursted away and lose some HP (Maybe you even fall off a ledge, so be careful)
  • Gunk Seed: If you shoot a Gunk Seed sack which isn´t ready to be harvested sticky permanent goo gushes out.

These are just some thrown ideas why you should scan first. But you can also ignore it and just go for it. The consequences are not really harsh but they can be annoying and easily avoided when you do a minor scan first. I think this would add a fun research note so secondary objects are not just search and collect.

timber badger
#

What if each Region had their own unique Warnings? Like with sandblased Corridors there can be "Frequent Storms" where as said in the name dust storms are much more frequent and can sometimes be deadly with Rocks flying through the air and "Unstable Geology" that adds patches of Hollow sand that when stepped on by a creature or a dwarf can collapse into a very deep sinkhole that can vary with size to either by as small as molly or as big as several meters which in certain situations like with swarms can be deadly and tunnels have a chance to cave in due to the loose terrain (this is just something I thought up on the spot and may update it with more ideas)

nova stump
#

Friendly bugs, Steeves, are still very hard to differentiate from other bugs (the implementation right now is also very colorblind unfriendly). Simple solution would be a more noticable effect, more colors (options menu) and/or if you wanna stay thematic to the game give the friendly bug a high visibility safety vest and a miner helmet or something

opal olive
#

Adding Class to the Scanner:

Each class sees locations of stated things:

Scout - Mini-MULE Legs/Oil Shale, Gunk Seed, Apoca Bloom, Magnite, Umanite, Yeast Cone
Gunner - Alien Eggs, Alien Fossil's, Fleas, Enemies, Starch Nut, Croppa
Driller - Aquarq, Enore Pearl, Jadiz, Malt Star, Nitra, Gold
Engineer - Morkite, Boolo Cap, Ebonut, Croppa, Barley Bulb, Hollomite, Dystrum

loud merlin
#

more time to the oxygen bar on low oxygen, esp on levels with things like point extraction

nocturne dagger
#

Name: Rare event Selector

Purpose: To allow someone to select specific events to be more common in exchange for lowering the chance of others, such as Core Infuser events being more common whereas lost cargo shipments are rarer.

Reason: You may be stuck with tons of matrix cores, but keep finding helmets or cargo, or may have very few matrix cores and be stuck finding Infuser events. This would allow players to choose what they want to search for more commonly and give a better reason to keep playing, even if you've done all your missions and your friends have left. It wouldn't be a huge increase and decrease, but it would be enough to make a difference in your standard time frame of play.

safe night
# safe night Welp, already the fourth in this series. Same applies, it's just me pondering ab...

And on to number five in this ongoing series. Already you can see the structure behind these desired changes. Who knows, I might attempt to get a few like-minded people together to crunch the numbers and mod these in. So, on to a favourite of many...

Point Extraction:
Length 1 = 4 Aquarq; Large Cavern
Length 2 = 7 Aquarq; Huge Cavern
Length 3 = 10 Aquarq; Gargantuan Cavern
Complexity 1 = 0 Dystrum & 1 Secondary; -1 Cavern size
Complexity 2 = 50 Dystrum & 1.5 Secondary; Normal Cavern size
Complexity 3 = 100 Dystrum & 2 Secondaries; +1 Cavern size
Hazard 1 = Swarm Intensity 0.7; +0 Secondaries
Hazard 2 = Swarm Intensity 0.8; +0.25 Secondaries
Hazard 3 = Swarm Intensity 0.9; +0.5 Secondaries

(Really, the amount of Aquarq should just speak for itself. Now with the option of just 4 for a quick mission. Cavern Size should similarly be self-evident, with a bigger cavern meaning getting to all the Aquarq will take longer and offer more difficulty. So far so good.
Swarm Intensity is literally as it is now, and might require some tweaking, but all in all, stay longer = more bugs, especially on higher Hazard missions.
As Dystrum is currently only possible on Point Extraction, it would be reasonable to simply make that a normal part of the proceedings, required or optional, I'm not sure what'd be best here.
Secondary objectives would thus be a bigger part of these missions, to offer that alluring bait of reward so you will stay longer and get more bugs out. Simple risk vs reward!)

Not as big a text wall today, as this mission is already quite fine as-is and with a small addition of shorter missions and more optional objectives this can stay as a solid mission structure and the massive caves are always a joy to behold.

near glacier
#

You know, many passive perks are not that beneficial, not that effective, some are really situational etc. I came up with a few..atleast I hope "wanted" passive perks that will surely be helpful and noticable:

  • Mid-air control (tiers from 1 to 3, starting from the 4th perk branch) : Allows your dwarf to have mid-air control, like turning and mouse control. (Tier 1: 5% Turning power, Tier 2: 10% turning power, Tier 3: 17% turning power as well as unlocking mouse control). I can assure Scouts and Engineers will be happy to have it, especially with Shotgun Jumping rollouts as well as if you get launched by an Opressor shockwave you can strafe and surf away from him, to a safer location, or even clear sharp corners over a pit.
  • Vampire Tier Buff. Normally using Vampire instantly gives you 5 HP, but with the highest tier unlocking the ability of "Bleeding" giving you 5 HP instantly, and then aditional 5 HP overtime, about 2.5 HP per second. Might seem like an unessesary buff if you could just ramp it up to 10 instead of "bleeding" but it balances it out, since it isnt instant.

Ill add more possible buffs/new passive perks when I come up, but I think Mid-air control definetly should be a passive perk, since right now you cant handle your momentum that well during "Flying Dwarf" sessions. ||I know, funny how last time i also suggested something about mobility, but to be honest, who wouldnt want to be a fast flying dwarf destroying hoards of space bugs? I bet Karl did the same, so why shouldnt we be able to do it Sconk||

tame dagger
#

Implement a system that warns players about the difficulty that they are joining into. Tired of people who have no experience joining my games/other games only because the game has 2x XP.

signal goblet
#

give bosco the ability to carry oil canisters to you.

thorn sapphire
#

It would be great if you guys added an option to re-map controls for the controller. I'm really not a fan of having to use the D-pad to change weapons (and a few other things as well, tbh).

Or, if that's impossible, at the very least let us choose which weapon is selected by which D-pad arrow. My brain defaults to the primary weapon being the right arrow (I think this is after playing W40k Space Marine?), whereas in DRG it's left arrow, which forces me to fight this habit.

signal goblet
#

maybe make the stone harder to dig in doretta's mission the further we go so it would explain why DRG cant just send us and doretta directly next to the objective instead.

karmic solstice
#

i would love a system where Beast Master is integrated into base DRG (perk changes below)

basically i think it would be awesome to have a system where you can "breed" glyphids to increase a steve's stats (like 30% increase to any stat max, not trying to 1v1 a dreadnought lol), this would be achieved via 2 resources called "gene strands" and "fertilized egg" (assuming glyphids come from eggs, idk though)

  • gene strands would be a new basic resource offered from mission rewards and as a very very small chance drop from glyphids (higher tier = higher chance[bulk = 50% chance, dreads = 85%, krassis and the dread variants = 100%]) and eggs would be acquired from egg missions as a tertiary objective (1/3 of the eggs have a secondary fertilized egg hidden inside the organic material)

this would also come with some changes to steves in general

  • damage increase in line with base beast master, based on amount of passive perk slots you have unlocked (1= = 100%, 2 = 200%, 3 = 300%)
  • steves can be colored via YOUR armor color pallets (to help differentiate)
  • steves can be given codenames (think F.L.A.K from bl3, where he doesnt call it by its name but it appears over its head instead of "glyphid grunt slasher steve")
  • steves are dropped in along side you in a secondary "S.O.A.P" bar ("Steve-Operating-Assistance-Pod") which carries all steves being brought (max 4, duh)
    -steves can be revived similar to dwarves but take 50% longer (reduced by field medic)

1/2 posts

#

whereas Beast Master would

  • allow you to avoid the revive speed penalty with YOUR steve
  • allows steve to benefit from your secondary perk (at max level Beast master)
    • faster revive with field medic
    • synced berserk with berserker
      and so on

once the dreadnought variants are released there would also be steve "hyperstrains" (overclocks) (not directly tied to dreadnoughts, there for simplicity and theme)
examples include

  • +50% movespeed, -15% damage, -12% armor and health (balanced hyperstrain)
  • +17% health, +20% elemental resistance (clean hyper strain)
  • x2 health and armor, increased size (about goo bomber size), -66% movespeed, +33% revive time(revive takes longer) (unstable hyperstrain)
    and so on, maybe elemental adaptation based hyperstrains

it should be noted that the more steves are brought the harder the difficulty, 1 steve being worth 1/2 dwarf (always rounding up if odd numbers of steves are brought)

all these changes would hopefully accompany a slight upgrade to a steve's intelligence

2/2 posts

long osprey
#

Perhaps we can get an achievement after unlocking all perks? Not exactly important, but just thought I could ask

slender shale
#

I would like to see an additional Smart Stout line that talks about attaching turrets to Doretta. Similar to how we have lines about putting guns on Molly. Also maybe a line that claims to have found out why the glyphids always attack Doretta's left side first.

tame dagger
#

Okay, so you know how there is a pose at the end of the game where you down two mugs of beer at once? Well could there be one just like that, but with a full keg of beer? After lifting it up and chugging it down, they fall on their ass and rock back and forth while still guzzling from the keg?

river orchid
#

Nothing game-changing, but how about a wine-glass beverage for the bar? It could give the dwarves dainty and upper-class voicelines, similar to how smart stout works.

south iris
#

For next winter, be able to make and throw snowballs with the left hand while having a beer with the right and separate functions with m1 and m2. We got two hands

tame dagger
#

I thought on this long and hard, and I do believe (opinions will highly vary) that work seriously needs to be done on making the Engineer more of an Offensive class. Reasoning for this is that the Shotgun SMG, Grenade Launcher, and Breach Cutter provided to the Engineer are not really up there (in my opinion) as what could be classified as Offensive tools. The diagram below shows how each class (from my point of view) would be classified by three categories: Offense, Defense, and Support. Driller and Scout make sense since they are able to provide Support to a team by either digging out a tunnel/making a mini hole fort or gain access to areas that are hard to reach/light up rooms; also allows a distribution of good **Offensive **firepower. Gunner lands in the category shown since it provides a shield (a **Defensive **attribute) to the team and they are able to dish out extreme amounts of damage (an **Offensive **attribute). Gunners Zipline isn't much of a support tool, but rather a defensive tool of being above bugs to stay safe. Now poor little Engineer is stuck in the Defensive/Support category since the sentries are not meant as an Offensive tool, but rather a defensive holding point; same said for the weapons and grenades. The Support that engineer provides is ONLY through the means of his Platform Gun which is one of the best, if not the best support tool in the game (in my opinion). I really wouldn't know how to make Engineer more of an Offensive class, but maybe a start would be to allow the weapons and sentries to deal more base damage and allow a smidgen of more health. Open to suggestions as to how this could become reality and also give the developers an idea on how to make the Engineer a bit more stocky.

daring plaza
#

can we get some barstools at the abyss bar
and an option to remove cave leeches from solo since bosco is usually too slow

unborn raven
#

Maybe make the error cube a special item that triggers an event of some sort, maybe calls up some ancient tech golems or something and then once you defeat them you have to put the error cube into a special spot on a pedestal in a room that decloaks or something then it starts a randomly-chosen assignment which has something to do with find error cubes, destroying hacked error cubes, and then at the end you gain the ability to collect error cubes and use them to do a special kind of error-clock (a variant of the overclock maybe) that is for utilities ONLY and makes them get a big buff in how they work, for example make the flare that the flare gun launches give off a special kind of pink-ish/white-ish glow that can find special objects hidden nearby that the terrain scanner can't see, or unlock new weapon frameworks or armour types or for the ziple gun, make it so that the zipline turns from a zipline into a supercharged zipline that makes you move faster in both directions and has longer range, but can hurt you if you come off of the zipline too fast, and maybe some of the error cubes could unlock special weapon frameworks that fit in with the design of the error cubes, and maybe armor types so we can have our weapons and utilities and armour look like some cool error armour or something, idk im not good at creating balanced suggestions lol. just an idea

fast walrus
#

an alternate sheild generator that acts as a cage to trap big strong bugs

fiery root
#

Masks as a face customization so we don't get covid-19

sterile fiber
#

idea: animations for escaping grabs via the foresight perk
ex; leech: reach up and crush it's jaws, forcing it to drop you before dying
mactera grabber: grab onto the legs and rip them backwards, disorienting the grabber and sending it lethally careening to the floor
nayaka trauler: reach down and bash your fist into the beast's stomach, dazing it and causing it to swerve, losing the friction keeping it under the ground and causing it to skid across the floor before dying

this is because it feels very unsatisfying to break free from a bug's grasp, instead of feeling like you summoned a dwarven rage that let you slaughter the leech while its still holding you its more like it just found all the beer still preserved in your beard and accidentally ate it before dying of alchohol poisoning and gently dropping you

near glacier
#

A small derringer that all classes have and said weapon has infinite ammunition, the downside is that it does a very small amount of damage. The point of a weapon this disappointing is so that when you about of all you ammo, you can quickly flick out this and shoot the face off of any glyphids near or that pesky mactera.
The stats:

  1. You have two shots that you fire separately.
    2.you reload the both shots at once.
  2. You guys choose the damage, but it has to be close to the damage the pickaxe deals
  3. You would be able to customise and upgrade it like any other weapon but the upgrades are all balanced like higher damage traded for a lower fire rate.
  4. The unholstering time would be really fast as the gun is mean for quickly flicking out in tight situations
distant cairn
#

Suggested idea: Gold Fever Minigame For Crassus Detonator Gold - The crassus detonator is fun to explode and paint the walls with gold but a real drag to mine out the gold from! I suggest a special minigame kind of feature that kicks in when the dwarves start mining the gold there - but so long as the dwarves are chaining together combo hits on the crassus gold vein, they start mining faster and more powerfully. This would only work just for Crassus gold veins. While mining out the gold, there's an onscreen timer for 'gold fever' and a counter showing how much gold each dwarf has deposited in molly. The dwarf that manages to mine the most gold out with their pick during the crassus minigame gets a little gold holo crown that floats over their head for the remainder of the mission. There would be voice lines for the dwarves going bonkers over the gold in 'Gold Fever' state, onscreen effects, voice lines for when dwarves take the lead in the gold rush, and victory/bragging lines for the winner and loser reaction / gratitude lines. I feel this idea would be in the spirit of the game and also make mining out crassus veins not only take far less time, but make it really fun!

tame dagger
#

Sugar Collection: Just like Extraction, but with a twist. Instead of going after Liquid Morkite, you're on the hunt for a Apisulu Hive; an extremely rare bug colony that has the ability to harvest Red Sugar and turn it into a miracle cure honey that cures all sorts of medical problems such as back pain, migraines, even helps with the reattachment of severed limbs---management is really proud of this and helps cut doctors visits in half---. The mission will be a labyrinth of tunnels dead ends, and deadly surprises. Only one set of paths will lead you to the hive. Once there, you'll need to bust your way in, and defend yourself from Apisulu Grunts. Once you make it inside, you need to locate 2-4 pools of Red Honey, and then fill canisters with it. However, if you take too long inside or you accidentally step on or kill an Apisulu Larva, the Apisulu Queen will wake up. The Apisulu Queen will be the size of a Dreadnaught, but will be able to flutter around in short bursts, and shoot stingers at you and your team. Maybe the design could take after Vespiquen from ||Pokemon ||or the Queen Bee from ||Terraria||, but with a bit of a Glyphid Mactera fusion. The fight will be extremely tough, tougher than a Dreadnaught since it cannot be damaged, but will collapse from exhaustion and die after 10-20 minutes. It will grant a nice payment and experience bonus if eliminated, but is highly advised to not engage it due to it being extremely lethal. Players won't be able to cheese the fight by sitting outside of the hive because if they try to leave, they will be ganged up on by Apisulu Grunts that can't be killed and will kill you instantly.

upbeat yew
#

GRENADE IDEAS

Red Sugar Bottle

Class: Scout
Description: Smashes on impact and heals dwarfs with a liquidized version of red sugar
Effects: Instantly Heals all dwarfs within a 6 meter radius for 50 health.
Carried Amount: 4

Mini-Turrets

Class: Engineer
Description: Throw down a disposable auto-deploying miniature version of the engineer turret. Blows up after all ammo is consumed.
Stats: Deals 4 damage per bullet (+300% armour break), has 90 ammo, 15 meter targeting range, 7.5 Fire Rate.
Carried Amount: 4

Stun Grenade

Class: Gunner
Description: A grenade that stuns enemies with high frequency sounds.
Effects: Explodes on impact and stuns all enemies within 6 meters for 5 seconds. Ignores all enemy stun resistances.
Carried Amount: 8

Hellscape Bomba

Class: Driller
Description: A nuclear grenade that generates a massive explosion and leaves a radiation field (like Fatboys do). The dwarf will play a voiceline saying he's thrown the bomba grenade.
Stats: Explodes 3 seconds after being thrown, Deals 1500 area damage in a 14 meter radius and carves terrain in a 28 meter radius. Leaves behind a large radiation cloud that is roughly 50% bigger then the Fatboy cloud and has a slightly longer duration and slightly higher damage per tick.
Carried Amount: 1

safe night
# safe night And on to number five in this ongoing series. Already you can see the structure ...

Honestly, I never imagined doing a set of posts that'd last this long, but here we are, part 6 of the Length/Complexity/Hazard overhaul concept.
And honestly, this is the one that sparked this: Escort.
Credit where credit is due: KamachoThunderbus on Reddit was where I saw the Breakdown events mentioned before.

Escort Duty:
Length 1 = 0 Refuels; 2 Stage Heartstone
Length 2 = 1 Refuel; 3 Stage Heartstone
Length 3 = 2 Refuels; 4 Stage Heartstone
Complexity 1 = 1 Cavern between stops; 0 Obstacle Breakdown
Complexity 2 = 1.5 Cavern(s) between stops; 0.5 Obstacle Breakdowns
Complexity 3 = 2 Caverns between stops; 1 Obstacle Breakdown
Hazard 1 = Less Swarms; 1x Obstacle Breakdown
Hazard 2 = Normal Swarms; 1.5x Obstacle Breakdown
Hazard 3 = More Swarms; 2x Obstacle Breakdown

(The amount of Refueling stops is self-evident. Though I'm all in favour of changing to dynamic refueling, this concept keeps the Refueling stops as it's an easy way to measure length.
Heartstone is currently a nice climax, but a little excessive, hence again the suggestion to lessen the amount of Stages.
Caverns between stops is currently at 1, and an important factor why these missions take so long: with 1 Refuel and 1 cavern between stops, you have 5 Caverns generated along a linear path - that's as long as a Length 3 Mining Expedition! With a new minimum at 0 Refuels and 1 cavern between stops, the new shortest Escort would be 3 Caverns long - same as a Length 1 Mining Expedition and way more reasonable. With 10 caverns at max for those who enjoy the slog, as long as the rewards are up there!)

This post is getting long, so see below for the direct follow-up to this post!

#

(Swarms needn't change, though perhaps Dotty should get some Explosion and Acid resistance, which I doubt needs further reasoning.
Finally, Obstacle Breakdowns would offer the much-needed variety, and would be Biome-specific events that cause a little setback to add a dynamic bit of fun and offering more parameters to juggle for the players: Drilldozer gets mired in goop in the Fungus Bogs, scrape the tracks clean to make headway while a swarm attacks! Korlok Tyrant in a side-cave entangles Doretta in roots, so go and kill it to free her! Events like this will offer the much-needed variety, I feel.)

Sorry for the post-split, have a great day.

south iris
#

Buff Subata Chain Hit so it does 50% of total damage of a weakpoint shot of another enemy instead of the damage of a regular shot. Subata has no armor piercing upgrades and low pure damage upgrades so the damage onto another grunt/mactera is pitiful. The chain hit could be ok for swarmers or naedocyte shockers but his primaries so much better for that purpose

brittle kindle
#

add soup

pseudo iris
#

Hello I just wanted to add some visibility suggestions:

  1. When you highlight something with the scanner adding some pointers/arrows on everyone else's screens pointing towards the direction of the thing highlighted. It's sometimes hard to have to look around and find what was highlighted but perhaps that's how it should be.
  2. Some of the rooms (like the core room for an escort) are super red colored and when you're getting mobbed by a swarm it can be hard to locate your buddies body. Can we get another color to outline downed buddies? Maybe different colors for different biomes? Could also incorporate #1 here to point towards downed friends when they aren't on the screen.
    Thanks!
    ⚒️ ⚒️ ⛏️
green pivot
#

burnable grass that stays on fire for a little bit and does damage to those in contact with the fire

you could set the hanging vines on fire to damage the incoming bugs but it starts spreading and now your team has to either take the damage or run away

#

ohh and maybe make it so that ice forms at the edges of cliffs during cave generation of the ice biome

imagine one of the dwarfs just slipping off the edge to their deaths
laughs will be had

edgy ocean
#

It used to be that you looked out of the window panels when deploying inside a personal drop pod. This was later rotated 90 degrees so that the player looks at a mission stat screen on the inside of one of the opaque panels.

I think you should reverse this change. It's far more useful to be able to see what is going on outside of the pod, especially if the pod drops you directly into a fight which happens quite a bit.

distant kernel
#

Lower the level requirement for pickaxe power attacks. This is such a fundamental part of a dwarfs toolkit and it always feels awkward when Im bringing new friends into the game and I try to get them to use it after a few missions but they still haven't unlocked it.

heady onyx
#

Weapon options mods/OCs should be fun, (particularly at low haz) balanced, (particularly on high haz) and unique (difficult to compare to similar mods). Candidates for weapon tweaks from most egregious to least:

  1. Hipster (Scout's M1K) and Supercooling Chamber (Scout's M1K). Objectively worse in all major metrics (DPS, sustained dps, total damage, breakpoints, return on effort) than having no OC. Literally the only reason to take these right now is if you want to make the game more challenging for yourself with a "quirky" OC.

  2. ITE/FRE/T1 Larger Pressure Chamber (Driller's Cryo). Its true T1 Larger Pressure Chamber wasn't taken much before last patch, but buffing it has made FRE and to a less extent ITE completely redundant. Why bother mucking about with pressurization OCs when a T1 mod lets you fire for literally 20 seconds straight before pressuring?

  3. Shaped Shells (Scout's Boomstick) and Persistent Plasma (Driller's EPC). Both OCs try to do something the primary weapon (regardless of which variant) does much much better.

  4. Stronger Plasma/Roll Control/Inferno (Breach OCs). RTS edges out other OCs in priority target DPS, Light-weight cases does the same for better ammo conversion.

  5. Zhukov OC-less + yellow/green OCs: -Zhukov in general has a low pick rate and its 2 vanilla OCs are neither good enough nor transformative enough to justify picking it


Ping me in #drg-chat if you disagree, I'm interested to hear your pov.

polar vigil
#
  • Heartstone stages should be remixed so every time you fight it it’s different
  • Refuelling a canister should take only one outcropping of oil shale
  • make it so Doretta only has one fuel stop if in a deep dive
  • make it so Escort Duty can’t appear more than once in deep dives
tough socket
#

Please tune down the wild bouncy ball physics that happen to dwarves when we bump into or land on each other/molly/bet-c/etc. It's very random compared to the physics of every other item or creatre we interact with. And while that's funny the first couple of times it happens, when you're dozens of hours in and running haz 4/5, getting randomly launched around the map (looking at you allied Bet-C) isn't fun anymore. It's a bit annoying and it's a source of death that we don't really have much control over, which never feels good 😦

gusty basin
#

There should be an upgrade on the 4th tier of engi sentry turret, after some time, lets say 3 seconds, of not firing, ammo is auto transferred to the turret at a rate of 2.5 bullets a second.

knotty glen
#

Rework the class build talents - currently there's two choices that are leagues beyond the rest, iron will and heightened senses. Really I'd just like to see a third blue slot added (perhaps at the cost of two red slots?) because those perks are basically mandatory for the type of playstyle I enjoy. I'd like to dip into trying some of the other perks, but can't bring myself to sacrifice those two because they are so powerful. Somewhat at a crossroads of, nerf iron will and heightened senses, or buff the other active perks to be more competitive with IW and HS, or sacrifice 2 passives to take 3 actives.

valid notch
#

I really want to like the stubby smg for engineer, but it just feels a bit.. off

In terms of sound design it's a fantastic weapon, but the damage output/ammo economy does not have any outcomes that feel satisfying to use. Either you run out of ammo, or you're better off just popping bugs with a shotgun. A simple bit of adjustments would make a large difference on how this weapon feels, like improved ammo capacity or improved damage.

If anyone doesn't know what I'm talking about with feeling off, think about how in borderlands 1&2 each brand had a major drawback/gimmick such that it never really felt perfect or well-rounded. (Seriously, why were honest, no gimmick weapons so rare in those games?)

lethal fable
#

uniquer paintjobs and multi coloured paintjobs would b cool
also engi and scout armours could feel more armour-ey :)

lost harbor
#

[UI]On the server list, make it so the server you are hovering your mouse on DOES NOT MOVE positions when the list auto refreshes. This is to prevent the user from selecting the wrong server because the server he was about to click moved up or down during refresh. Really frustating

plucky jackal
#

Hunter-killer mod for bosco. Lets your set a certain enemy/ies (how much would it be is up to you i guess). When activated in game, bosco will ignore everything (except shouting) in favor of searching out and murdering those enemies

brave escarp
#

This is a small, kind of gag suggestion but it would be funny if the scout's flare gun could pin a grunt to a wall in a similar vein to HL2's crossbow if you managed to kill one with it.

near bison
#

Make the shield link icon glow when its pasive perk is activated.
Right now, this icon cannot be visually differentiated between its passive and active perk buffs.

spring vault
#

Can we be able to bind weaponup/weapondown (scroll) to keys that're not upscroll/downscroll? I've never liked number key weapon switching since that's the same hand i use to move, but my scroll wheel is so loose it can make it hard to scroll to the weapon you intend accurately, in other fps i tend to bind scroll up/scroll down to mouse 4/mouse 5, which are buttons, and make it much harder to screw up.

paper oak
#

Could we get a Mission Hazard Bonus that prevents or limits use of the laser pointer/terrain scanner?

I'd wager it changes the gameplay of those missions like low oxygen does.
At least not being able to see fellow dwarves through the walls would force a little more teamplay and awareness/care for the others.
Molly still leads to the drop pod in the end.

The Laser pointer and Rock and Stone are the only tools of effective communication, so it may be a little harsh to be unable to ping with it, but pointing at XY until a team-mate sees what you are looking at, instead of marking it on the hud would increase team-awareness even more

I think that would put an interesting twist on missions

smoky imp
#

make drilldozer to spent one canister at a time, so you can refuel it on the run. And she stops only when both canisters are empty.

broken stump
#

Bosco is nothing more than an aluminum can with hazard 2 protocol and cannot keep up with Hazard 4 and Hazard 5 players. Why not scale Bosco to handle Hazard Level 4 and Level 5 missions? The good ol' rust-bucket needs a speed-boost when it comes to protecting their Dwarven masters. Cave leaches take players down in no time in hazard 4 and hazard 5 missions, and bosco, in no way possible, can keep up with these levels that require more skill. I say either upgrade Bosco to allow us to complete difficult missions without losing our lives to cave leaches, or give us a Crushinator assist-bot that can actually help in a scaled manner. After spending a little time away from home in an area with crap internet, I was once again reminded at how terrible the balance of Bosco as an assist-bot truly has become. (For the love of everything holy, do something about that blasted automaton before we all start bursting like loot bugs!!!!!)

opaque slate
#

The flying rocks in the escort missions should be randomly called either “Flying Rock” or “Flying Stone”

loud merlin
#

another thought i had is having promotion perks or promo points that gives upgraded versions of perks, but you gotta promote dwarves to get em. like the ability to have double steeves OR the ability to heal steeves (or even the ability to train higher tier steeves), so it doesnt break balance but gives us neat variants on our favorite perks, and if we want them all we gotta promote promote promote.

verbal ledge
#

Please reduce the forced camera movement when reloading certain weapons (e.g. the thunderhead), it can be kinda nauseating for those of us who are sensitive to that, especially in a hectic firefight. The headbob slider doesn't seem to affect it, so possibly pair them?
To clarify what I'm talking about, try reloading with the thunderhead. Your camera "moves" as part of the animation, which is pretty cool, but for someone who's prone to motion sickness the added camera swings can add up over the course of a mission. Thank you!

tough orchid
#

Burning praetorians/oppressors explode immediately on death instead of releasing gas clouds, giving more utility to fire-based mods while also adding the strategy of deciding if its a good idea to kill them with fire at a given time.

glacial rover
#

Please delete if repeat. My 4.5 year old has become obsessed with this game after watching me play one round. His keyboard/mouse coordination is pretty limited. For the most part, Bosco keeps him alive until he falls off something. So my minor, and possibly duplicate suggestion is some sort of custom or creative game mode that I could set up so he doesn't die or run out of ammo. The mission would not give any rewards or minerals, just something for him to play until he gets old enough for full game mode.

broken stump
#

Has there ever been the idea of temporary overclocks? In this, I mean something you come across in a mission, much like a cargo crate, but inside lies a weapon/armor buff that breaks upon exiting the mission. The powers of such an item could allow an dwarf's shield to take more damage before breaking one or two times, or if it's something related to a weapon buff, then allow the main weapon of that dwarf to be able to do charge shots at a limited time for a percentage of that weapon's magazine total rounds. Go ahead and delete if temporary buffs from inside mission is already issued.

kindred kettle
#

Could probably just do away with the damage penalty on RJ250 Compound and turn it into a clean overclock.

near glacier
#

Could we get some more valuable minerals to mine? Of course they'd be worth much less than gold I was thinking along the lines of iron, copper, etc and you could just retexture gold to implement it easier, maybe some gemstones too like sapphire, ruby, diamonds

late valve
#

suggestion for the grindable pipes in the sandblasted corridors: make so you are immune to being blown off by wind tunnels while grinding them.

normal zealot
#

We need a 'total amount spend on booze' stat, to see how much credits we've wasted on beer.

silent path
#

Promoted dwarves should be have higher tollerance towards the drinks at the bar! Imagine being able to impress your friends by downing a whole blackout stout and still standing!

strange hare
#

Perk suggestions based around roaring bugs
Opera House (passive perk): Bugs will roar at you 50/75/100% more often.

Conductor (active perk): Upon saluting, all bugs within 12/14/18 meters that are targeting the player have a 85% chance to roar at the player. This effect has a 60 second cool down.

valid shuttle
#

When a Dwarf gets all OCs and Cosmetics, using a blank core on a completed Machine Event will grant random crafting minerals. Instead, allow the selection menu to show a selection of 3 different random mineral types - allowing the dwarf to choose what minerals to take amongst the 3 randomly selected minerals. jadiz bismor bittergem

earnest epoch
#

Change Steve's AI so that he doesn't stand exactly where the M.U.L.E. is called to, making us pet him when we just want to deposit something. Also Steve sometimes stands right where we're mining.
Maybe let him just roam around us like Bosco but not TOO close?

trail grove
#

I think a daily special beer for 'thermal regulation' would be kinda neat. A beer buff that makes you immune to being set On Fire or Frozen all together, or have the rate in which the two statuses are gained be slowed drastically. Thematically it'd be a brew that makes you feel very cozy on the inside, such that your body isn't influenced by extreme temperatures as much. The mug design and foam is really up in the air, but I'd love to hear ideas.

formal lark
#

Allow the Get In, Get Out mod for the Zhukovs to also proc on killing a medium or larger target (using the same criteria used for the Vampire perk) so that it has more utility.

wide shell
#

Would love to have the scout's grappling hook modeled like the grappling hook in the "Traversal" section of the miner's manual.

summer pond
#

Could the PGL damage falloff be reduced please

It makes no sense for a bug to take almost no damage from the AOE just because it's not dead center.

hollow shale
#

Suggestion: The ability to take an empty beer mug into a mission, and an achievement for making it all the way through the mission and bringing the mug back safely.

Pros: An achievement and memes
Cons: Achievement hunters ruining games

wise musk
#

Passive specific re-writes of dialogue.

If I'm running Friendly as a perk and someone is causing damage to me, I want my dwarfs dialogue to match. I find the mildly negative comments detract from my teams experience and sometimes change their game play choices. Especially if two people are running friendly this means my teammate and I will both know based on the dialogue that his incoming damage is mitigated by both our passives and can be largely ignored.

Something like: "Suppressing Fire!!!" with a response of "No worries, I can take it..."

Vampire: "This is why I don't pack a lunch"

I'm sure theres other perks that would benefit too.

How this improves gameplay:

 -Freshens up dialogue
 -Makes both negative and positive comments matter more
 -Increases enjoyment (at least in my case) when dialoge better represents my playstyle.
#

Supply drops have limited oxygen.

I'm not sure which route best enhances o2 missions, but here were my ideas:

Resupply gives you a 1-time use o2 Resupply that can either be active or passively spent.

Resupply gives you 50% more oxygen capacity over your current limit for a 1-2 minute duration.

Supply drops only give out o2 in a radius for a 3 minute period.

Supply drops only give out o2 in a radius while theres still an unclaimed resupply inside.

One of these could work implemented alone, or in conjunction depending on how DRG scales as it's developed for later game Deep dives and hazard levels.

frosty swift
#

Could we get an ingame mic adjustment system, currently I have to go into microsoft settings every time I launch the game and fiddle with them to get it to pick up my mic properly in game

worn leaf
#

Optimize the particules launched by doretta, it lags my game ;-;

tight jacinth
#

Allow shellbacks to be frozen when they're out of their ball.

rigid thorn
safe night
# safe night Honestly, I never imagined doing a set of posts that'd last this long, but here ...

OK, final one of the current mission list. In a few weeks I'll be free to actually pursue checking the code, at that point I can actually check how the cave generation is determined right now. Very interested to see how far I can actually take this, adding increased replayability to a game that's already highly replayable may either be the best or worst modding I ever did XD

Elimination:
Length 1 = 1 Target; 1 Cavern
Length 2 = 2 Targets; 2 Caverns
Length 3 = 3 Targets; 3 Caverns
Complexity 1 = No Branches; Dreadnoughts + Variants
Complexity 2 = 0.5x Branches; Common Glyphid, Very Rare Mactera or Naedocyte mission
Complexity 3 = 1x Branches; Common Glyphid, Rare Mactera or Naedocyte mission
Hazard 1 = No Swarms; 0 Hazard Rooms
Hazard 2 = Far Less Swarms; 1 Hazard Room
Hazard 3 = Less Swarms; 2 Hazard Rooms

(Targets is simply how many bosses we're dealing with.
Caverns, right now we have a central starting room with 2 loops. Length will with this method determine how many of these Loops will spawn. The Branches refers to how many of said Loops has a single cavern branching off from it: none, half, or all.
Swarms normally do not occur in Eliminations, but now Hazard 2 and up would have a very low rate of Swarms.
Hazard Rooms are the same as in previous mission parameter posts, and do make for excellent trap rooms now.
Finally, much like in my Egg Hunt post, Mactera or Naedocyte versions (1/96 in Complexity 2, 1/12 in Complexity 3) will have bosses that are not Glyphid Dreadnoughts and their coming variants. A Mactera Queen or Naedocyte Prime or whatever one would call these, these have been discussed extensively by others so I will not be speaking about these in detail.)

And there we go. All existing mission structures, extensively overhauled to each have more variations. Mission- and biome-specific mutators and 'Hard Mode' (with parameters going to 4 and 5 (and 6?) are on the menu if anyone is interested in my ramblings XD

coarse matrix
#

On-Site Refining
Currently there are a bunch of situations where players will join an on-going game and start refining while other players are doing a machine event. Or someone finds a machine event after refining has started.
There is now a false hope where players think they can still do the machine event after refining.

But this isn't really possible as the swarm doesn't end after refining, which is what everyone assumes it does since the noise stops and you have a second step of launching the rocket that generates more noise.

If the swarm is not meant to stop after refining, then the rocket launch is just pointless filler where you rush to the button when the process in 99% done.

So I have two suggestions
A) End the swarm after the refining process is done. Similarly start the swarm again once the rocket is launched.
OR
B) Make it clearer the swarm will not end once the refining starts and skip the rocket launch phase.

sharp gale
#

I have been working on a quick sketch for implementing some replacement for the often discussed "fluids" in DRG. The idea is to have a very dense sort of plant that can grow in a specific area. This plant will also produce some sort of fog or dust so that it at least looks like some sort of endless void/pit. I imagine like a bridge or something and you only see black when you look down , maybe you can see this plant moving when you throw down a flare ... something that gives you the feeling: "i dont wanna end up down there"

Once you fell down you will take damage from these plants but you can pickaxe , flame , nuke it away but it will slowly regrow and will slowly consume platforms. So the actual terrain where the plants sits on , will not be destructible.

bronze drift
#

Make a discord bot integrated with the game to move players into the same voice room on this discord server, as well as change users nicknames on this server into their in game names.

gentle nacelle
#

Make gut wrecker last longer/more burps

halcyon quiver
#

This is kind of an "out there" concept. Alternate Equipment. This is gonna be LOOOOOOOONG... apologies in advance. Gunner is first. Will write up the others at a later time. It's 4:3am. I'm tired.......
Gunner Alt Equipment - Replaces Dome Shield

Power Gauntlet: Melee weapon that creates an energy field on impact that knocks back enemies at high speed in a 3m/35 degree cone in front of you. Deals damage upon impact, and secondary damage upon the energy field bursting to cause the knockback. Any enemies impacting walls after being knocked back take further damage upon hitting said walls. Does not work on Oppressors/Bulk Detonators/Dreadnoughts. Ammo in the form of recharging battery that has a 15s cooldown period. Strikes made without battery have no knockback or energy field, dealing damage a little higher than a standard pickaxe attack
-Modifications-
Tier 1:
Unlicensed Modulator: Slightly increases energy field burst damage
Thumper Wrist Rocket: Adds a short-ranged leap to the Power Gauntlet attack, allowing you to close the distance and attack at the same time. Can be used to propel yourself a short distance in the air
Tier 2:
Overcharged Battery: Battery holds an additional charge
Dwarven Ingenuity: Widens the cone to 45 degrees and adds 2m to the cone's range
Tier 3:
Illegal Power Coils: Reduces the cooldown period by 15s
Jadiz Power Core: Battery holds an additional charge
Heavily Engineered: Makes the gauntlet heavier, adding more impact damage and changing the strike to add an AoE ground pound with a 2m radius
Base Stats:
Impact Damage: 50 / 55
E.F.B. Damage: 35 / 40
(Leap Distance: 5m)
(AoE: 2m)
(AoE Damage: 35)
Wall Impact Damage: 40
Knockback Distance: 15m
Cooldown: 45s / 30s
Range: 3m / 5m
Cone: 35 Degrees / 45 Degrees
(Charges: 2 / 3 - Charges recharge behind one another. Charges immediately begin recharging after being expended)
Armor Breaking: 200%

#

may require further adjusting, obviously..

halcyon dirge
#

New Mission:

Reconnaisance

A mission with no objective to complete in the top right corner other than to explore an entire cavern, with many different paths and tunnels.

You must fill out 90% or more of the Terrain Scanner Map to complete the objective. All primary and secondary objectives can spawn, and upon finding them in the caves, it is optional to scan them or complete them for a bigger reward.

Find an Ommoran? Scan it and move on, or request a Drilldozer in a large room. Dreadnought Cocoon? You decide if the bonus pay is worth the struggle. Stash every gunk seed, boolo cap, apoca bloom, and every scrap of dystrum or hollomite you can find, ALL primaries and secondaries are potentially active, but not marked.

Once you feel that you've charted the cave enough, call the evac and get out!

#

New Mission:

Manual Entry

Parts of Hoxxes Surface are thicker than others, meaning that the dropship is unable to breach the crust. You'll be dropped on the surface of Hoxxes, and have to find a suitable hole to go down into the cave from. Once you've decided, you'll request a Tether Winch.

One or Two of your teammates will be tethered to the winch, and lowered into the cave hole to arm breaching charges to blow open the crust so a dropship can come through.

While the tethered people are at their work, the rest of you are tasked with defending the Tether Winch from aliens and meteor showers until the charges are armed, as well as mining crystals on the surface to refuel the oxygen generators on the Tether. There is no minerals on the surface to mine other than the oxygen fuel, so your tethered colleague will have to gather nitra on their way, and send it up the tether line.

They also have to defend themselves down there if you allow the Tether Winch to be destroyed, until you call a new one and lower it down to reconnect them to it.

The charges are on an automatic timer to detonate in order to guarantee they do not fail to manually explode, so you'll have to arm them before they go off. Once all of them are armed, you can call your teammate up and wait for them to go off. Once they do, you and your team will be evacuated.

normal zealot
#

There should be a low chance of a rescue drop pod coming in loaded to the brim with barrels.

snow remnant
#

I might be the only one bothered by that but still ... The high luminosity that irradiates from the omoran stone when the shell is brought down it a little bit painful. When I play DRG I am in the darkness (my old friend) so seeing that final flash hurts my poor eyes. Can you lower it a tiny bit ? I mean I can continue to close my eyes when I do ESCORT DUTY ah ah ah ... dstare 🔦 🙈

pallid bough
#

I'd like to suggest a kiss-curse effect on beers. These can only be bought after your first promotion.
Bioluminesent Beer:
"You swear there is an algae in your glass..."
-Gives off a glow around the dwarf.
-Glyphids focus you above most other options.

Aerie Brew:
"May, or may not cause excessive air removal from bowels."
-Increases jump height.
-All enemies now knock you back when hitting you.

cyan fiber
#

Add a stress ball beside the dice inside the drop pod for more fun.

void wagon
#

If at all possible I would like to see a setting for turning off the visual static or shifting film grain from the various loading screen, map and on-ship screens. I understand it likely isn't possible, but it is a heavy trigger for my visual migraines and would love to play the game. Just gonna throw that out there and hope. Thank you!

severe pier
#

This also effects me to the points where I can only play 1 or 2 missions and needing to stop because of my headache. The terrain scanner and loading screen with the slight green grain makes my eyes strain severely. Understandably the aesthetic is old and janky equipment though it makes the game basically unplayable after 15 min for me. An edit to turn this off removing the grain filter and possible the static from screen would be an amazing accessibility setting.

severe pier
#

A grog that takes from your ammo supply rather then your magazine when shooting. allowing for grenade launcher sprays or continuous flamethrower

peak aurora
#

Instead of patching the cheers when you press V while holding one of dorettas fuel canisters, you should add mission control voice lines that can be triggered by saluting while holding a canister

Examples:

"Oilshale is considered hazardous to your health, do NOT drink it..."
"This is drilldozer fuel, not dwarf fuel!"
"The fuel containers are no drinking mugs, use them as intended!"
"Please tell me you are just kidding and not actually planning on drinking oilshale you just mined out of a dirty cave..."
"If you like to drink dark blue poison, may i suggest some dark morkite from the menu?"

dense mauve
#

Gesture reload suggestion - The cryocannon's reload animation is a bit underwhelming it needs a bit of spice drillchamp

near bison
glossy lily
hot leaf
#

Can we have options for increasing text size. Due to my extremely poor eyesight I cant read alot of the text

slow bronze
#

If we cant have Steeve on the space rig, maybe have a Steeve plushie somewhere in the bar? Or a lootbug plushie? Why not both???

tough socket
#

Make host beer buffs apply to late joiners who didn't get a chance to drink them, so people don't have to yell at one another to mine or not mine based on who does/doesn't have Pots of Gold (also make the HUD show who on the team has the buffs, as has been previously suggested)

edgy bridge
#

Extracting the Ommaran could feel more varied and unpredictable if it had more defense mechanisms than the flying rocks and the crystal beamers. Maybe if it had 5 or so defense mechanisms (including the existing ones), and it picked 2 at random each time you did the mission

fallen crag
#

A perk that reduces stuns from all enemies (not the environment) by 30-50%. Please.

ruby basin
#

Maybe a fast, ground-based enemy that can stun/disable a dwarf? The only "disabler" we have are the Mactera enemies, so it might be good to have one that skitters along the walls

pallid bough
#

An overclock for the Grappling Hook:
Grappling unto a deposit and pressing right-click at the same time causes a chunk to be grappled towards you. This causes the grappling hook to overheat, doubling the cooldown.

reef geyser
#

Allow flamethrower perk 50% explode chance on direct damage to also proc on sticky fire and heat damage. (Perhaps at different % chance?)

abstract tundra
#

A new type of weekly assignment that applies to all missions and deep dives. in this new type of assignment you need to kill specific bugs or collect minerals, For example

  • Collect 500 gold
  • kill 3 mactera grabbers
  • Friend 5 Glyphid grunts with Beast master

The reward would be in credits and/or minerals depending on the dificulty of the assignment

near glacier
#

Similar to how we have a button for no repeat classes on late join, a button for not allowing people without a mic to late join. PC can type so on steam idc, but Xbox needs this.

pallid zodiac
#

personaly i think that red rock blaster should be 2-3 bulbs and dark morkite should be one and give a bigger bonus. if its only gonna apply to a single misson type, it better be good and/or cheap and for RRB, i think its just too good for its price

lofty hearth
#

Can we get a tool tip or audio queue that lets players know they should wait for the rest of the team before starting a machine event? Just a message that says “you should probably wait for your team, or do it yourself and risk certain death”

Just something to warn greenbeards not to proceed until they know the consequences

green seal
#

Similar to how the scout's m1000 focus upgrade was added(pic below) to the base weapon I propose that the engineer receive something similar to his warthog. A lot of new players complain that the engineer starts off too weak and most of that can be attributed to the warthog starting off poorly. I think either the second tier or third tier of upgrades are a good place to work off of to implement these changes. Perhaps reduce expanded ammo bags to 30 ammo and give the base warthog 10 more ammo?

ruby wasp
#

A little thing. Can you add an animation to Bar and Medic Robots like Bosco? When we press V.

digital oak
#

dreadnought heavy — it’s maw looks detachable and I wanna poach it. Can we deposit it in molly for xp (like how korlock seeds are deposited)

midnight terrace
#

I wanna high five bosco and my teammates

raw tree
#

How about giving the driller a cryo grenade and a napalm grenade in order to trigger shock???

Also I love the epc, but it feels like the engineers weapon, while the deep core feels like the drillers.

brave escarp
#

A glittering/red lootbug that drops red sugar and maybe gold on death. It would be funny if you could somehow make it cuter than normal lootbugs (most likely an impossible task) so that dwarves will feel extra bad if they have to pop one to survive.

peak aurora
#

Have the Dreadnaughts in the upcoming update have audios consisting of a heavily distorted "You are done for" or "I will be your doom!". Not clearly audible but if someone listens closely, they might figure them out.
Other ideas:
"You're not leaving this cave!"
"Damn you, Deep Rock Galactic!"
"I'm not trapped here with you, you are trapped here with me!"
"I won't let you exploit my home for it's minerals!
"This is for my fallen sisters and brothers!"

sturdy gust
#

Hey i was thinking it'd be really cool if on Escort Duties, you could get more than 2 refuel stops

near glacier
#

Honestly 'play with low levels for rewards' would be most rewarding, even considering how frustrating it can be sometimes

#

Idea for a new 'type' of 'mob': "Flashbang" mob, one which you have to quickly turn away from upon noticing. Just thought I would put this out here, since it ís an FPS. Not a single enemy uses Light at its advantage so far.

restive plume
#

Maybe second wind should be re-balanced, maybe give you a bigger speed boost when your shield breaks? There currently isn't really a reason to take it when there's dash.

sterile fiber
#

i thought up a monster idea:
the floor maw, a ground dwelling cave leech with some utility
these strange creatures are much bulkier than a cave leech, resembling a large mouth on the floor, anything stepping on it gets bitten for insane damage [think something like ten seconds of cave leech for a reference] and if smaller than a praetorian just eaten right there
these creatures unlike their ceiling dwelling cousins do not have any jaw structures on their tongue, instead using their tongue to hold up bait for food whether that be an indignant swarmer or even an enor pearl [heavy objects would have their prompt to pick them up changed to 'grab?' instead of just grab], these creatures also eat stray ore nuggets, which due to the huge amount of minerals that already tends to tumble into them from stray missions and from killing dwarves means you can generally expect to get more than you put in when killing it, they also will grab stray swarmers/spawn as bait which results in their indignant screeching luring glyphids over, resulting in it biting down and eating or atleast heavily wounding whatever fell for the bait, power attacks with a pick make them clench up resulting in spitting up some of their contents while killing them makes them vomit out EVERYTHING. dwarves that get bit are unrevivable until the floor maw dies, in which case the beast explodes spectacularly, puking out every mineral in them as well as stray dwarves sending them flying into the air before falling down and being grabbable/revivable, there can also be a rare chance of an error cube generating being held by a floor maw
generally they have enough health to survive 3 power attacks before popping

pretty much they're just organic furnaces you throw shit into and multiply ore with [slightly and it takes a few minutes] that dwarves can fall into
if you bring booze on a mission you can pour booze into them resulting in them puking everything out [lightweights] even if its just leaf lover

rough crypt
#

There should be an achievement called "Anakin" or "Master Skywalker" for slaughtering 8 Q'Ronar Younglings

smoky imp
#

New mission idea:
Mission is very close to on-site refining, but instead of liquid morquite you need to extract some kind of almost unbreakable mineral (like tritilyte). To do this, you need to build conveyer belts instead of pipes and some kind of extraction machine on deposit.
The main difference from on-site refining is that deposits will run dry, and you have 4\6\8 deposits to extract with 3 conveyer belts. So, after you finish with one deposit, you remove extraction machine and build your conveyer belt to next deposit.

peak aurora
#

Mission idea:

You get a stationary minehead with 4 special drills in it's socket. You need to use them to extract a mineral you cannot mine with your pickaxe and bring the drills back to the minehead for them to drain the minerals into it before removing them again to mine more, a bit like a mix of dorettas fuel canisters and point extraction.

frosty swift
#

Suggestion: A change to the 'refueling' segment on recovery mission

Currently it's rather boring with just 'stand in bubble and wait' what I suggest is that the pod opens up at the back and exposes 8 fuel cells, a random number of which are 'dead' the team must then carry them one at a time to the recharging pod which starts the recharge cycle on one inserted cell at a time, this must then be placed back into the pod and repeated until at least 6 cells are charged to initiate the 'power up' sequence, however, for actual extraction all 8 must be recharged.

The recharge section could also be sped up by killing certain enemies near the recharging pod that would spawn in a similar manner to the Ebonite/Kursite machine events (this would also get new players more used to the 'special event only' enemy spawn mechanics)

sharp wraith
#

Secondary Weapons

  • Slag-Dispenser
    Before the invention of the deployable refinery, the waste from the exploitation of liquid Morkite tended to pile up on site. Employees had to use one of these dispensers to manually collect and dump it somewhere else. Rather than putting them out of service, they just turned them into morally questionable tools of destruction.

  • ADS
    The Area-Denial-System, or ADS for short, was invented to discourage workers and wildlife from venturing into certain areas. The system launches a probe that stays active for a short time, filing the area with whatever loadout was chosen. Favourites where Radiation, Heat and Electricity.

Part 2

summer pond
#

If you use dash while having the second wind perk it should instantly put you into "second wind" mode afterwards.

jaunty hedge
#

Ladders to the drop pod deposit points so if you need to deposit something but the deposit points are too high up you can just climb up the ladder.

sleek gazelle
#

Ability to open text chat in the lobby by pressing and holding Select so console players can chat. Pressing Select currently opens the map which sits in the center of the lobby and is easily accessible. Just a thought.

abstract tundra
#

Mission idea: Rescue missions
A kind of hybrid between salvage and escort operations

R&D has lost a vital piece of equipment that was deployed in the inicial attempt to tame Hoxxis with BET-Cs. A weapons platform utilized to ressuply ammo and repair the machines in combat in the frontlines. standard protocol stated that all platforms were to be destroyed before the Xynarch Charge-suckers could take control like what happened to the other equipment, however one of these is survived both the purge and the bugs! your mission is to get there and reactivate the weapons platform so you can bring it home

You would be dropped by a huge lifter into a long cave that you would have to dig and fight through to get to the weapons platform. from there management will drop a group of 4 boscos to jumpstart the battery

the team will need to defend the 4 boscos till they manage to get it back online, the bonus objective would be to keep all alive but you can still succeed with 2 remaining

(If the boscos sound too absurd to be put in another idea would be to collect batteries scattered around the map)

after reactivating the weapons platform it will start a sequence similar to what the drilldozer does in the escort missions, where it will use its weaponry to dig its way back to the lifter where it could be sent to space and picked up by the space rig, the dwarfes will be picked up by another drop pod

The platform has a shield and health bar, those are pretty straight foward

A dwarf can take control of the guns located on the hull of the weapon platform, a kind of machinegun similar to bet-c's, low damage, decent rate of fire and unlimited ammo (overheat mechanic). Theese guns can be disabled by glyphid web spitters or mactera goo bombers, they have to be repaired from outside

(you could deposit minerals on the weapons platform too)

fallen comet
#

going for all the achievements, make the barrel game less merciful of the terrible physics engine please.

raw tree
#

Um I just want a bowl of salted ebonuts at the bar.....

winter robin
#

The message when a dwarf leaves should also state the reason of their disconnection

unreal turret
#

The suggestion: penalty for leavers in deep dives. It is really annoying when you going EDD and in the end of 2-nd misson, one of you teammates leaves after first death. I think it will be great idea to punish such behaviour. For example, after leaving a game you can't join or host any other game 5 - 15 -30 minutes.

pulsar whale
#

I've always wanted a biome that is chunk of the planet that's popped off and floating into space, our dwarven friends would have to bare being somewhat above ground to install stabilzer rockets because this chunk has valuables in it's core, but also some disgusting bugs on it too

edgy ocean
#

If you get the chance can you update the LURE to have the new dance moves. It appears to be missing the newer ones.

snow remnant
gloomy idol
#

When is actavis + sprite drink available for purchase at the bar?

keen cove
#

More beards that dont change the chestplate

peak aurora
#

A new bug that eats other bugs and becomes stronger because of it. You have to make a choice when to kill it as it will be of help on lower evolution forms but it can become alot more lethal the more bugs it eats.

autumn bay
#

I suggest a redesign of the standard all-class flare model. Parts of it appear high poly/smooth shaded compared to most of the other game models, making it sort of stand out too much

ember pendant
#

this may or may not have been suggested before but i found nothing in search. big minerals chunks you can find like bitter gems or compressd gold but for mineral like croppa or magnite

restive plume
#

it would be nice if the unstoppable perk also helped with slasher slowdowns

fleet sapphire
#

For Salvage Operation missions, would be appreciated when staying in the spot for the signal and fuel that if you have to leave it, and the progress goes to 0, it doesnt automatically end the mission, but instead keeping the event on will keep spawning swarms. Had an issue in a haz 4 mission where a bulk detonator spawned really close by and got on top of the objective, we had to leave the area and had to revive all 3 of the teammates. Having to stay out of the area in order to avoid the thing ended up trashing the mission entirely despite us getting back up and returning to it.... it was double xp + lethal enemies too, rip the xp

autumn bay
#

Being able to drink beer in a couple of sips, instead of always chugging it

upbeat yew
#

Buff Persistent Plasmas plasma (and plasma trails) hitbox and damage, both of these are really tiny and basically can't kill enemies because of this.

storm cargo
#

It would be nice if you could find old Drop pods. Not like the ones in salvage operations, but maybe all banged up, half buried and tipped over. You could possibly be able to crack it open and extract the minerals from it and its MULE. + What kind of creature is strong enough to tip a Drop pod over? Maybe there is some bigger monster in this cave and it find dwarfs delicious.

lofty hearth
#

Qronar shellback youngling looks fine when its rolled up and rolling around, but when they stop and unfurl to look around/shoot, the textures on their belly look really blurry and muddy. It looks really out of place compared to the rest of the game. The shells look crisp and proper, so it throws you off to see a weird belly texture in contrast. I run maxed out settings and it still looks like this, can it get a texture update?

lofty hearth
#

New mission type: detonator nest/hunt, hazard level: explosion. detonators with a fixed amount of spawns, once you destroy them all you can leave, kinda like current eliminations for dreadnoughts, but much tougher. Just a fun mission type to fight bulks because they’re cool as hell. Maybe the mission type shows up rarer than the rest so we don’t get too spoiled

nimble stream
#

I had an idea for a new and better machine event. OMEM is pitifully easy with me soloing on haz 5, and the rest are just too easy overall. Tritlyte is frustrating with the terrain sometimes, Pickaxe overcharger is a bit too rare for my tastes, and kursite is average.

The solution? Add another, even more difficult type: The Corrupted Swarm. What's The Corrupted Swarm? A combination of Kursite, Ebonite, Boscos with Xeno Suckers on em, and an even scarier Bulk Detonator to finish.

This Bulk has the same weakpoints, but is much much faster, and it can dig insanely fast. It also has Oppressor armor, so it can't take damage from the front. It's turning speed is pitifully slow however, and it doesn't change agro often.

To balance the event? The timer is the same, but the quotas are shorter, and the Corrupted bulk det only spawns after everything is killed. The quota would also have all three different corrupted bug types/Xeno Suckered APDs, which you would have to fully destroy.

near glacier
#

when mining useless crystals, please make the dwarf stfu.
Please

formal garden
#

May be killing lootbugs has a very low chance to trigger a wave or swarm? May be unique wave like 2-3 Bulk Detonators? Just omen "killing lootbug causes a trouble". Just as in-game miner's belief, as part of a culture.
Many people kills lootbugs with a coldblood. That's could change it a little bit, or create some content for memes, at least.
You can just put it in a changelogs, like a Notch's notes about Herobrine

digital oak
#

when kicked from a lobby, make it so the other teammate see you were kicked. 🙂 please and ty

opaque slate
#

The perk that makes you throw flares further should make them do very little damage, less than a swarmer’s hp

echo depot
#

Weapon concept
Class: Gunner or Driller
A repurposed Drilldozer fuelcell that can penetrate enemies and if fully upgraded could cut through them like butter (could be reserved for an overclock), it would have say 500 ammo but would drain it very quickly, it would have the gauge on the top or side and would have 2 modes in which to use depending on what you use it for, standard use is for enemies but if you use it on oil shale it refuels it, obviously this wouldn't be the only way to refuel it, supply pods would also be an option, but it would be a good way to implement oil shale in all missions instead of just escort, some mods may be a beam splitter that changes it from a precision weapon to a coned weapon, firing it a cone instead of just directly ahead, another one may include a beam focuser that would widen the single beam and thus increase damage, at the cost of using more ammo, obviously the base mods wouldn't be hard to add as well, additional cells for more ammo, more efficient power use for slower ammo use, etc etc

balmy rune
#

Making Icons/Symbols for each class instead of having the faces of the characters since everyone personalizes their dwarves
Also
A simplified Symbol or Logo for the game (kinda like Overwatch's circle logo/symbol)

I know I would by soooo muuuuch merch if this was done. Also, it would help with identification with the world (game symbol) and a way to show what position you main.

graceful galleon
#

Hey, im new here so this may be something already suggested. How about upgrading the scouts map after promoting so they can mark buried loot that occasionally appears, giving the class another super useful function that helps all the dwarves!

nimble stream
#

Machine Event Concept:

A machine event that is, in short, a baby OMEN to help those who are struggling with the big OMEN. It would only have 2 sections and have 4 weakpoints instead of three, and the maintenance platforms would give you a shield to protect you from the onslaught

solid sail
#

Leeches shouldn't be able to grab you the INSTANT you iron will

obsidian kayak
#

To my knowledge, Loot Bugs don't respawn. Any way to change it so there's a small respawn rate? For those missions where the cave is Nitra dry, there's no more loot bugs and you run out of Nitra and you literally need 2 more. Having a a loot bug spawn rate of like 2 bugs per 10 minutes would save a lot of games where the mission drags on and you run out of nitra.

gilded wave
#

Alternate haunt:
Ghost Menace

lime igloo
#

Ghost Trawler!

cunning gorge
#

suggestion: if a dwarf is standing on the barrel kicking spot of the barrel game, give us the option to kick the dwarf into the hoop

nimble stream
#

Red sugar's size should be relative to the size it heals, and if you have vampire on, it should drop small health chunks

winter robin
#

An alternate power attack for the pickaxe where you throw it and it returns to you like a boomerang

near glacier
#

A gigantism mutation that increases the size of most enemies considerably. This could come with any number of stat changes to the glyphids, such as health, damage, slower speed, reduced spawn numbers ect. This mutation would overall make the mission more difficult, as each enemy is much more threatening, but it would be able to combated using builds specialized for single-target damage. In addition, enemies that are already large are affected less by the mutation. For example, a grunt may be twice its regular size while a bulk detonator would only be 1.25 times it's regular size so that it doesn't encompass the entire cave.

distant kernel
#

upon triggering shock temperance, pyro and cryo deal double damage for 3 seconds

zinc swift
#

A beer that gives the same buff as elemental insulation and maybe stack with it

misty mulch
#

Sooo I was just playing a mission with a friend. When he died, his pet spider was standing on his body, so I could only pet it and not revive him. We pretty much failed the mission cause of that. Maybe petting the spiders could be disabled when they're within a certain distance of a dead player so that doesn't happen?

nova niche
#

New mission type: "High humidity"
In this area, flares are useless. Even scout's flare gun.
So this mission type is more like a combination of a new mission type and an anomaly.
Firstly, you will have a small power plant, that the management sent you.
In this area you place small hooks on the walls, ceilings, etc.
So you lead the wires from the power plant through the hooks.
Then you connect limited amount of spotlights (15/Person).
Then you start the power plant, and your area is lighted.
So I don't know how to describe this, but it can be sort of secondary task, or just an anomaly, you guys chose it.

west kiln
#

Mission suggestion apologies if it is a repeat

Retrieval

Long cave system, same principle as mining mission except.

Dwarves are dropped in at one end along with an empty heavy lifter and must make their way to the derelict mobile weapons platform at the end of the cave system.

Dwarves have to locate 2-3 Fuel canisters along the way, refuel them with oil shale and carry them to the platform.

Once at platform refuel the engine, eliminate Xynaches, repair the structure then escort it back to the heavy lifter.

desert sky
#

Mission type: Retrieval

Your team is being sent down in search of a set of loaded carts that are full of minerals and materials that the company wants (as to not make getting player usable resources faster/OP). This series of carts were left behind intentionally for pickup by another team, but lo and behold the lead Mule/Drill-like vehicle is busted, as will be portions of track (Maybe swarms for these segments) and in need of repairs from scattered items in the cavern. Once repaired the team would need to follow the carts all the way from the location and up to a platform not terribly unlike a minehead platform. This series of carts will follow the repaired track all the way back but will fall under attack from swarms. Every hit takes away resources from the carts but the dwarves could pick them up and put them back into the carts provided they can make it without getting overwhelmed solo (or alternatively, permanently lose the minerals and materials and 100% loss is a mission failure). This would either result in a job completed as the carts dump their minerals into a rocket or one last stand to continue defending the carts until they're 100% empty. Cart-train speed would be constant but degrade depending on how distant dwarves are from it much like the Drill.

safe night
# safe night OK, final one of the current mission list. In a few weeks I'll be free to actual...

Alright! I'll talk about what I was thinking about for later levels. Those who are breezing through Haz 4 and even Haz 5 right now. In my structure overhaul, these guys would truly be finding things far too easy... Hence why a Hard Mission Terminal (okay, that name kinda sucks, but it tells you what it does) would be required. Not only would we get Haz 4 and 5, this would feature Length, Complexity and Hazard 4-6. Instead of just making everything scale linearly(which would get out of hand swiftly) there are now added moving parts to deal with, so things are hectic beyond just swarms.

Hard Mining Expedition:
Length 4 = 5 Caverns; 300 Morkite; 15 Gorkite
Length 5 = 6 Caverns; 350 Morkite; 20 Gorkite
Length 6 = 7 Caverns; 400 Morkite; 25 Gorkite
Complexity 4 = Uncommon Veins & Rare Compacted AND Liquid Morkite; +100 morkite; 0.25x Branches AND/OR Loops
Complexity 5 = Uncommon Veins & Rare Compacted AND Liquid Morkite; +125 morkite; 0.5x Branches AND/OR Loops
Complexity 6 = Uncommon Veins & Rare Compacted AND Liquid Morkite; +150 morkite; 0.75x Branches AND/OR Loops & 1 Intersection
Hazard 4 = More Swarms; 2 Hazard Rooms; Hard Monster spawns
Hazard 5 = Far More Swarms; 2.5 Hazard Room; Hard Monster spawns
Hazard 6 = Far More Swarms; 3 Hazard Rooms; Hard Monster spawns

(Caverns and Morkite are nothing new, it's self evident how these work in a linear generation type like Mining Expedition.
In my previous alteration I also already talked about how Morkite should spawn in compacted and liquid forms, to add more elements for the team to juggle.
Swarm rate is exactly what it says, and Hazard Rooms have been described before, being small chambers offering a biome-specific obstacle to overcome between the Caverns.
Gorkite is new here - a cookie for getting the reference - and would be like red Hollomite, save for spawning exclusively on the ceiling as stalactites. Only a small amount is needed, but it counts as a primary objective!

---Continuation below

formal garden
#

Small QoL suggestion: if dwarf has Iron Will perk, there should be "perk overlay" on his picture in a HUD to mark that he can get up. It also should be some kind of "progression bar" on this "perk overlay" when he tries to activate this, to aware other teammates that he will get up. From the moment when Iron Will became a "one-use perk" it has a strategic value, and this could prevent some awkward situations (for example when to fallen dwarfs get up at the same time and don't be able to revive each other).

safe night
#

---Continued

Now an amount of branches or loops would be spawned: a branch is merely an offshoot, a dead end cavern that leads from one of the caverns of the main path. Loops are similar, but the cavern spawned leads to another cavern on the main path. Intersections are even more significant: this makes the whole main cave system shorter by 2, while one of the main caverns intersects with a whole other cave system - leading to 4 passages from this one cavern - which is 1 shorter from the main cave system. Ergo, Length 5 Complexity 6 would have 4 caverns along the main path, one cavern of which is shared with a side system of 3 caverns long. Despite this, branches and loops would utilize the 'normal' amount, so 4 branched or looped caverns can be found. This would make for a full cave system.
Hard enemy spawns would be enemies that are more intricate, biome-specific and indeed rare. These would only be found in certain Hard missions, as just adding more health and higher spawn rates doesn't so much add difficulty as much as it adds a slog. These enemies, while I will not go into detail here, should be difficult but rewarding to kill, while remaining part of the swarm.)

Phew, OK, sorry for the text wall, just really like tinkering with the parameters, as I truly believe they are a little underestimated (when's the last time anyone asked what the complexity on a mission was?). So here's ideas to elevate them and now even get them above what is already in the game for veterans and masochists.

mint mason
#

Anti- Hipster idea for the M1000, maybe call it higher calibre.
1.75x Damage.
.5 Ammo capacity.
keep charged shots and clip size the same.
it would basically double the dps, allow for one shooting of mactera and slashers, and the ability to chew through high health enemy's, but killing grunts, web/acid spitters and anything smaller would be a massive waste of ammo.
In my experience, i almost never use the charged shot because it is easier to fire off 2 shots without interrupting my movement speed; unless using super-cooled chambers on a dreadnought mission. This maximises scouts role for killing larger enemies but penalizes killing lone weak enemies

worn nebula
#

please make it so you stay small with tiny man voice in the space rig after drinking the shrinking beer

merry girder
#

How about a visual cue for the Heat and Cold Radiance Mods for driller's primary weapons? For instance, a wave of flame or frost that emanates from the Driller when he is firing. It would help understand visually the range of those mods.

narrow crypt
#

I think this would be cool: the menu that comes up when you press escape, your guy thats standing there should "rock and stone" (pressing v) when you press V.

nimble stream
#

New Mission Type Concept:
Drop Pod Deconstruction
Missions Description:
A Drop Pod that failed to launch during extraction has been too damaged for salvage, so your job is to extract the resources from the MULE inside.
This mission would have 3 stages.
Stage One, Landing:
Your crew lands in a heavily contested area, usually having at least 30+ bugs (I will be using Hazard 3 as a middle ground)
Mostly this stage is for gathering nitra and looking for naturally spawned beacons of the MULE.
Stage 2: Locating the Derelict Drop Pod and Repair the MULE.
The old crew's MULE will have beacons will lead you to the Drop Pod, along with Driller tunnels that lead towarss the Drop Pod. The Drop Pod will be tilted at a random angle, allowing for the crew to walk on it.
There will be an access hatch to the MULE, and the crew with have to use their pickaxes to open the hatch. It would take 5 to 6 hits for the hatch to open, which would then trigger a swarm from the inside of the Drop Pod, mostly of swarmers. The MULE will be sparking, and the dwarves will have to restart the MULE, which will include having to repair it while a swarm comes in, and the dwarves will have to spend a minute total with repairs.
Stage 3: Extraction, with a twist
The MULE will fail to restart, and the dwarves will transfer resources to their working MULE, which would take roughly 30 seconds. The MULE then will explode, causing area damage.
The explosion will cause a Bulk Detonator to spawn, and a massive swarm of Exploders. The dwarves have to run to the Drop Pod, and the mission ends.

stark drum
#

New UHD element :
next to the compass with the 4 cardinal points, put a bearing compat, which would allow the player to know in which direction they are going, whether it is up or down.

spiral ridge
#

add a portal that is a super rare spawn. It would also have to be super far away. The portal could take you to a gold area or massive loot area but one person can go through the portal and you cant go back to get more.

stark drum
#

a new mob :
It would be a dreadnought with the name of "The lootbug bullies punisher" when too many lootbug die in the hand of only one player in a party of 4, it would have little % chance to spawn and only would go after the player that killed the lootbug.

twilit oasis
#

A new craftable beer:
Tingle Ale (working title)
Effect: the player starts to whisper and makes several ASMR triggering sounds (with their equipment)

near glacier
#

Permanent minimap on the side of the screen/minimap passive

young vault
#

Individual customisable gun parts - customise the stock different from barrel etc..

tropic berry
#

Change the description of the Shield Link perk to specify whether it changes the regeneration rate or delay when its passive is in effect.
This is to allow greater transparency when it comes to players understanding what the perk does, as I myself am unsure and cannot find any information on the subject.

fresh sparrow
#

My game crashes once and a while (pain) but the worst is when you're in a random pub and you can't join back in that great group... might be nice to have a reconnect functionality

trail birch
#

Modification for the Bulk Detonator:

Base explosion stays the same.
But each unpopped weakpoint boil increases (!) the explosion size from current to +5% (for a total 3 boils x +5% = +15% if you kill it without popping a single boil)
Makes you aim for the weakspots more and everyone knows bigger explosions are more fun dderp

Summary: Bulk with all weakpoints popped = 100% as it is now
But the base explosion with all weakpoints still there would be 115%.
This is no nerf to the bulk explosion as it is. This basically makes the Bulk Detonator a bigger danger if you don't kill its weakspots, and you reduce its explosion to the current size as it is in the game right now.

weak cobalt
#

On april fool's day or something change the Goo Bomber's droppings to brown

stark drum
#

another april fool idea... loot bug that fly like festerflea.

spring gyro
#

May have been suggested in the past but having a completed pickaxe (parts and paint) could give minor buffs to either mining, or melee combat

quartz citrus
#

Alternative swarm events

Swarms are the like the key ingredient when it comes to action in the game. They are like Hoxxes way of testing DRG employees if they´re up for the challenge. I see them as random minievents where the main objective is to survive. And I think in that sense there could be more diverse ways of such minievents which players can encounter instead of just surviving different enemy waves. These minievents can show you how dangerous and random Hoxxes really can be in generell. They would be just as announced by missioncontrol as a swarm would be. (Random Dreadnought fight would f.ex. count as such a existing minievent but they are really rare). Here are some of my ideas how these events could look like:

Fog of spores: Explosive plants start growing in random patterns in an unusual amount of time. They grow really fast and explode without even shooting at them. It´s a dangerous phenomenon that could easily kill an entire squad. Run away when they spawn near your sight. But beware: Naedocyte Shockers are also drawn by the spores and try to slow you down or kick you off ziplines. Jump, run and gun to survive.

EMP Storm: After a short indicator impulse every flare goes dark instantly and you only see natural light. DRG detects an upcoming EMP storm which would instantly kill you if you don´t find shelter immediately. Flares are going dark after every new impulse. DRG sends in a portable bunker which should protect you from the upcoming storm. You have to build it up before time runs out and the storm would kill you all. Enemies also will try to stop you!

Would that be something the devs should look into it? Or are different kinds of swarms just fine?

lofty hearth
#

Make the plastcrete pads squeak when dwarves land on them if the engie has the fall dmg perk on them

inner robin
#

A prompt to tell everyone who pushed the button and what downed who.

lyric grove
#

Add a tooltip to the Warthog's "Turret Whip" perk that explains that the overcharged shot consumes 10 of the turret's ammo.

edgy ocean
#

Suggestion: When repairing doretta or constructing pipes have the work animation start on a random tool, instead of the same five tools in order each time.

lapis zinc
#

suggestion: to extend the crosshair UI option from enabled/disabled, to a 3rd option, where the actual reticle is disabled, but the helpful information, such as grappling hook or zipline launcher's 'distance in meters', the distance measurer, or the availableness indicator, stays.
I personally like to use a 3rd party program for a crosshair overlay, but disabling the crosshair in UI makes it very hard to comfortably place these mobility tools at the right spots, distance/angle, or in a hurry/panic.
just in case, for clarification:

sharp wraith
#

Devolving Inducer
New Grenade Type

R&D has known for quite some time how Glyphids evolve, get bigger and badder. So they came up with a Grenade to reverse the growing process, turning Glyphid physiology against them self.
The Injector is thrown like a normal grenade and upon impact it releases a small burst of enzyme-loaded dust. Enemies caught within are devolved into their lower form and are consequently easier to fight. Since the targets body can only be flooded with so much enzymes, you can´t devolve a target twice.

Opressor -> Pretorian
Pretorian -> Armored Grunt
Armored and Slasher Grunt -> Regular Grunt
Regular Grunt -> Swarmer

The process currently only works on Glyphis named above, the tool is without effect on other targets. In addition, Dreadnoughts are somehow to resistant to be affected. Also, Swarmers are already the bottom of evolutionary ladder, so it doesn´t affect them either.
Due to high production cost, you can only carry 3 of these ones.

spiral ridge
#

add a shrine and in the shrine is the hammer of justice. The hammer can summon tornado's to kill spiders

fresh sparrow
#

i'm sure this has been suggested, but pinging steve should say its steve, not "guard, shoot it"

potent moss
#

Scout should have a voiceline complaining about getting the 'morkite lung' (black lung)

spiral ridge
#

add a mechanic so the spiders have awareness. make it so you can cut open big spiders and hide inside them to escape or you could put electronics in them and use them as a rc car. aka drive them to other spiders and blow them up

jaunty hedge
#

The Blue Salt Brew, known for being made of the very sour blue salt and low-quality beer, which somehow tastes good. This drink is favoured by some dwarves, as they feel faster on their ziplines and pipes.

After the drinking the player gets a speed boost on ziplines and pipelines.

timid ridge
#

changing the bulldogs crossheir, i find it annoying that the true centre is not marked especially when trying to aim something thats far away

opaque perch
#

Could the damage from Thorns be reclassified as melee so it can proc Vampire? Having a grunt kill itself on my armor before I can bonk it with my pickaxe for the heals is mildly inconvenient.

turbid bluff
#

More of a nitpick than anything, maybe it is how it is for some artistic or technical reason.
Shadows in space rig main chamber don't align with main visible light source (sun behind shattered planet). Instead there is invisible spotlight right behind the glass window, which casts shadows all over the place but never correctly. I believe unreal engine has directional light to simulate infinitely far light sources.
Not a big deal but seeing wacky shadows each time you walk out of character bay feels weird

limpid anchor
#

A special damaging move the driller can access with his drills on a cooldown similar to the pickaxe power attack, where the driller holds out his drills up and out, activates them and then does a high damage high rotation spin on the spot for 4-6 seconds (it effects enemies as a high-rate DoT that inflicts fear)
Also the whole time this move is active the driller is screaming.

maiden current
#

I really wish the escort mission had a way to make the drilldozer go faster. it could increase difficulty, such as more bugs, or require more fuel, or something. That mission type is cool but after playing so many they really tend to drag on a lot longer and i wish there was at least some way to make it go faster.

a reward for having it at full health at the end would be cool too, although canonically it does not seem to matter lol. just doesnt seem to scale up with skill that well imo, it takes just as long no matter how good you are

autumn bay
#

Holding down a button while mining will enable a more precise hit. This will potentially allow you to not hit platforms/fall through holes accidentally so much or prevent chopping down all of the red sugar at once to share with teammates. Could also allow for hitting weakpoints slightly better

trail grove
#

Replace the Static Discharge mod on the fourth tier of armor rigs with a mod called 'Cold Shoulder'.

Cold Shoulder: Melee attackers who damage your shield will begin to freeze, eventually freezing themselves solid.

I'm currently thinking about something along the lines of melee mobs requiring a minimum of two hits on a user's shield to freeze themselves. I'm not a fan of the RNG functionality Static Discharge has, so this is to at least know what you're expecting.

I'm really intrigued with the concept and theme of the mod, but I'm no game balancer - suggestions and advice would be appreciated.

shut garden
#

Just a strange idea the suddenly popped into my head - give glyphid grunts the ability to jump/fall from the ceiling as they please to quickly reach the floor, potentially taking some damage or stunning themselves in the process.

After all, it’d mildly horrifying to have a group of glyphid grunts leap from the ceiling to land around you like the giant spiders they are

weary shuttle
#

Rework for pheromone grenade.

Keep the current values in terms of aggro and duration effect for affected bugs.

Now it creates a pool of pheromones that affects any bug walking inside, instead of being a burst aggro item.

This way, over time, more bugs can be aggroed so that the overall effect has a larger impact.

This is mostly to counteract teammates immediately killing pheromone hit enemies, this way the effect of the grenade is less reliant on its initial impact.

sturdy mantle
#

put hawaïan flowers on the beret - uniform cosmetics when using the roughneck engineer skin (instead of the orange color)

trim torrent
#

CRISPR Overclock idea

An unstable overclock that reduces damage and fuel efficiency but grants the driller the ability to use the CRISPR as a vertical ascension thruster

nova niche
#

Gloves in store and matrix cores. When I say "gloves" I don't mean something fancy and stuff. Just gloves. Gloves are gloves. gloves.

tame dagger
#

Okay, so you know how Mission control on extremely rare occasions will alert the team to Something big heading their way and it turns out to be a Dread? Well, make this alert from Mission Control have a 1/10,000 chance to not be a Dreadnaught, but rather a Giant Loot Bug that doesn't cause harm to the players, can only be killed by Pickaxes, and when killed, it drops all the crafting material ores that vary between 15-50 per ore. Plus, when it appears, Mission Control will be like "Um... what did you say? Repeat again. A Giant Loot Bug? You must be jesting," and it gives the player a secret achievement called Giant Surprise and will play a funny boss track that sounds circus like.

fringe veldt
#

Suggestion: Make gunkseeds retract in glacial strata so they aren't hanging so low.... get it?

mild rover
#

pink or other bright coloured paint jobs (specifically for the gunner)? im sad i can't have the pretty colours :(

paper oak
#

[Wildlife of Hoxxes]
Ever Heard of the Superb Lyrebird?
It mimics every sound it hears for its mating call. Ever heard a bird make camera shutter or chainsaw sounds? (-> Example: https://www.youtube.com/watch?v=XjAcyTXRunY)

Now imagine a small passive mob, size of a fester flea, that can make the sound of a pretorian, a dreadnought, or the beep of an Bet-c with Xynarch Charge-Suckers (or to be really devious: the screech of a grabber) to scare the living sh*t out of the mining party.

Imagine a scout discovering with glee, that the Grabber he heard is just a small mimic. He pings it for his teammates and is suddenly surprised by an actual grabber thats nabbing him from behind.

opaque slate
#

Lloyd should be able to catch barrels & throw them out of the abyss bar
or at least interact with them in some way, like dodging

untold crystal
#

Having just lost a game because of this, I'd like to suggest that, since the game can otherwise acknowledge when something is too steep, the Mule shouldn't be able to go up so steep a ledge that the miners can't follow it, namely the straight vertical tunnel that a resupply or new player comes down through.

slow copper
#

Idk if the effect was changed, or im just now noticing this, but the distortion effect of the plasma charger is really nauseating when other players use it. I don't tend to be prone to nausea but here its very annoying and a tweak or option to disable it would be nice

mortal cave
#

you should see how many minerals you have when selecting a biome/mission

autumn bay
#

Version of the ushanka with the flaps up

honest lance
#

Turn the holiday event back on because 2020 time is still killing me

dark heart
#

Setting to move game to a new monitor. Checked everywhere in the options, couldn't find it. would be nice from having to window the game and move it from one side to the other then full-screen it again. dpeek

near bison
#

When the uplink radar finishes its triangulation sequence, let it change direction to where the fuel cell drop pod is landing, so finding that elusive pod will be generally easier.

hexed flicker
#

Its annoying to have 6 blank cores in your in your inventory, so I suggest:

Every mission that you do not encounter a machine event, there is and additional 5% chance to find one, resetting when you encounter one.

wise idol
#

Bulk Dirtinator - similar to the crassus detonator but brown and turns everything around the explosion into dirt

sick yacht
#

Here are some ideas for visual touch-ups:

-An update for the Spitballer visual, he is starting to get old compare to the new enemies (it could look more like the Korlok sprout, so it can be added to the Korlok family)

-Visual update for the egg of the egg hunt mission, similar to the Spitballer this egg model is starting to get old and the sound when you throw them on the ground sounds like a sleigh bell (maybe a sound close to the Gunk seed one?)

-An update for the Dreadnoughts eggs visual ||(different eggs for the 2 new ones maybe?)|| maybe we could see the embryo inside (a translucent egg)

near glacier
#

Mactera using their legs to crawl when burrowing out of the ground, after falling when stunned, or when then a corridor is too narrow for them to reasonably fly. They have legs after all and their movement patterns could be mixed up a bit.

candid patio
#

Potentially edit the bug mechanics because sometimes when you kill a glyphid grunt by shooting its abdomen, when its dead its carcus appeares to have its face blown off without actually beiung damaged. So, say you shoot a grunt enough to be a one-shot, you could shoot its leg, and its carcus would be missing that leg. Idk why this is nessecary, but i feel like it would be a cool mechanic to have in the game

mortal cave
#

this is the first thing you see when you spawn
i think you should look in the middle or at the little tv

near glacier
#

add reverb if a dwarf is disconnected or kicked while talking

tepid spindle
near glacier
#

move some of the weakpoint bonus from ai stability engine to overclocked firing mechanism for the gk2

dense compass
#

Custom Paint jobs and attachments would be nice, like the pickaxe editor, but for guns. These attachment you could add would semi-replace upgrades, so you need to add a fuel gauge if you want faster firing speeds and the changes would be see-able on your weapon. (Edit) There should still be independent non-visual upgrades and and attachments that don't affect weapon performance. nice

safe night
#

Couldn't find this suggested before, and for once I'm not just continuing my growing list of mission overhaul suggestions.

But I feel it would be neat to have 'types' of caves. Instead of the current biome-specific layer of terrain that gets glued onto the caverns and used for the connection tunnels between the caverns, what if each Biome had one or more 'variants'? Right now caves tend to be shaped rather smoothly and in a roughly circular way. What if 'Fault' style generation was added, especially in Magma Core, where the caverns are rougher, more narrow, and taller, just like the caves become more like cracks in the walls. A small change, this likely wouldn't be very noticeable at first, but I feel a few different cave types, some even biome-specific, would add to the overall setting.

trail grove
#

Have the Burning Hell overclock for the "Lead Storm" Powered Minigun display a frontal cone of searing flames on the ground. A visual showing how wide and far the effective cone can reach would help gunners more easily maximize their spacing while not adding too much visual noise by it being placed out of the way and below the minigun.

merry nebula
#

Please increase the tyrant-weed's damage-triggered close threshold to 1 bar so the final phrase won't be so frustrating. It just spawned both times on two haz5 salvage missions, and we both got wiped on the last bar. The two healing pods are just too difficult to find and take out in time before it heals the core over the close threshold therefore forcing another round, and a single error means resetting the fight to a full bar. This is purely frustrating considering the terrain factor.
And/or if it's only on a timer, please extend the timer so that even if there're somewhat fresh recruits that keep getting downed it's still possible for a 3-man-team to kill a 4-man-hp weed core's final bar in one opening.

jaunty hedge
#

Keep the Nanite bomb dispenser active even when the machine event ends.

young wing
#

add some sort of cool effect to the interior of the late join drop pods, maybe some screens with the first person view of the other miners?

tame dagger
#

I've made mention of this before, but why can we have Regal Aegis as a multi-dwarf paint, yet we can't have Primal Blood? No really, why? All that has to be done is, when looking as the Regal Aegis paint, is replace the White sections with the Primal Blood Red color, replace the Gray and Black textures from the Regal Aegis paint to two different shades of Tan-Green, and keep the lines, dots, and stripes the class color (Red For Engineer, Green for Gunner, ect.)

wispy marten
lethal copper
#

loot bug variety concepts.

why would this be useful: it would make for diverse and surprising game-play.

how would it work: these bugs would be camouflaged as common minerals but when close will run away or attack. killing them however will still gift those minerals or red sugar.

rigid mesa
#

This is a small idea but it would be really cool if you could get specific losing animations. So you could unlock a 'losing pose.' One of them could be rather than kicking a swarmer off like in 'Swarmer Kick' a bunch of swarmers would overrun you.

astral condor
#

Hey, just had a strange idea, not sure how it would jive but have it be a hauli (forgot how to spell it) class monster that steals ammo from anyone who gets close, but if you kill it you get two resupplies

wet lark
#

Mission Suggestion: Fort Building/Defense
”Heads up miners! Our scanners have located a particularly massive network of morkite veins. We need you to go and establish a forward operating base so that we can secure the sector for mining for years to come.

This is a tower defense style mission that will have you and your team flex their architectural muscle. A location on the map will be marked with a “core” and you must build and maintain walls and defenses to establish dominance over the bug menace. Wipe out every wave of bugs without letting the core be destroyed and you will secure DRG’s foothold in this sector for decades after your death!

This mission starts off with a core being predefined and delivered much like the Point Extraction and On Site Refining missions. The main difference is, the players will have the opportunity to decide their own defenses. Explore the mines, gather materials and return to build a network of walls that will block the swarm and funnel them to areas where you can more easily take them out. Hit a button on the core to start the waves once you’re satisfied with your castle.

Walls can be built in a similar manner to the pipelines and have the same loadout as the Point Extraction base. Turrets and spotlights will spawn on top of the connecting points and the walls will have HP of their own. The walls could either repel bugs, like the gunner shield or deal damage to them, but will draw attacks and can be permanently destroyed.

To balance out your overwhelming firepower, this mission will see several special enemies such as detonators and even a Dreadnaught in the final wave. I’m just imagining the panic that will happen when a detonator takes out a wall and the swarm funnels in. Much like an unnamed fantasy movie trilogy of the early 2000’s.

Good luck dwarves! You’ll need it...

rigid mesa
#

Another suggestion I just remembered is there could be events that happen in missions. Kind of like the mission modifier things (i forgot the name). There would be a splash text at the beginning of the mission or mission control would say it, and then in the mission something would be different. For an example one of them could be limited storage so if you were playing escort you would have to manage what materials you prioritize.

tame orchid
#

Melee Idea, So I noticed that the back blade on pickaxes is unused (minus aesthetics) but what if you could press the reload button while swinging it and flip it around into a 'Melee mode' and different heads could be used to do different things. Like the obsidian smasher could break armor better with its smash or chop chop could do extra weakpoint damage. Would also probably have to make them unlockables in the load out menu however.

Edit: Okay, so after some discussion I realize why having a ‘melee mode’ on the pickaxe would be a bad idea as it would detract from the shooting aspect of the game and some people would try going ham and killing all the bugs with just their pick. But I did come up with a different idea. More options for the power attack specifically. So like the mods that increase its damage area of effect and charge time, there would be a new rung where you could choose between making a bigger hole in the terrain, more armor breaking , or extra weakpoint damage. It would give more utility in specific scenarios but not detract from its main use as a “ Ah! Get away from me “ button.

vivid cedar
#

Add axe-style pickaxe front blades to go with the wooded theme of the Hollow Bough. Maybe other things such as a fireman's axe paint job (red head + yellow handle) and pointy fire ax or horizontal Pulaski-style back blades.

tame orchid
#

Okay, so after some discussion I realize why having a ‘melee mode’ on the pickaxe would be a bad idea as it would detract from the shooting aspect of the game and some people would try going ham and killing all the bugs with just their pick. But I did come up with a different idea. More options for the power attack specifically. So like the mods that increase its damage area of effect and charge time, there would be a new rung where you could choose between making a bigger hole in the terrain, more armor breaking , or extra weakpoint damage. It would give more utility in specific scenarios but not detract from its main use as a “ Ah! Get away from me “ button.

granite tulip
#

Radioactive Glyphid Oppressor

waxen cobalt
#

The ability to favorite beers, and order a round of "regulars", getting everyone their favored beverage.

crisp hornet
#

Perk Idea: Loot Bug Larva

A little baby loot bug in your pocket that helps you sniff out minerals by making them glow brighter in the darkness.

Fully upgraded it makes the mission objective collectables (fossils, ebonuts, gunk seeds etc.) glow even brighter or even make a noise when you're nearby.

nova niche
#

On April fools, driller will eat rocks for breakfast

floral sparrow
#

Two helmet cosmetics inspired by the ones the Daft Punk duo wears

near glacier
#

After I enjoyed the game for a while, I was playing around with shaders a bit to get rid of the white mist wall. It always felt bothering, weird and out of place. For me, without the white mist wall it looks a hecc' lot better. A few games recently have done that, still don't know why (If anyone knows, ping me in discussion). Tho,.. would be great to have a native option to deactivate it? lurking

fathom moss
#

Add facial expressions for Dwarves?

unique path
#

I'm thinking we need more mactera as the perk that gives extra damage to them is nice, it seems to be that there are too few of them to really warrant taking the perk, as they aren't the hardest thing to kill, or perhaps replace the perk for something else, like better stun chance? Their weak spots would make precision aiming more rewarding overall, basically maybe add more mactera, or just replace the perk

frosty swift
#

Map generation suggestion: I've currently encountered a few maps recently with so much verticality to them, we had to back out as there was no real way for us to proceed through the map properly (4 ziplines with angle up and engy platforms was not enough to path us through the given section) and while random map gen is fun, I don't think it should make some missions unplayable like it currently can. (Hell, I've had missions where pod opens to 2 spitballers right away which is no bueno) so I'd think the game should have an inverse of the 'this tall to ride' type thing, where it checks if any tunnels have vertical chambers that place two tunnel sections to high from each other, namely, if the gunner has to use more than two zip lines in zigzag, the game shouldn't generate that section or, should 'squash' it until in that proper 'range' this will make things less frustrating for players and allow for better solo/pair play, or play without need of every dwarf class on every mission

Currently, the max height you can achieve, assuming you can get max length from the ziplines, is 50 for vertical (This requires the 50L, 30° ziplines, and getting exactly at that 50L, for the 40L 35° lines, max height is 48) and this is calculated by using right triangles, as we know they hypotenuse (length of the line) and the max angle of one side, we just need to calculate the opposite side from that angle, 2x and that's the max 'height' of a zipline zigzag

crisp hornet
#

The bonus melee damage granted during the active of Berzerker is kinda pointless and doesn't really do much in my experience (unless I'm missing some secret strat) as it only grants a bonus 8 damage per hit (vs See You In Hell's bonus 20 and the basic 11 damage a pickaxe swing does) and that doesn't apply to the Power Attacks which are the powerhouse of that perk. So what if that part of the Berzerker perk was removed in favor of some Melee Damage Resistance that increases with each rank? Going from 10-25% or 5-20%, nothing huge and game breaking but something that makes using the active as a last ditch effort a little more viable.

zinc ivy
#

The ability to scan bugs to unlock armor/pickaxe overclocks
There could be a few tiers for each one, maybe 10 scans, 30 scans, and 50 scans
You could scan each type of bug once per mission by holding the terrain scanner beam on a bug for a certain amount of time
Upgrades could be things like explosives resistance for suiciders or increased pickaxe damage for slashers and the such

dark beacon
#

Suggestion: Make the "MUSHROOM" voice line apply to more types of mushrooms. Right now it only happens if you ping a specific kind of mushroom and that's sad because I love that voiceline.

swift umbra
#

It would be interesting to see the mining/digging element of the game incorporated into enemies. It might not be technically feasible but I envision an enemy/enemies with a weak point obscured by mineable material.
This enemy could possibly be quite large to encourage the use of several possible mining methods, rather than just a few pick swings but that's just me spitballing
I just think it would be an interesting way to leverage existing aspects of gameplay to create a new experience and challenge that changes the flow of combat in a way not dissimilar to a Bulk Detonator appearing

untold crystal
#

The Dreadnought and Oppressor's AOE attacks should either have lessened ranges or damages. They do way too much.

lean meteor
#

Make the Persistent Plasma OC for the EPC deal heat damage instead of the DoT it currently has, as the damage is extremely minimal, and the ability to basically leave 'sticky flames' with your secondary leads to some interesting parity with both primary weapons. You could run a more damage-oriented flamethrower build because your EPC can function as a limited 'sticky flames' weapon, and you could potentially proc temperature shock on groups of enemies with the cryo cannon in the right situations. The lower charged shot damage the OC gives you still limits your burst damage the weapon would normally give you enough to balance this change out, but I could see maybe less charged shot damage or a slight ammo cost increase to make it more balanced.

scarlet perch
rapid nexus
#

For windows 10, support for switching the audio device while the game is running.

Whatever audio is selected when the game launches is what you have to deal with until you exit to desktop or alt-F4.

Key quality of life improvement for someone who frequently switches back and forth.

solid spindle
#

I don't care how it's done but being able to slide on the ice produced by the cryo cannon would be cool "possibly slide of a cliff and die! maybe the whole team slips of cliff and die!" or slide around like a dwarfy frozone!

tall raptor
#

I'd like to be able to order an individual drink for myself as an option. No dwarf wants to be the one who got the whole crew a round of leaf lovers after all.

edgy ocean
#

On PE missions the minehead launches a rocket at the end of the mission. The flame effect on the rocket disappears too soon and should be extended. Some PE maps have very high ceilings and it looks weird if the rocket doesn't keep burning until it's out of sight.

jaunty garden
#

Make bullets of mercy proc on bugs affected by pheromones debuff

lusty flower
#

Stun the bugs when they're being charmed, so you don't get killed by your steeve-to-be.

dense pumice
#

Warthog OC: Pump Action, the elephant round for the shotgun
Decreases Mag Size and Total Ammo
Weapon is now pump action rather than semi auto meaning firerate and reload speed gets decreased by a lot as well
Very Large Damage increase

#

Sandwich Perk: We all hear the dwarves talk about it but we never see it!
Once per mission you get a sandwich that you can take 2 bites of, each bite restores a resupply worth of HP gradually as the animation plays, unaffected by other perks. Taking a bite slows the dwarf down/stops him completely while he eats his tasty snack. You can't shoot while eating.

forest kite
#

Deep dive reconnection preventing lost connecting

#

Also there should be an actual server instead of local host

verbal ledge
#

In line with my suggestion to add an option for the camera movement when reloading, an option to reduce or remove some of the "drunk" screen effects (the doubling, mostly) would be very appreciated. It's hilarious to get blitzed with the boys, but I can't go more than a minute without a Leaf Lover's Special, the motion sickness really gets to me.
Essentially, an option to remove any instance of the camera moving on its own, whether it be reloading, drunk, etc would be great

turbid topaz
#

There should be a panel somewhere in the spacerig covered in pressable buttons, flippable switches etc. that the mission control guy gets very mad at you for playing with

hearty marsh
#

Option to get rid of buzzing sound on xbox

timid grove
#

Deep Dives and Elite Deep Dives should implement some kind of lower priority for "long" mission types for the week following the week they're part of the dive.

For example this week has an escort mission in both stages - so next week that mission type would have lower priority in whatever selection queue is used by the game, meaning there'd be less of a chance of Escort showing up compared to something like Expedition or Refinery.

sturdy smelt
#

allow the pipes to be build able only when connected to the pump jack. seen so meny times someone build half the pipe only for it to be destroyed due to it being wrong dstare. allowing it to be build after its connected up would be alot better 👍

floral kernel
#

Alternate suggestion.
Have a different display on the sidebar for unstarted/building/plugged in/finished pipes. That way, people can start building when they know it's in, if they don't want their time wasted. Or they can wait.

toxic heron
#

allow the final pipeline segment that connects to the pumpjack to be destroyed

haughty geyser
#

a new mission type. one random person is separated from the rest and is given a heavy health and ammo boost as well as the game objective (some kind of item that is big and heavy that only they can carry) but they are stuck in an arena like area with never ending waves of enemies, the objective is to rescue the person trapped as they try to survive as long as they can (they would have bosco as help in case they go down) in order to rescue the person the others would have to find a key in the cave somewhere and bring it to the arena, after that they would have to push through waves of enemies to get to the drill pod with the objective.

bitter dock
#

i know that this is a really minor thing (wow i just saw that pun) but I wish that after completing a mission instead of spawning in your living compartment i wish you spawned in the drop pod as it is docking similar to how when you start a mission you are in the drop pod

winter remnant
#

on that note mpn you gave me an idea I now almost want the announcer guy to remark if you bring mugs into the pod like the barrel.

nova niche
#

Pickax and Weapon paintjobs as just a regular colors.

dense bobcat
#

Primary for the Driller:

A Drill Cannon. You load a drill head into the cannon and use the thing like a melee weapon for a while, though for balance reasons it might not count as a melee weapon for purposes of Vampire. It also doesn't damage terrain, this drill is just for squishing bugs.

As you use it in melee, it drains fuel and you'll need to reload just like the Flamethrower. However, when you reload, the head of the drill goes flying off on a rocket, cleaving through enemies sort of like a breach cutter projectile. The more fuel you had left when you reloaded, the further the rocket goes, but the reload consumes all of the ammo you had remaining in the magazine. Sort of like Ice Spear and Snowball, there would be a 1 second delay after hitting the reload key where you can still cancel the shot.

The weapon would encourage you to smash through grunts and other weak enemies in close range and manage your fuel so that you still have enough to shoot the projectile at either a stronger enemy, like a praetorian or goo bomber, or at a bigger crowd of grunts. It'd be a very unique play style compared to anything else in the game, a melee weapon with limited ranged capabilities which requires a mastery of ammo management to get the most of.

keen otter
#

----- Obligatory 'this has probably already been suggested' ---- BUT

I'd like to see a way for us to craft cosmetic overclocks from a certain amount of blank matrix cores. Three maybe? Whatever is fair. I made the mistake of obtaining all the weapon OCs first and now I'm left with an inventory full of blanks that I never get to use. It doesn't help that I'm constantly awarded with blanks whenever I complete the weekly core hunts, DDs, and leveling up in the forge. The ratio of blanks to actual cosmetics I get every week is just way off balance. They pile up so fast and I can't do anything besides waiting for random machine events.

jaunty garden
#

Small earthquakes on Salt pits similar to those in Magma core but they would make the salt stalactites fall down from the ceiling rather than creating craters

opal fjord
#

My son and I would like to be able to play either by local multiplayer (would be awesome if this is supported) or online multiplayer, we have 2 Xbox’s so we can play games independently or together via multiplayer online, but right now DRG requires the person who purchased the game to be logged in to the console. This means for my son to play I have to be logged into his console. This sucks for two reasons: 1. I can’t login to my Xbox and play multiplayer with him. 2. If I want to play a different game on my Xbox I have to logout of his Xbox and he can’t play the game at all. Are you planning to change the login restrictions? If not, I strongly suggest you do. This will keep us playing and investing in the game.

green magnet
#

ok so the morkite pipe mission but instead of 3 pipes it's 1 really long pipe, and a huge morkite geyser, with a cavern layout more like the morkite mining mission, so we can have a sick as grind rail that stretches across the entire map, it could have additional pumping stations you need to request every 30-40 pipe segments and grinding up, enemies would swarm when you build the pump station and when you pump they would target a specific pumping station due to the noise it makes, you get more sick grinds and a unique cross travel for the caves that you don't usually see in those style of caverns.

gilded jolt
#

Customizable Bar and Bartender you get skins for unlocking licences and such

winter robin
#

New active perk

Minezerker

The dwarf brandishes another pickaxe basically doubling mining speed for a short duration of time

modest coral
#

Would love to see a friend icon in the serverlist so you dont have to back out to steam to connect

#

Also would love netcode improvements so I dont get dreadnought teleporting on non-close server games

fierce mica
#

add a small clonk sound effect when depositing a large gem into Molly. Currently the gem just kinda... ceases to exist and is magically added to the team depository.

haughty geyser
#

what if there was a very VERY small chance of finding a salt statue of a dwarf in the salt pit?

orchid osprey
#

More pet animations for loot bugs and Steve, perhaps a under chin scratch or a head rub would be nice.

sharp talon
#

Control the droppod when the game loads the mission and let us SLAM that sucker into ROCK for Karl's sake

trail birch
#

The space rig needs a bouncy castle which is actually an inflated bulk detonator. It should blow up with the 'frozen bulk' explosion when jumped on too much.
Very important addition.

quartz citrus
#

**More unique crystals in Crystalline Caverns **

Crystalline Caverns are one of the biomes which are a little bit underwhelming when it comes to environmental stuff. I think a simple idea would be to add some new crystal types with special powers to make this biome a little bit more intresting. In that sense I have two ideas for crystaltypes which could be intresting:

  1. A big purple crystal which is surrounded by many smaller ones. They create a permanent field of electricity power lines. Every smaller crystal is connected to the big one and to each other if they are close. To destroy the field you have to destroy the smaller ones with your pickaxe. You don´t get hurt by the small crystals when you are near them. Only the big one has a strong electricity AOE-shield which hurts dwarfes. Once all the smaller ones are down the power of the big one is gone.

  2. In caves there are special colorful crystals which give enemies special buffs when they get into a certain range of them. Depending on their colour they get other effects. Possible effects could be smth. like protection (glyphid warden like), health generation, more speed, etc.. To counter that you must take your time to destroy them before they get really annoying. But they are really solid. Driller advised.

jaunty garden
#

Add the korlok healing pods to regular gameplay. Having them come out of the ground with swarms wouldn't really work without messing with the AI to make them stand near them or retreat near one when low health. I suggest having them in idle state(unlit) scattered around the cave similar to honeycombs they would activate when bugs get near them. The effect is similar to wardens armor buff but the difference would be that it's the players choice to either destroy them before bugs can use them or save on ammo and take the risk to leave them. If the aesthetic doesn't fit most biome maybe have them specific to Dense and Azure

trail birch
#

Spacerig:
Current situation: Moving platforms which are currently moving up and down all the time make you wait if you missed them.

Should be changed to 'idle' at the bottom. Stepping on the platform makes them travel upwards, wait a second or two at the apex and go back down again, until stepped off by all dwarves.

coarse pebble
#

I think some kind of animation for Stevee when u Rock and Stone him would be sweet, like with Bosco 😄

loud merlin
#

probably a repost but update bet-cs ai so it favors bullets over mines. or maybe disable the mines. bet usually spams the mines and ends up doing more team damage then monster damage.

viral adder
#

There should be a new upgrade to the engis turret's where the turret's can be deployed on the walls even if it's super steep

frozen spade
#

Buff It's a bug thing with a loot magnet. Make it so all loose resources within say, 6/12 meters move towards you. It synergizes inherently with what the perk does(Little as that is) and can help with things like golden bugs or events that spray resources around.

viral adder
#

How about they add coal that's a 2-3 hit to break but when you deposit in molly it makes her a little bit faster for about 3-5 minutes

crisp hornet
#

This might be a little specific but sometimes the thumping of the Drilldozer as it drills at the heart stone matches up with the beat of the music and I think that would be really cool if that happened intentionally/all the time

opal field
#

New Mission Type: Mineral Processing
this mission type functions like a hybrid child of Point Extraction and On-Site Refining, after being deployed, a large smelting rig will be deployed. On these missions, there is little exposed ore, with it being trace amounts of Nitra, and the Biome's special ores.
The platform will have five ramps to climb up, with one being occupied by the entrance to the Smelting Rig. Which has a small minecart track coming out the front. The main goal in this mission is to construct minecart track to various collections of Heavily Compressed Morkite, Gold, and Nitra; formed from the geological activities in the area, these compressed ores can only be processed in the specially deployed smelter
The Miners have to construct branching minecart tracks out to these ores, similarly to an on-site refining. Once they're close enough to an compressed ore, they can call in a minecart. The minecart will arrive from the platform, and use a powerful mining laser to laser and pick up the ore. The miner then has to kick the minecart to send it back to the smeltery platform. Once the minecart enters the smelter it will be destroyed and it will either count towards the progress or add a certain amount of Nitra/Gold to the depository
Upon achiving [x] amount of compressed morkite, they'll be able to launch the product and call in the escape pod.

haughty geyser
#

green sugar, a new crystal that is like red sugar but green and instead of healing you it makes you move faster? and perhaps a blue one that makes your pickaxe swing faster?

vernal ravine
#

ESC key closes chat prompt and also opens the menu with a single press. It should not take you to the menu screen if you hit ESC once while the chat is up. Maybe this is a bug and not intended in its current implementation. Right now, to clear chat and get back to gameplay, you must send the message, delete the message with back space and hit enter, or hit ESC go to menu and hit ESC again to resume play.

lyric grove
#

[New mission type] "Unstable cave extraction".
Mission control wants something valuable from a section of caves that is known to be unstable. Thus mission control has equipped the dwarves with a laser pointer that is enabled when the objective is completed. Unfortunately the caves will start collapsing once the objective has been completed and the dwarves will have to decide where the best place to call the drop pod is.
Perhaps an objective could also be to secure a part of the cave for the droppod to land in.

prisma cloak
#

Too many times have I finished a mission with strangers and they just close the group the moment there back on the rig. I suggest a button for every miner at the end screen where you can select if you want to leave the team now. The group leader could have a separate button with which he could dissolve the team immediately . It would streamline the process and make it feel less janky.

zenith lichen
#

OC idea for the Warthog

Name: Flak Cannon
Type: Unstable
+Significant damage boost or pellet count
+Pellets can ricochet off surfaces (and maybe penetrate one enemy)
-Significantly slower fire rate
-Reduced ammo

This would add a "slow and hard hitting" option to the warthog while also having some bonus effects to standout from just a plain stat increase

lost crane
#

Since we have a Bet-C entry in the bestiary, I think that it would be cool to have another section for Friendly Robots.
It'll include Bosco, Molly, Lloyd and Doretta.
It'll use the same layout as the other entries, but will use special "stats bar", and here's my ideas for them so far:

Bosco:

Family: Robot
Type: Flying
Attack: (Kinetic / Electric) Sustained Fire | Ranged
(Explosive / Cold ) Rocket | Area
Special: Mining Minerals | Move
(Defense) Revive | Melee
Armor: All metal parts
Weakpoint Weakness ?: Slowness

Description: This little APD-B317 unit is DRG finest machinery for dwarves. Despite Management's efforts, all the dwarves call him Bosco. With proper orders, he can replace any dwarf, and be even more reliable than colleagues. He's the perfect companion for all your extra unpayed hours, and will suit even the most asocial, grumpy, alcoholic dwarf. Disclaimer: Any decrease in activity due to depression for Bosco loss, destruction or dysfunction is forbidden by Management and will result in pay cut at the end of the month.

Stat bar:
Friendship: Full bar
Speed: Almost empty bar
Firepower/Attack: Half bar

Molly:

Family: Robot
Type: Ground
Attack: None
Special: Mineral Storage
Extraction Light
Armor: All metal parts
Weakpoint Weakness ?: Everything.

Description: The M.U.L.E. unit, also known as Molly, or tin can, is a walking rust bucket which acts as a mobile safe. Heavily criticised by the dwarves for it slowness, deficient obedience, technological obsolescence and wall climbing tendencies, we have to admit that this machine is truely unkillable, even a Bulk Detonator won't destroy it. As the dwarves beard turn to grey, they get attached to Molly, and spent their time between mission to polish the scratches on it, and apply another good-looking orange paint layer with love.

Stat bar:
Speed: Empty bar
Obedience: Near empty bar
Storage Capacity: Overflowing bar

(I made one for Lloyd, but it doesn't fit in the same message)

#

Lloyd:

Family: Robot
Type: Flying
Attack: (Defense) Beer Pouring | Ranged
Special: Hat Salute | Move
Self Spinning | Move
Armor: All metal parts
Weakpoint: Beer pipes

Description: This APD-1L0yD unit has been bought by Management after many reports of illegal glyphid alcohol brewing in Hoxxes caves, which lead to blood poisoning and high death rates. Originally an APD-B317, this robot has been deprived from all weaponry, medi-kits and mining equipment to connect pipes to it, for beer-serving purpose. In addition to the jukebox, the dwarves can forget for a moment the horror of Hoxxes IV, or drown it at the bottom of several beer mugs, and, in rewards for these good moments, the dwarves have contribued to buy him a bow tie and a bowler hat, giving Lloyd a classy style

Stat bar: Beer Knowledge: Full bar
Class: Full bar
Beer Stocks: Full bar

tough venture
#

⛏🪨. Placing Rails is fun!
My feedback is I wish we had more stuff to place/build! Even if it costed Nitra or a new resource. - Conveyer belts, String of lights, pully system for heavy loads. Or even just rails on other missions!

wraith tinsel
#

deep dives are supposed to be a grand thing but the terminal is currently placed in a far and empty corner, i say where it's placed can be improved

trail grove
#

Replace the 7m wide 30% damage reduction aura within a deposit point on "Veteran Depositor" with an added attraction radius on dwarves for picking up minerals. This essentially makes Veteran Depositor have purely gathering benefits as opposed to a split between a gathering and a (very niche) survivability bonus.

kindred kettle
#

Slow down the base oxygen consumption rate in low O2 missions, but have oxygen drain faster when a dwarf is sprinting or jumping.

jaunty garden
#

Have friends show up at the top of the server list, or the option to.

sturdy mantle
#

make "It's a bug thing" attract loot bugs from a distance, it'd still be a meme but I find the idea of a conga line of loot bugs naively crawling to their doom quite amusing

frank glacier
#

So, I've been thinking about a suggestion for a CRISPR OC. It's almost the same as the Cryo cannon's Snowball, but instead it just shoots a fireball at the cost of, let's say, 25 ammo a shot. The fireball explodes on impact and spreads sticky flame on the point of contact. The main fireball could also shoot out smaller fireballs that also create sticky trails.

#

I also believe that the abandoned supply pods should be available in every mission. You're not gonna find 'em in every mission you go to, but I still feel as if it's a wasted QoL mechanic for just Salvage.

pulsar prairie
#

within salvages, more elements should be present to indicate that a crew used to be here. engineer platforms on the walls, their soft material torn up by glyphids from their burrowing. zipline poles with snapped wires and burnt-out lights. jadiz/pearl/aquarq/similar gem indicators, but theyve already been tunneled into by a driller whose passage has started to erode and seal up. flaregun flares stuck in the ceiling that ignite one last time when shot. that sort of stuff

cunning gorge
#

Make the lootbug slowly get fatter as it eats more minerals

jaunty hedge
#

Light Armor perk (or beer?), makes you take more knockback from all sources. Means you can fly more with guns that have knockback but it makes it more risky since you can easily get punted by a Q'ronar or by yourself.

burnt socket
#

it's a bug thing could leave behind either barley bulb/malt star/starch nut in loot bugs, so if you need barley for buff brew you pick it and go out foraging, upgrading increases the chance of it leaving behind the barley stuff

fast geyser
#

Can we please get a setting that removes the blood graphics? I don't mind the green "bug juices" or whatever, I just don't like the red dwarven blood splatter that appears when I'm bitten. I inexplicably can't stand it.
Oh, and even though I try to ask this respectfully, there are usually those that make fun of me, and others who don't like blood in games. And to those people: " SHUT UP, PLEASE!"

spare moon
#

Im sure this has been brought up before but can we get more to differentiate steeve from normal bugs? Out of combat and up close he looks different but when far away or in a hoard of bugs it's hard to not waste ammo on him.
My suggestion would be a small robotic pack on their back with a fading yellow light that sticks up, that would be see-able at a distance.

jaunty garden
#

I m not sure if this is for balance purposes but whenever the gunner is out of shields and uses a ressuply you need to wait the whole recharge time before being able to throw another shield even if you used your last one a long time ago. I feel like the recharge time should trigger when your last shield disappears, you would still have to wait for recharge as usual if you manage to ressup while your last shield is active

timber badger
#

GIVE BOSCO A HARD HAT

prisma scroll
#

ok ive got one of my dumbest suggestions me and my friend were checking for hidden achievements and we thought that if you stay in the drop pod and keep it until extraction that it would use the same pod and just leave and give us an achievement so we would take turns staying in the pod but there was no such achievement or event it just put another pod down , ok devs hear me out put a hidden achievement that if you keep the pod all the way till extraction it will use the same pod and give you an achievement like my home or sumtin stupid , to you devs my dumbest but most epic suggestion so far

solemn blade
#

Here is a thought, What if you could harvest MEAT off enemies by melee with the pickaxe, perhaps only specific enemies have a chance to drop this item, then at the rig you can have it cooked up for a mighty feast that when consumed gives buffs similar to how the specialty beer's work. Higher tier enemies could drop ingredients needed for better buffing meals.

near glacier
#

We could use some pride stickers we can put on our armor to show support for lgbtqia+ folks.

forest nexus
#

Add player name pop up in lobby when Crtl is pressed just like in mission to identify who's who.

hot onyx
#

Option to erase your B and C loadouts. I like using the loadouts to try more weird stuff, but I find it easier to make a loadout when everything is blank

lost crane
#

Bosco should deal with Oppressors and Dreads the same way as turrets do: Shoot when the weakpoint is in sight. Given Bosco's mobility, he could turn around to get the mob's abdomen and then shoot it, instead of wasting his time shooting on the front of it

mild rover
#

QUALITY OF LIFE: mark all as read for accessories and weapon upgrades etc. within classes

jaunty hedge
#

New Naedocyte enemy called the Naedocyte Barricade. They would spawn rarely with Shocker groups and they would defend the shockers from incoming fire by keeping them under a shield that it has.
The shield would be rougly 1.25x the size of the Naedocyte but only covers the upper half and can be broken.
A Barricade wouldn't be able to attack, and can only keep 4 shockers under it's shield.

vocal jasper
#

just for fun:
when pinging Croppa, the dwarves could say: "Get to the croppa!"

jaunty hedge
#

If frameworks for class tools ever happens Driller definitely needs a chainsaw skin for the drills to go along with the theme of Hollow Bough being a wooden biome.

minor sable
#

the resupply drawers currently just feature blue lights but I personally think drawers stuffed full of overflowing ammo, clips, belts, grenades, and sandwiches would be interesting and funny; something similar to the decorations at the equipment terminal. Empty resupplies could just be the drawers with some crumbs left over in the bottom.

hexed flicker
#

Add an ahievement called "No u" for killing a detonator with c4

cedar sail
#

Mission Type: Cannoneering
A mission type where you team up to operate a giant mounted cannon before killing huge bugs with it. Basically some kind of base-defense mission where you have to work together to reload the cannon and keep it running

solemn blade
#

Miniboss: Nest Core

This boss would be a giant armored ball suspended from the ceiling by a thick muscle tendon that retracts the body up to the ceiling after taking damage but over time drops back down.

The boss has acid shooting bits on the outer shell of the ball which can be damaged. The ball cannot be destroyed but you can damage the tendon until the whole thing drops to the ground and cracks open revealing some sort of prize.

The boss also summons bugs to its aid.

It could kinda look like a cross between a gunk seed and a dreadnaut's armored core.

upbeat yew
#

New Ground Ice enhancing mod as a replacement for the +1 freeze in T4 on Cryo. The new mod would be called Lingering Ice: Increases Ground Ice duration by 3 seconds (base is 3 seconds) and increases the size of the ground ice radius by 50% (base is 0.5m, with mod is 0.75m).

zinc plaza
#

New weapon mods for at least Scout and Engineer? I was thinking for Scout on the M1 Grand styled weapon put the last perk available a scoped option with an increased crustal hit chance, and the Engineer on the Plasma Breacher, last section new perk being the plasma be converted to an orb that can detonate upon contact at the sacrifice of the full magizine

limpid anchor
#

General PGL Usage Suggestion: Grenade Swallow

If an Engineer shoots certain enemies (ideally ones with mouths) with a grenade from their launcher while the enemies mouth is open (for enough time) and their aim is on point, the grenade projectile would end up being swallowed by the enemy and explode internally, dealing higher damage than a direct hit and causing an extended stun effect on enemies not outright killed.

I noticed a fair amount of enemies will stop what theyre doing to do a little bellow roar at the players general direction, which could be exploited this way. Praetorians additionally have their special attacks that involve them opening their mouths anyway.

chrome musk
#

Now that we know U33 Stuff ||the cave angels|| have a use, why not give one to the Silicate Harvesters? Perhaps the ground they've passed over gains the same glyphid-repelling effect as an upgraded engi platform, or slows things down? It could also turn that ground a different colour, to signify this.
Of course, that wouldn't be particularly useful with how slow the Harvesters are, so how about giving them a big burst of speed coupled with more eratic direction changes when a swarm is coming. You could just say that the harvesters are fleeing the swarm.

shut garden
#

New species idea - Tumorites

Strange, stationary organisms, Tumorites are named for their remarkable similarity to the tumours formed on Dwarves after a lifetime working radioactive materials, and are normally only found in one biome - the Radioactive Exclusion Zone. Tumorites come in three forms; Tumorite Infectors, Tumorite Clusters and Tumorite Nuclei. Management recommends taking these horrid creatures out as quickly as possible, as they are spreading at a rather alarming rate...

Tumorite Infectors are parasitic entities that attach themselves to the other denizens of Hoxxes, overtaking much of their body. Tumorite-infected enemies passively hurl tiny, low-damage globs of acid in addition to their normal actions, and the added biomass grants the creature a small health bonus. The individual spitting-parts of the Tumorite Infectors can be destroyed too, and certain species have shown strange reactions towards their saviours.

Tumorite Clusters are found attached to the walls, ceilings and floors of caves, spouting many little mouths with which they bite and spew acid from. Tumorite clusters are stationary enemies, and if for whatever reason the miners can’t kill them, they can be safely avoided by simply running quickly past or blocking them off.

#

Finally comes the Tumorite Nuclei, massive suspended growths that are actually their own machine event, due to the valuable slurry of minerals and acid they produce. The miners will have to set up powerful sonic cannons and fire them in synchronised impulses to get the Tumorite Nuclei to open up, at which point they can shoot at it’s dangling heart. After it is killed, the machine event will release little drones to collect the slurry before rocketing off to orbit. Regrettably, it’s never that easy, as the Tumorite Nuclei can fight back like all other Tumorites, and the noise from the cannons is sure to draw in nearby enemies.

Due to their rapid reproduction rate, areas outside of the Radioactive Exclusion Zone can occasionally become overrun by Tumorite, leading to a new potential warning type - Tumorite Infection. In these areas Tumorite Infected enemies are much more likely to spawn, and Tumorite Clusters are also a lot more common, though these warning do not effect the spawn chance of a Tumorite Nuclei.

(Part Two due to word limit)
((Instead of being Tumours found in the Radioactive Exclusion Zone, they could be barnacles in the Azure Weld, ect.)

solemn blade
#

Perk: Blood Rage
When you kill a medium sized or larger enemy with your pickaxe you speed up the regen on your power attack with the pickaxe by 1 second. Each level of the perk grants another second per kill up to 5 seconds.

Perk:Blood Fear
When you kill a medium size enemy or higher with your pickaxe power attack enemies within 4 meters are feared and run from you for 5 seconds.

Perk: Pickaxe traversal
When you hit a wall with your pickaxe you slow your falling speed slightly, each tier grants better results and highest tier lets you bury your axe in the wall for a second and hold on to the wall before falling again.

nova niche
#

New DLC Pack.
The Hoxxes Ranger.
This DLC gives you a ranger uniform, with ranger hat.
Every class has It's own flag (For an example, scout has a flag with a flare, gunner with bullets). Those flags are on the left/right side of the uniform, actually side flags.

near bison
#

While Underhill Deluxe pitches up the voice lines, Malt Rockbearer doesnt seem to pitch down the voice lines. Would love the Malt to have the same but opposite effect of the Underhill.

solemn blade
#

How about an achievement for dropping out of the space rig through the force field when the pod launches in multiplayer, call it: The Old Fashioned Way...

winter remnant
#

hay I know this is ment to be a joke I just made for fun but if we get more primary wepaon types I want a wind or lightning thrower and a stone thrower so I can call my driller the dwarv-atar the last gun bender XP

rich junco
#

Change the model of the cocoon for the new dreadnoughts, so players can know what you're getting into and can prepare accordingly, but add a slim chance for it to spawn another kind anyway to catch the players off guard.

pulsar prairie
#

subata unstable overclock: heat transfer. "tiny devices within these bullets rapidly disperse the victim's heat into their surroundings, and do the reverse if their surroundings are hotter, but the mechanism greatly interferes with the bullet's aerodynamics and its high cost means management isn't willing to let you carry many at all."

does what the description suggests and adds a decent chance for temperature shock on frozen/burning enemies. comes at the cost of very low base damage and greatly reduced # of bullets (0.5x less for both?)

spare forge
#

Re-post of my old 2019 suggestion to re add the old molly sounds ;-;
I love the little sound that is no longer here anymore

turbid junco
#

Just a small quality of life thing but, I suggest adding a separate keybinding option for non-vital interactable items than the "one key does all" thing that is going on right now. I suggest this due to having many mission fails happen due to a lootbug, steeve, or even the drilldozer itself preventing either a revive from happening or repairing of the dozer. This would, in my head, allow for 2 prompts to come up, one being petting or something similar to that, and the other reviving or something similar to that.

From my perspective Non-Vital interactions include any petting, but could include secondary/item pickup or even depositing, Vital being reviving and repairing.

vague monolith
#

a smaller dwarf that is a tnt maniac

trail spade
#

Long legged Glyphid. Pins dwarves down to the ground and sprays them acid, can be knocked off with sufficient damage.

vague monolith
#

A gun that shoots a abundance of bullets that do different abilities such as explosion and freeze enemies i know there is a cyro cannon but this is a all in one gun that and has a special ability to shoot a rocket every 10 bullets and it has a low fire rate but has kinda high damage rate and those btw this goes with the smaller dwarf i posted

buoyant timber
#

I think Dwarves should have a stronger reaction to being left behind: Something with more impact than just an "Oh Shit" Considering they just got left on an Alien Planet with dwindling Supplies.

vivid cedar
#

Currently when someone is wearing armor that doesn't have a built-in shoulder light, a sort of standard attachable light model will appear on their shoulder when the light is turned on.

However, this light currently resembles a placeholder model as it does not follow the art style. It's a rounded yellow dome attached to a black cylinder, both of which have blank textures and way more polygons than other "round" objects in the game (such as mugs and the wheels of the dozer).

This model and textures should be updated to match the art style and just generally look better.

minor sable
#

the slag in hollow bough should be textured like the rings inside a log with splintery particles

meager blaze
#

quality of life suggestion:
Can mineral veins not get buried in the organic material on egg hunt missions?

hollow cape
#

Cosmetics so i can make Engineer from TF2, I'm tired of Robotnik look

low peak
#

Not for a specific game-play element, but I'd love the ability to make the dwarves "T" pose in the character creation. For Cos-Play reasons. the arms kind get in the way with some of the more bulky armors

near glacier
#

Scale the nitra spawning in escort mission with the amount of events spawning. (I'm driven crazy by "scarce nitra - korlok seed - machine event - HUGEASS last room - escort missions")

quartz citrus
#

More salt stuff in Salt Pits

The biome besides the Crystalline Cavern which needs some love and new little features are the Salt Pits. Beside the Q´rona Younglings there isn´t really much going on there. So I thought of two ideas how the Salt Pits biome could be tweaked a little bit.

  1. Salt sediments: On the ground there are some places (like the oasis areas in Glacial Strata) which contains highly concentrated salt sediments . This mysterious mineral is helpful and hazardous at the same time. If you go through it while your shield is active, it´ll get slowly regenerated. But beware when you go through it when your shield is down. These salt sediments are very harmful on your bare skin and you take huge amount of damage when you touch it. So watch out for this areas when your shield is down. Platform use advised. (shield disruption could get really nasty on this but if we can survive this mutator on magmacore we can survive it here too)

  2. Saltdust: Everytime an unstable crystal falls on the floor they create a dense cloud of saltdust. In terms of size and density I would say something like the drillers neurotoxin grenade. You hardly can see through it and you can´t blow it away with fire. It goes away over some time. Maybe you get a little bit of damage when you go through it because saltdust in your eye isn´t really pleasant but that´s not necessary.

near glacier
#

A quote in Driller/Gunners voice... a deep voice... "Do I look like an Elf to you!?"

kindred kettle
#

Additional variants of the "Classic Mining Helmet" and "Techy Hard Hat" featuring protective eyewear.

silent sun
#

Buff for supercooling chamber for the M1000: 1. Take away the slower focus speed 2. Make the multiplier still work unfocused, but make your clip size 4 or 5 rounds.

near bison
#

A new warning - Hardened minerals. Each mineral that takes one hit to be mined (nitra/morkite/red sugar) will take 2 hits instead.

still tartan
#

New environmental enemy: Creepvine
Looks like vines growing on the wall, when a dwarf gets too close they grab him and entangle him.

safe night
# safe night ---Continued Now an amount of branches or loops would be spawned: a branch is m...

OK, continuing on with my Mission Parameter overhaul suggestions. Hard Mode terminal would add plenty to the game, I feel: it allows for more complex additions that would be excluded from the standard generation while allowing more experienced players the full enjoyment of these. I've taught plenty of greenbeards, and that can lead to mission failure if suddenly a Dread wave hits while already dealing with BET-C and two bulks. Adding more complexity to that would turn them off, yet more experienced players often crave extra 'layers' to what is already there. A Terminal for that would please both.

Hard Egg Hunt:
Length 4 = 8 Eggs; 2 Main Caverns; 1 Egg has Shell
Length 5 = 10 Eggs; 2.5 Main Caverns; 2 Eggs have Shell
Length 6 = 12 Eggs: 3 Main Caverns; 3 Eggs have Shell
Complexity 4 = +1 Main Cavern; Uncommon Glyphid Eggs, Rare Mactera or Naedocyte Egg mission; 0.25x Branches AND/OR Loops
Complexity 5 = +1.5 Main Cavern(s); Uncommon Glyphid Eggs, Rare Mactera or Naedocyte Egg mission; 0.5x Branches AND/OR Loops
Complexity 6 = +2 Main Caverns; Uncommon Glyphid Eggs, Rare Mactera or Naedocyte Egg mission; 0.75x Branches AND/OR Loops & 1 Nest Maze
Hazard 4 = 1/2 Eggs gives Swarm & +1/8 Shells; 1 Hazard Room; Very Rare Biome-specific Egg Missions
Hazard 5 = All Eggs gives Swarm & +1/7 Shells; 1.5 Hazard Room(s); Very Rare Biome-specific Egg Missions
Hazard 6 = All Eggs gives Swarm & +1/6 Shells; 2 Hazard Rooms; Very Rare Biome-specific Egg Missions

(The amount of Eggs is self-evident. Main Caverns remain the same: normally Egg Hunts have 1 or 2 big caverns with connections between eachother, themselves, and the starting cave, this just adds more.
Branches and Loops are described previously, as were the specifics of having Mactera and Naedocyte Egg Hunts.
Hazard Rooms are similarly described previously, and even the fact that some (or all!) Eggs will give a Swarm trigger isn't new, just changed values. So, on to what gets added!

---Continuation below

safe night
#

---Continued

Now, Shells. To add Length without just stacking on more of the same, each mission type gets something that makes the missions harder to achieve. Eggs now have protection in the form of very tough eggshell material that cannot simply be mined, requiring a call-in of a Mini-Drilldozer, or perhaps Molly gets an attachment. Higher Hazard also means more Eggs have such a tough exterior, as each Shell will call in a Swarm once the process to break through has begun. Once breached, dig through the squishy interior and grab your prize - with the usual potential swarm.
For Mactera and Naedocyte eggs, the protection would look somewhat different, but the concept of having to breach added protection while a swarm rushes in would remain the same.
The 'Nest Maze' that gets created in Complexity 6 would be a network of narrow tunnels between the main caverns. Mainly very atmospheric, it adds difficulty in navigating these while making it easier for enemies to get around.
Finally, on these higher Hazards, other alternative Egg Hunt types can be created: Q'ronar Eggs in Salt Pits, Nayaka Egg Sacs in the Sandblasted Corridors, Deeptora Eggs in Hollow Bough, ... Each would have the same basic objectives, but enemy variety and exact details on how to acquire the Eggs would thus change.)

And there we go, another Wall of text done!
I hope my ideas are entertaining enough at least, even if they are more rough outlines and would need refining, I hope they at least capture what I'd imagine Egg Hunts to be at higher difficulty. Rock and Stone!

lusty junco
#

I know im ganna sound like a greenbeard, but. Whats the point of the second refeul on escort duty? It serves no purpose other than to extend mission legnth, which is one of the problems with escort duty. I feel like just removing the second refeul would made escort duties alot more bearable, especially on deep dives, which many other poeple have already suggested removing second refuels from deep dives. Before instantly rejecting this idea, ask yourself, what purpose does the second refuel serve at all??

low forge
#

First of all, wow this is an amazing game, I love it, and it gets my Dwarven Blood rearing to go, to smash some skulls, and smash some ale!

I have been enjoying my time around the station too, which is where I would like to mention my suggestion. Dwarves of Dungeons & Dragons 5th Edition are also known for their Stone Masonry. That said, I think it would be really BA Barakas if we could sculpt statues of our kills with different options like our wardrobe selection. These statues could be placed throughout the station. A few examples:

• Busts of each of the Dev Team in their favorite wardrobe (shoulders up).

• Busts of each class past wardrobe.

• Personally, I would like a foot on a keg while drinking my mug of Skull Crusher Ale, and in the other hand is a glyphid skull breaking.

• Boss Kill statues would also be dope. Though, A Dwarf riding atop the boss robot would be even funnier!

low forge
#

Oh, another idea came to mind reading @solemn blade idea about a boss spitting acid. I am sure someone thought of this already:

Bosses damage the voxel world enough, but what if Glyphid blood splatters did Xenomorph acid damage to the terrain, this effect wouldn’t take place until difficulties 4, 5, and 6, or a new random bad condition for the map.

This might discourage melee to be used as the finisher move in difficulty 5 and 6, as the body explosion would add a Damage Overtime Effect, to the Dwarf! If Molly or equipment was hit by it, an Oil-pipeline-like Repair request would be triggered. That last option would encourage players to keep the bugs off the driller!

pallid umbra
#

New beards: Beard that wraps around your neck a few times before draping off your shoulder. +10 style points.
A beard that covers your whole face. -10 vision (works best with afro)

north thicket
#

Have there be dialogue for pinging Steeve. Like “This one is on our side” or “Go Steeve”

fluid torrent
#

Hi guys, I have a suggestion. A good sound / sounds in games is incredibly important, it determines the overall mood. I love the soundtracks of deep rock galactic!

My suggestion for the Omen Modular Exterminator event: As soon as the event starts, a soundtrack starts to which the tower and the lasers move. A choreography, like a kind of dance. Maybe you can use it elsewhere as well.

solemn blade
#

I would love to see another weapon option for Gunner

"Big Badaboom" Cannon: A small tank cannon altered for Dwarf use. This single shot/reload cannon is intended as an extremely high damage slow reload weapon. The basic shot would do terrain damage so gunner could shoot down minerals on the ceiling. Upgrades for this cannon could turn it into a clip based lower damage cannon or up the explosive charge of the shot to make larger dents in terrain.

Overclocks could change the weapon into a flak cannon with exploding rounds that shoot out shrapnel or increase the knockback when firing it so you could use it as a double jump gun.

surreal lily
#

Now that the new biomes are in sight, it would be fun if they had new biome specific enemy variants: color changes to the Azure Weald glyphids so they blend in more, or explorers/bulks releasing the yellow goo in the hollow bough. Or praetorians that release bees from their abdomen when they roar

austere oracle
#

Mabye as a new merch, we could get a plastic version of the company standard pickaxe, mabye there could even be more pickaxes too and you could mix and match them like they can ingame.

solemn blade
#

Black abyss biome. This biome would be made of black granite with white veins of crystal running through it giving light. These would be like rivers of crystal through the rock. The cave generation would be a series of vertical shafts with few outcroppings where you have footing. Few plants would grow here if at all. The granite would be VERY hard to mine through.

Looked up Black Granite and found this picture which inspired much of this.

slow copper
#

Clown nose cosmetic

tame jay
#

Taking Beastmaster into a mission gives you an extra stat at the end telling you how many kills steeve(s) got collectively.

wicked ridge
#

5% chance for a double mutation mission, imagine a ghost AND low oxy O_O

hot onyx
young glen
#

Mini Biome:
A new sort of biome that spawns in existing areas, maybe being about the size of an average escort mission cave. The most obvious choice for something like this would be an abandoned mining station that has traps/hostile robots, as well as increased/guaranteed chest spawns. This could be a neat way of adding variety to the game without having to come up with whole biome concepts. Aside from the mining station, which could be a universal mini-biome, there could be biome-specific ones. For example: a lava lake that spawns bulk detonators with an increased chance of being a crassus, and also more magnite (magma core), a forest filled with hostile plant life with increased spawns for a tyrant-weed (biozone), large glyphid burrows/tunnels that have a higher chance for a helmet (desert), etc etc.
To summarise; mini-biomes that could have specific risks/rewards and be a good way to add more content without needing entirely unique biome concepts.

distant kernel
#

BET-C should not deal friendly fire damage.

autumn bay
#

Quality of life: Displaying the anomalies/warnings on each biome before clicking it, like how they show the mission types

normal yacht
cerulean stirrup
#

Have bet-c's "repair" noise much less frequent and fade after a few minutes to a quieter noise. Sometimes we just don't want to use her.

swift oriole
#

Slight rename of a machine:

OMEN MODULAR EXTERMINATOR
-to-
Omen Modular Extermination Nexus

just so it's acronym is OMENdrgbeer

green seal
#

I think implementing some basic physics for knocking Enemies back/down would be a good addition for the game and open up a ton of future weapon and upgrade possibilities. Currently only dwarves can be knocked around by enemies, however glyphids themselves remain stationary no matter what, only movable during their death ragdoll. I'd understand if ghost ship games did not have the proper physics to make knocking back enemies balanced and fun, but I can see it opening up tons of design opportunities in the future.

woven crypt
#

I was hoping for some new music with the new biomes but the music of one of my favorite things in this game would love to see more music added to the game :)

upbeat yew
#

Add 50% radiation resistance to engineers Hazmat System passive.

worldly dove
#

snowy "fallout" effect from radiation (maybe only for the bigboy)

sterile fiber
#

so someone talking about the platform gun not doing damage suddenly got me thinking of something:

an unstable oc for the platform gun: rapid expansion
"the good folks at R&D have rigged up your platform gun so that the platforms expand midair, crushing any bugs they hit, of course since its based on speed we'd reccomend not shaking your gun too much"

  • platforms puff up midair, dealing heavy damage to glyphids smushed by them
  • platforms are much bigger storage hogs due to the extra bulk needed to make them start smushing praetorians, only one or two can be held at once
  • if hit with knockback theres a chance the gun will misfire, puffing up the material inside the gun, forcing you to cool down for a while while you fix the issue with the far more unstable plastcrete
tidal oar
# solemn blade Black abyss biome. This biome would be made of black granite with white veins of...

SUGGESTION ADDITION

We could possibly have special enemies for this type of biome?

Glyphid grunts could have armor very similar towards the Opressors.
Except with a twist.

These enemies could have spikes that extend outwards, if they are close enough, harming the player for a small amount of health.

This tests your precision and object permanency, as you have to step back from them whilst aiming in specific areas that normal Glyphid grunts usually tend to have weakpoints in.

ROCK AND STONE

icy valve
#

New Perk: Magnetic Personality

Tier 1: Picks up minerals from 125% greater distance
Tier 2: Picks up minerals from 250% greater distance
Tier 3: Picks up minerals from 500% greater distance

signal flower
#

New cosmetic item: Fez (hat)

silent sun
#

(Quality of life) Pings will have a marker at the side of your screen when not looking at it to show you where to look. I’ve had quite a few times when I did multiple 360’s to find the ping.

earnest epoch
#

Few bass and a lead guitars (plus some other rock instrument) can be picked up from the wall near the jukebox and when a song is playing, the dwarf will play the instruments while banging their head inside the dance zone. No music, just the visual is enough.

I can hear quite a lot of bass and jazz in the music I just wish my dwarf could play them while all the cool songs are playing

cedar sail
#

Kinda wish you could preview a weapon's reload animation in the Equipment screen, I wanna see all those complex moving parts up close. Its so satisfying to watch. I mean, yall put so much work into those models, you should go all the way when it comes to showing them off!

old chasm
#

Your colored lightning system in place is very nice, the purple trees that glow, the glow off bittergem, the gold glow of a compressed gold chunk. These are all very satisfying effects to me. I just wish that this kind of saturated colored light was a little more common.
I believe that the general brightness of "white" light should be toned down in favor of more saturated colored lighting effects.
There is a strange beauty on running through the caves back to extraction where there are tons of spent flares barely lighting the area with their ambient color glow.
I thought about this and I think having colored lighting overpower white lighting to an extent will visually spice the game up.
You currently use Synthwave as some of your music and its neon ascetic is used in areas like the bar but not much else.
I think using some oldschool OpenGL levels of colored lighting would add to the visual appeal of the game.

Along side this I believe you should make more little flavor plants/crystals/etc for biomes that have a slight amount of colored lighting to them. Similar to radiation crystals/white glowing crystals/green boils/etc...
The effect here is not to brighten the caves persay, but add a little bit of glow to give a dark cave more sense of space.
This effect will be hugely shown when you release Azure Weald as this will be one biome with lighting virtually identical to what I'm saying.
And judging by the videos and images I've seen of the Azure Weald it conveys that same strange sense of beauty and wonder.

I've been playing since Early Access and I have to say you are one of the best Development teams on Steam right now.
This game has come a really long way since its inception. Rock and Stone.

worldly dove
#

Add the voice-line for picking the driller: "driller? i barely know her!?"

formal garden
#

Add voicelines for dwarfs when swarm (or wave) attacking. Like " Here they come!", "Incoming!", "Let's roll!" etc. Just a little bit "live" reaction, and it also could be a small QoL, if they will say it when wave digged out nearby.

near glacier
#

Huuli hoarder is too difficult solo, I have prestiged all my characters twice and only ever killed 1.

cyan thistle
#

Fix the weird, cartoony, Genshin Impact looking explosion that appears after a Praetorian dies

stone lava
#

Hello miners. In my bestiary Missing Something . I mean cursite mobs . Pls added to bestiary

pulsar prairie
#

on that note: unknown horror and OMEN bestiary entries.

"the unknown horror is one of the many mysteries of hoxxes. our xenobiologists aren't able to explain what it is, and bringing it up to one of our rigs for inspection is obviously not viable. this has led to an unknowable amount of bar-side rumors to be passed around; some suggest it's the remnants of an especially vengeful exploder killed in one of the first missions, others note how it only ever started appearing after Karl's last mission into the mines..."

"most information surrounding the OMEN modular exterminator is highly classified, and a trade secret of Deep Rock. we prefer not to discuss what happens to dwarves who are able to pry it open and view its inner workings, but here's what we can tell you: each tower is made out of three modules, with the most common one being the slow-firing radial pulse gun. avoid its shots, shoot down the drone replicator's robots, and avoid the line of sight that the twin slicers and heavy bursters project onto the area."

desert gale
#

Take away the mining capability of the EPC. Its range takes away the role of the scout and Engineer. Its wide reaching visual distortion is harsh on the eyes and effects teammates aim.

For context, a while back when pickaxe cosmetics were added the devs said they didn't want them to alter the stats as to not have the person with the best pick do most of the mining. One class stands way above the rest in terms of mineral mining speed, the driller. When free floating terrain was changed to self destruct it allowed for the driller to drill behind deposits and detach it from the wall to get all of the minerals. His satchel charge can mine minerals can also mine minerals. Lastly his EPC can easily mine minerals from a distance even though he is already well equipped to dill to any and all locations.

primal violet
#

the "Reduce Flashing" accessibility option should disable the 4-seconds-long screen shake effect on rocket launch during on-site refining and point extraction missions. i prioritize either looking away or getting as far from the rocket as i can when the button is pressed (although unsure if distance from rocket scales the effect) it is nauseating

junior gorge
#

When a dwarf gets downed in Hollow Bough, have the "corpse feeder" giant maggots migrate out of the wall and cluster around the downed dwarf. Gameplay effect purely optional.

jaunty hedge
#

A snake creature in Sandblasted Corridors that the dwarves can use as a vertical rope.
It could move along the ceilings of the caves with it's tail hanging really far down which the dwarves could climb.

surreal lily
#

Find more places to put the fancier repair animation! We could have the old hammer animation used for mini-mules, BET-C, cargo crates and other non-essential stuff. Then use the new repair animation on all the primary objective things!

#

Or vice versa would make a lot of sense too - If the new animation is used on BETC, cargo crates and minimules, it's as if you have to "oil up" the super old equipment, where as most objective equipment is newer

nocturne aurora
#

while not particularly useful for gameplay, i like eye candy - would be nice if there were visual effects for depositing carried minerals (e.g. enor pearl)

it's a bit weird depositing a heavy mineral into a mineral grinder/MULE and just see it vanish as if it went in whole. just my thought though.

ocean swallow
#

I want it to also make a big kathunk noise

abstract panther
#

the flamethrower should burn wood in hollow bough like with ice

near glacier
#

New drink -- Dwarven Hard Tea: Makes you T-Pose and slide around the ground while your dwarf grumbles about not feeling so well

kindred kettle
#

An overclock for the flamethrower that widens or splits the stream of flames to enhance the weapon's crowd control capabilities at the cost of direct damage and/or range.

pulsar prairie
#

what if petting steeve from the front has a rare (one in several hundred?) chance for steeve to nip at the player, and the hand animation flinches in response? the bite deals one point of damage, but has no other gameplay effects

young glen
#

Make the Drilldozer invulnerable during refueling in escort duty missions. This would alleviate a fair bit of annoyance for solo players, while also allowing for people to go do side objectives/matrix thingies before having to complete the whole mission.

zinc ivy
#

Elf mission restrictions, such as "Habitat Preservation", where supply drops you call dock your pay because "you're leaving the supply drop pods behind, that's wildly irresponsible"
Similar missions limit your ability to do certain things during a job, because the leaf lovers want to keep Hoxxes as clean as a bug-ridden rock can be

rustic acorn
#

Bludgebean/ Bouncebean: A fat bioluminecant bean shaped plant found exclusivly in the swamp biome. It can be picked up but instead of putting it in the Mule you can toss it. It will bounce off anything that isn't a player or enemy. When it hits a player or enemy it bursts. The amount of damage it deals depends on how long it has been bouncing. If it bounces for too long it dissapears in a puff of smoke. There could also be a beer based off this where when you drink it; it makes you bouncy.

supple acorn
#

a squeaky hammer skin for the pickaxe

wraith tinsel
#

add something of Karl's to the memorial hall, like his old pickaxe or old gear or maybe an old photograph of him and his old team but part of the picture with him in it is torn out so it still stays a mystery. you get the gist of it.

weary shuttle
#

Rework for turret arc: procing system remains the same; electric arcs do not chain anymore to other turrets, but to enemies.

Each electrified turret can chain only to a limited number of medium or larger sized bugs or chain to any nearby electrocuted bugs (based on what is easier to implement).

This way turret arc keeps its crowd control function whilst becoming less situational, gemini remains favoured to use for more potential electric chains whilst not making mk2 obsolete and is also less friendly fire prone

green seal
#

Shorten the burst interval of the plasma burster grenade so that the explosions are more immediate and concentrated (I think making it a 0.35s delay would work). Right now I find unless angled in a very specific way only the first few explosions hit while the rest are ineffective. A shorter delay between explosions would also mean more could hit a single target like a praetorian before the grenade moves out of range. It would be nice since the engie doesn't really have an anti-single target grenade and this would make the plasma burster better fulfill that roll while also being able to handle crowds.

icy valve
#

We really need loudness equalization for voice chat.

Some people I can barely hear and other people literally are causing us ear damage until we turn them down. Its this constant game with the up/down slider.

Windows already has it built in.

If for some reason this isn't possible, can we at least select audio channels to separate voice chat audio from general audio?

If you do that then I can set up a secondary headphone feedback loop with window's loudness equalization applied.

fathom moss
#

When doing a Solo Deep Dive/Elite Deep Dive, can Steeve accompany with the player to the end of the Deep Dive?
After finished the Deep Dive, it will not follow the player or not allow to come to the Drop pod anymore.

pastel topaz
#

Changed hover boots to have a fuel system. I think there's a difference between hovering long enough to fire and just tapping it to stop your fall. The cool down is a bit long if a player just does a quick tap. I think a play should be able to 2 or 3 "taps" with the hover boots before it goes on cool-down.

last ice
#

Please release the full dataset for deaths please please please I need more visualisations in my life

solemn blade
#

How about biome specific loot bugs? Loot bugs in certain areas might have eaten the abundant gems in the area and thus have a different color?

Also, what if there was a Rare version of loot bug like the golden loot bug that instead has a large mineral in it, like one swallowed an Enor pearl or Jadis?

chrome tusk
#

The fuel canisters from the Drilldozer should do damage. Not much damage at all, maybe enough to kill a Swarmer after two or maybe even three ticks, but it should do a bit
It's a mining laser, it should at least sting a little
Maybe even add an achievement for managing to kill a grunt with it, again, a bit of a longshot I know, but it just feels disappointing to put a laser pointer on a bug and stare it down while it kills itself on my Thorns

Also, a bit of a neich note, but, when standing on the drilldozer, it would be great to have some Wind resistance
If I get hit by a rolly polly and go flying that's totally fine, it's my fault
But gunning down a praetorian while the drill is moving, only to suddenly fly away and lose half my life to fall damage because the drill went straight through a wind tunnel in the Sandstone area, just feels bad
Mostly my fault for not paying attention, but, thought I might as well toss that out there

Ah, and, one last thing
I don't know if it's just me, but it seems like the Drill itself doesn't do damage, but the Treads do
Maybe I just saw it wrong, but, seems a bit odd

fresh oxide
#

An additional progression tree for each class that you spend "Promotion points" on, earned through each promotion of that class.

After getting your preferred/best overclocks for all of your weapons, there's not really much reason to keep playing, as further progression is only in superficial rewards like cosmetics. Promotions beyond the first one also feels unrewarding for those reasons. Overclocks as the sole means of further progression beyond the first promotion also means that it is quite possible to have maximized one or more of your classes earlier on, and can be done largely by just waiting for weekly assignments/deep dive refreshes.

To address this, I would like to see an additional — and more steady — long-term progression system such as what was proposed above (Promotion Skill Tree) to further upgrade your classes that feels as satisfying and desirable to achieve as unlocking tiers for your weapon/tool upgrades when you leveled up your class for the first time.

That isn't to say it has to be as game-changing as those upgrades and overclocks by any means, anything that improves/specializes your class, regardless of how minor, would do to give an incentive to keep promoting to the max. Though if the upgrades are substantial, then an additional hazard level for high rank classes would be in order.

Core drop rewards when all Weapon Overclocks have been obtained would also have an XP bonus instead of/alongside the current Matrix Core Cosmetic substitution so that Deep Dives/Weekly Core Assignments can still play into this progression system.

old stone
fresh oxide
#

Mastery stat bonuses for everything in your loadout with a Mastery meter, not just Armour with its +5HP milestones. So that there's some reason to get the less useful upgrades for your weapons and tools.

chrome tusk
#

The fall damage resistance upgrade for the scout's Grapple gun should update the "Risk of accidental Death" from "High" to "Still High"

dapper flax
#

Another type of terrain material in Hollow Bough, Crystallized Resin, that gives the voicelines for breaking crystals in other biomes

rustic acorn
#

Steeve stowaway: A succsesful mission ending animation with you riding steeve

oak yew
#

I'd also love for all the space rig menu screens to close using the same button that opens them (E)

little monolith
#

I propose a new difficulty, Forgotten. You intentionally don't get inside the escape pod and have to escape by digging deeper. Alternatively you could locate a separate pod that takes your further into the heart of the mines. The new difficulty would have you stranded without the aid of command. This means no calling in ammo refills, Dwarves, ect. You'd then have to re-establish contact with mission control. This is the difficulty only an experienced Dwarf would wish to partake in. It could also be the endless mode like in the ending of Halo. This new difficulty could have new objectives related to the lack of authorized support.

little monolith
#

I think it could be fun if there was a refining mission with molten metal involved. You would touch down and instead of connecting pumps/tubes to liquid morkite, You would instead have to locate Meteorites with a legendary metal inside. To melt/refine/condense it, you would need to call down a massive metal smelter You would then proceed to literately throw the giant rocks into the metal foundry, from the top. You would then continuously feed it a dangerously flammable/radioactive fuel source to keep it operational. This would become more difficult as your have to go further into the caves to find the necessary fuel. Occasional splashes of Molten Rock would bubble out, as a lethal hazard. By the end of the mission, you would have a solid chunk of this legendary refined metal that you would carry to the escape pod. I feel this mission would generate Dwarf vibes and would be a great time

little monolith
#

I think it would be fun if you could interact with the holographic projection of the planet, located next to the drop pod. Maybe spin it around on your free time.

upper girder
#

The springs found in glacial strata have small holes in them that you can fall down into. However the bottom of the hole shoots out air that sends you flying out if you do fall down it. This doesn't apply to items however, and makes it exceedingly difficult to get eggs or gunk seeds out of them if you don't have a driller. The rising air shouldn't affect you until you reach the bottom. This allows a player to get down the hole and grab the item before being sent flying out.

blazing herald
#

Only a suggestion for later, various loading Molly methods, 1) your tractor beam, 2) a giant magnet that thunks onto molly and drags her up, 3) Molly explodes into the drop pod like drinking the flintlock beers, 4) two Boscos appears and load Molly (boscos appear to struggle). It is random on which one happens.

barren vale
#

make the jukebox go on forever instead of making it turn itself off after awhile im trying to dance to some of these bangers

little monolith
#

Maxed out Perks could come with additional features. Friendly fire could have an active effect where, for a short period of time, you either gain health or damage on your weapons, when your team mates shoot you. Vampire could add a percentage of max health per bug swashed for that mission. Sweet Tooth could let you carry and deposit Red sugar into the Molly and anyone going back can take some. Beast Master could let you eat Steve(or just ride around on him), the bug you've used the ability on. Strong arm could deal damage to monsters if you throw it hard enough.

south ridge
#

This might sound oddly specific, but I think the ragdolls of deep rock could use some work. Deep Rock is a very polished game, and the way enemies just go limp on the ground on death stands out a little. For an early access indie game, sure, low quality ragdoll physics are fine (and the norm), but I think Deep Rock has far surpassed those quality norms. Just some minor visual changes, making dead bugs a little more stiff, giving them some death curl animations or throwing some more gibs around would go a long way and make Deep Rock more polished than it already is.

robust bough
#

I think the Dreadnought needs a buff with the new bosses being added so he doesn't pale in comparison. Either new attacks or just more health. Maybe make the chance of him spawning in random missions higher. Anything to keep the OG big boi fearsome.

pulsar prairie
#

lead storm minigun clean overclock: violent casing ejections.

"R&D treats firing speed increases like a big deal, always requesting miners not to tell management -- but who knew it was as easy as making the cartridges pass through the gun faster? just be careful to not stand beside something you like when shooting."

+mild firing speed increase
+the casings emptied to the right side of the gunner now deal light damage to enemies who get within spitting distance to him. no stun chance and heavily reduced/nonexistant damage to friendlies

mortal cave
#

there should be an option to disable mouse acceleration on pc

shrewd raptor
#

A movement speed perk, not like the one where you dash, just a perk where you just have like a straight 15% movement speed at all times when maxed out

formal lark
#

Allow electro minelets to deal a small amount of electric damage to already electrocuted/electrocution-immune targets.

sharp talon
#

Add shock wave to all the explosions that can throw you away when you are in the blast radius. also maybe give the engineer couple mini nuke rounds so he can blow up the whole team just like the driller 🙂

junior gorge
#

Remove the damage over time field from Explosive Goodbye (that's Plasma Trail's schtick) but increase the damage of the explosion, and do additional damage to praetorians and other big stuff if you manage to get the line to explode inside them.

weary shuttle
#

This is not a suggestion, but a petition.

Rename the leadstorm OC Brass Storm, so I can call it my bs

safe night
# safe night ---Continued Now, Shells. To add Length without just stacking on more of the sa...

So, another Hard Mode mission parameter post. Hope y'all aren't tired of this rambling Belgian, cuz I'm not yet tired of writing these XD
Still hoping they'd at least inspire the Devs to go further with the mission parameters and take endgame further (though I can fully understand that just a small number of players actually reaches Promotion and thus the current endgame, so it'd be extremely niche to go a step beyond.)

Hard On-Site Refining:
Length 4 = 4 Wells; 2x Leaks; 1 Derrick
Length 5 = 5 Wells; 2.25x Leaks; 1.25 Derrick
Length 6 = 6 Wells; 2.5x Leaks; 1.5 Derrick
Complexity 4 = 2 Main Caverns; 2 less pipe nodes as wells (min 1)(splitters dropped in); 0.25x Crude Wells (1 Processor dropped in)
Complexity 5 = 2.5 Main Caverns; 2 less pipe nodes as wells (min 1)(splitters dropped in); 0.5x Crude Wells (1 Processor dropped in)
Complexity 6 = 3 Main Caverns; 3 less pipe nodes as wells (min 1)(splitters dropped in); 0.75x Crude Wells (1 Processor dropped in)
Hazard 4 = 2 Leaks; +1 Main Cavern; 1 Hazard Room
Hazard 5 = 2.25 Leak(s); +1.5 Main Cavern(s); 1.5 Hazard Room(s)
Hazard 6 = 2.5 Leaks; +2 Main Caverns; 2 Hazard Rooms

(Still my favourite mission, Wells, Leaks, Caverns and Hazard Rooms are, as always, building on previous posts of mine. No need to repeat myself or state things already in the game.
A Derrick would be called in INSTEAD of a Pumpjack. This is due to exceptionally deep Morkite or any other excuse reason. After dropping a hefty base construction with room for a pipe, the hole in the ceiling will get filled with a cable and supporting struts. The cable needs to come down, but every length of cable needs a supporting strut by tethering struts to walls or to the base structure, adding extra construction to the mission.
The splitters are still the same as before, and as they are dropped in randomly at the mission outset, pipe placement will become more chaotic.

---Continuation below

#

---Continued

For instance, 5 wells are to be pumped with only 3 nodes on the refinery. 2 Splitters will be dropped in, they connect to 2 Pumpjacks each, and lead to 1 Node.
To add further pipe puzzles, higher Complexity would feature Crude Morkite processors as a percentage of Wells would require a few pickaxe hits to unplug and emit unclean Morkite. To prevent the machinery of the refinery to get clogged up, this pipe would need to lead to a Processor, one of which will also be dropped in into the mission. A Processor has 2 intakes, 2 outputs, and thus may require splitters before the intake valve.
To prevent errors in pipe placement from ruining the mission, the pipes will be able to get destroyed before pumping starts, and pipe placement that doesn't function will be impossible and give you a tooltip as to why. It's a pipe puzzle while blasting bugs, not meant to be a UI struggle.)

And there you have it. Again, Hard Mode missions are deliberately more involved as Greenbeards cannot access these, and simply adding more bugs to shoot would not be as elegant, I feel. Rock and Stone!

icy valve
#

Please change Haz 5 to Haz 6 and create a new Haz 5 that is half way between Haz 4 and 6 in difficulty.

Currently Haz 5 doesn't seem like its worth the extra 25% increase in XP relative to the difficult increase and Haz 4 seems too easy after you've been doing it for a while.

The difficulty of Haz 5 compared to Haz 4 is really severe. It feels like it should be 1 or two steps higher in Haz Tier ranking, at least.

late valve
#

New mission idea: CORE RETRIEVAL. LORE: In the earlier years of DRG's operations on Hoxxes the corporation was very ambitious and attempted a large variety of operations to achieve maximum profit. However, due to the underestimation of the local wildlife, many of these operations had to be shutdown and abandoned. Now that the bug problem on Hoxxes is slightly more understood, management would like to give some of these operations another go. Core retrievals were one these operations that was lost, and with the recent innovations from R and D, the corporation feels prepared enough to reboot the project. MISSION MECHANICS: In this mission you will sent down to find and reactivate an old Argonite (name is best i could think of, feel free to suggest a better one) processing station. Argonite is highly lucrative but unstable, so it can not be mined with standard equipment or transported via standard M.U.L.E. So in order to mine it you will need to call in specialized excavators over the deposits (4-6 per mission). Next, you have to build minecart rails to the excavators from the processing station. Once everything is connected, press the button and station will deploy minecarts to be pushed to each excavator. Good news is that all you have to do to push the minecarts is grind on the rail with the cart you wish to push. Bad news is that the bugs REALLY hate Argonite and will attempt to destroy it when you push it back to the processing station. If an Argonite core suffers too much damage in transit, it will explode, forcing you to wait for another one to be excavated, and that can take some time so coordinate with your teammates. Otherwise you might be stuck down there longer than you want to be, and longer you stay, the tougher it will get.

peak aurora
#

Idea for an easter event: In the cave you can find easter eggs, you collect them like malt stars for example and deposit them. After the event, the amount of eggs collected by a player each aswell as by the whole community can get you a reward. Community rewards (ranging from 1000 eggs to 20 million eggs maybe?) are given to all miners, individual rewards (ranging from 10 to 1000 eggs maybe?) have to be gained by each miner.

stable lava
#

Ok, this is kinda ambitious, I mean its just some random guys suggestion. But I think Drop Pod skins would be sick, ive seen this suggested twice before, but not in detail, so.
If you remember that area above the drop pod, the area where going up there has mission control yell at you about how its off limits, up there could possibly have a terminal, where you select drop pod skins. But the skins arent just some color and textures slapped on the model, its a completely new model, so new-ish insides, a different way of getting in, etc.
If anybody has watched DRG historians video on the early rigs, he found some old drop pods that could potentially be some pretty cool skins/new models. (Ill just pop one here)

If anybody wants to yell at me for a bad suggestion, be my guest.

limpid anchor
#

Me and my 3 friends were discussing that Bulk Detonators were way more tolerable to handle even at higher levels because once you learn how to dispose of one safely they aren't as threatening to deal with than before, and there's usually only one of them at a time (from experience) spawning in the caves.
So a friends suggestion was combining the Bulk Detonator with the Quarona Shellback into a horribly fast bouncy monstrosity careening around the map.

lusty junco
#

There should be an achievment for defeating a dreadnought with just pickaxes on haz 3 or up and it should be called “You can pick your friends, and your enemies”

warm basin
#

Tumbleweeds for sandblasted corridor
And magma core pretorian, utilizing a small version of the gunners incendiary grenade on death, and using the dreadnought lacerator flame spray as its, spray

scenic nymph
#

A machine event where you lead bugs into a machine to capture them?

chrome tusk
#

Maybe take into account the Hazard level, characters present, and number of players when deciding how many Detonators to spawn over the course of a mission.
The stress of them is fine, but killing one with Solo Driller is hard enough, having a second one spawn 2 minutes later is awful
Following that up with a pair of Oppressors?
Man, that just didn't feel good, even when I won

fresh shadow
#

Huge amount of suggestions for sprucing up the other biomes now that U33 is so detailed by comparison. (most of these ideas probably suck but whatever)

upbeat yew
#

NEW ANOMALIES/WARNINGS IDEAS

Anomalies:

1. Nuclear Lootbugs: All lootbugs spawned have a 1/3 chance to be a nuclear lootbug, nuclear lootbugs have a green glow and explode like a fatboy round when killed.
2. Red Sugar Maggots: All maggots have a small amount of red sugar in them and they drop it when they die.
3. Lost Steeves: There'll be 4 to 8 steeves roaming around in this level, they won't follow players, but they'll kill any hostile creatures near them. These steeves are basic grunts and only get the level 1 version of the beast master damage increase.
4. Elemental Mayham: All elemental effects are 50% stronger. This includes elemental effects from weapons, enemies and hazards.
5. Lootbug Mania: There'll be lootbugs everywhere! Lootbug spawn count is 5x higher then normal.

Warnings:

1. Swarmer Infestation: Swarmer spawns are tripled. (+20% reward bonus)
2. Static Defences: 2x more Leeches, Glyphid Spawners, Spitballers, Deeptora and stabby vines (deeptora and stabby vines are biome specific) then normal (+20% reward bonus)
3. Poison Bites: All bug melee attacks inflict a weak poison DoT onto players (+15% reward bonus)
4. Roaming Sentinals: Sentinal minions from the hiveguard boss fight will be roaming around and can spawn like normal enemies in this map (+10% reward bonus)
5. Crazy Caves: The cave procedual generation is a bit more crazy then usual and can produce some really weird and hard to traverse cave systems. (+15% reward bonus)

junior gorge
#

I like the OMEN tower event and how it can feel different when you get different modules, but the bottom one is always the same. How about an alternative to the radial pulse cannon?

The Magnetic Sawblade Controller deploys a ring of three buzzsaw drones at ground level. The drones are basically giant floating circular saw blades. They orbit around the OMEN tower, move inwards and outwards, and accelerate or decelerate steadily. They're easier to move between than the radial pulse cannon shots (there are only three of them), but they're harder to jump over due to their size.

fallow jackal
#

Make "Friendly" perk to reduce FF damage to yourself. It's gonna make it more useful, allowing some dangerous explosives builds, while i don't see how it can broke the game balance.

peak aurora
#

New event idea: Ebonite detonator

You get a machine that dispenses explosives. If the regular bugs attack them, they blow up like the glyphid exploders. You must pick them up and toss them at the detonators mouth so it swallows them. After it swallowed a certain amount of explosives (depending on the haz) it blows up and the event is over. If you fail, the ebonite crust breaches off and they become a regular detonator or in rare cases a crassus.

dreamy marsh
#

make machine events a possible secondary challenge in elite deep dives without the core infuser

winter robin
#

Zhukov unstable OC
Wormhole Magazines

Magazine now consumes ammo straight out of your ammo reserve but because of it the gun will overheat if fired for too long. This also prevents usage of the Get In Get Out perk which in my eyes somewhat balances it out.

main drift
#

Please make a Medical Bosco plushy. I'm a medic and that would fit so good in my game room next to my loot bug plushy.

hexed delta
#

Charming a Steve with the Beastmaster perk should not be the same button hold as recalling turrets on Xbox. This causes accidental recall commands. Allow charm to be rebound to another button, left bumper perhaps.

Edit: Well, not left bumper, but some other button without a hold function.

formal lark
#

Presently, if you join a spacerig lobby and the droppod leaves for the mission while you're in initial class selection , you have no time to choose your class and you're locked into whatever class you were moused over. Change this to recognize that someone joined in the rig and let them select their class even if the droppod departs before they finish.

rustic plaza
#

There should be an achievement to have all four dwarves carry gunk seeds back in the drop pod

formal garden
#

How about rework of Trapatactus? Do musch more spikes, or place many Trapatactus nearby, for a real spike field. May be a new deadly combination - roots that's entagle dwarf (so player needs to press A+D to free hilself) nearby spikes, so it promote a lot of damage.
For now, Trapatactus doesn't feel like a real hostile. It's a cool idea, but it's not so effective as it should be, for my opinion.

fleet kernel
#

Enemy type: Ebo-Worm

It pops it's head out of the ground now n then trying to grab something to consume, it has no eyes so it wiggles around violently to find something to eat or hit away from it. It is both friend and foe when it comes to grunts and swarmlings.

It's body/head is made up of Ebonut-like-shelling, and is immune to ranged attacks/elements, but when it's thrashing about, it does open it's mouth to expose a weak point.

Think of it like a Sarlacc mixed with a Leech's grab effect, it's a ground grabber that doesn't move from it's location like plants/crystals that damage you, but can be used to trap enemies for a time.

green seal
#

Have dwarves killed by the crassus detonator's explosion turn gold for the rest of the mission. (Cosmetic change)

dim sable
#

Victory animation involving steeve. Steeve is “hiding” behind a dwarf, pokes his head out and makes a small noise. The dwarf notices and tries to shush steeve and move steeve behind him. Could be titled “Stowaway” or something like that.

formal garden
#

May be some rework of glyphid slashers and guards? If guard hit you - you get a "slowing" effect (current effect from slasher). If slasher hits you - there a some chance (may be 50%, may be more, may be less) to cause a "bleedout" effect - like acid damage from spitter, you know.

fickle egret
#

Beast Tamer (or whatever it's called) I want to suggest to make Steve not just any ole bug we find in a horde a charmed bug, but an actual unit that upon 'death' it burrows into the ground and comes out near you when the cooldown is done. Maybe strap some extra dwarven tech on him to make him special

earnest epoch
#

Press and hold the assigned key to turn on the jukebox and keep holding if you want to queue up a playlist one by one, costing more gold for each queue-up so that we can choose to just chill for a longer time without losing all the vibe when the song goes off

pulsar prairie
#

bestiary entries for the golden loot bug and ebonite praetorian that aren't copypastes of other entries?

"the pickaxe overcharge sprinkler was designed with the express purpose of taking out ebonite praetorians, considering how much of a threat they pose. attempting to get through an ebonite praetorian with normal pickaxe swings or simple drills is often insufficient for the numbers that they spawn in. their recent incursion into the mines of hoxxes also indicates something dangerous: that there's enough ebonite in the mines for large glyphids to mutate into these forms. kill on sight, before oppressors and dreadnoughts can become hardier than they already are."

"from what we understand about the loot bugs' physiology, the rarity of golden loot bugs is due to their inability to digest gold. the general unreactivity of the metal makes trace amounts of it unable to pass through the loot bug's blood stream properly, causing it to build up on their skin over extensive periods of time. any golden loot bugs you see are typically the oldest in any given cave system, and suffering from both age and gold poisoning.
the HR department presumes that any dwarf that spares normal loot bugs while killing golden ones only does so as a mercy, and definitely not for the hefty credit payout that typically comes from splattering one."

errant tree
#

Add line for Armor Break mods (non-AoE weapons):
"+Full damage on shots that break armor."

Because only AB mods actually do full damage. This is meaningful information that should be communicated in-game, especially if we get more Armored enemies.
Thanks @mighty grove for bringing this up.

rustic acorn
#

If you use your cosmetics to make yourself look like dr. Eggman, when you burst a gunk seed sack your dwarf should say “look what came out of my egg sack” (Dr.eggman quote)

snow remnant
#

I know it can become a nightmarish thing very quickly but I feel like it would be nice if spitballers had at least one other ability. For now they are very boring and straightforward, especially when no player is in sight (playing hide and seek with a 7 ft tall vegetable is funny I agree). Maybe they could go back to they dormant state after some time if they can't find a target, charging a more powerful attack in the process or a defensive ability like
a small regeneration or armor increase !

jaunty garden
#

Make all uplinks during salvage missions the same size as the black box during deep dives, leaves more space to move around the circle and it doesn't block your view as much.

tame dagger
#

Add a new description tag to the Flare Gun for Scout that says "How many Scouts does it take to change a light bulb?" as a joke towards the community since there are too many Scouts---old and new---that don't use the Flare Gun, even when asked to.

eternal leaf
#

make the ping more visible,it blends in the screen and its hard to see most of the time and have to go to pause screen to check it.

radiant pine
#

New Mode: Brewing (Beer-dig)
A lush cave was discovered ideal for the golden drink of the dwarfs: beer. Get down there and keep brewing.

The cave is big and open with plains full of alien grains, hops, some form of yeast and a water pond. A big brewing pot will drop near you.

  1. Stage
    Connect the water pipe to the pot and fill it.
    Collect grain and drop it in the pod.
    Heat the water and defend from bug wave.

  2. Stage
    Start boiling the mix.
    And add hops and alien spice.
    Again defend from bug wave.

  3. Stage
    A tank will be sent down, connect it with the brewing pot via pipelines and add yeast.
    Wait till fermentation is finished.
    Cool it and savor the drink.
    Extract drunkenly.

It doesn't add much new gameplay but just making beer and drinking it during the mission. Or make it so you need to do this mission for a new beer-recipe... and the process of beer brewing is a little bit simplified.

ember elk
#

I've searched for this for a bit, but, I haven't seen something similar.
Maybe droppod upgrades?
Now, of course, seeing how the droppod is only seen at the beginning and end, and has been retouched several times (like the soon-to-be-added-Molly-magnet), it's been redone a lot at this point, but hear me out, it wouldn't be anything major like the Droppod making the entire run easier, just making the insertion and extraction easier, cause those times can make or break a Haz 4-5 run; atleast it seems so for me and my teammates.
I'm proposing a couple upgrades that activate upon the droppod landing. I've currently got 4, maybe 5 on mind.

  • A medium-sized electric explosion that triggers upon landing, damages and slows the Warriors and Swarmers that are already there.
  • A temporary forcefield centered around the droppod's "mouth"; work exactly like the Gunners', and shuts down shortly before leaving.
  • Non-refillable Automatic Turret; also self explanatory; deploys upon landing, shoots the Glyphids, and retracts before the drop pod is pulled back in. Could also be a flamethrower; watch out for friendly fire.
  • More floodlights; exactly what is says on the tin; more floodlights around the droppod, making it easier to spot and lighting up LZ.
  • Guardrails; guardrails for the droppod's plank; make it harder to fall off and provide slight cover for the people on it. Can also become a double-edged sword.

I'd say you certainly couldn't take all of these at once, and they'd probably be expensive, but I feel like they'd be an interesting addition. They'd also trigger upon the droppod landing for extraction.
In MP, the droppod would have the upgrades the gamehost bought.

round glacier
#

Suggestion belongs @JohnBODUN#7284
Bind Detonator and Bind Exploder are unique individuals that exist in the Hollow Bound zone, resulting from symbiosis with vegetation over many generations. They are covered with greenery, which merges with the area. All that makes them stand out are the luminous buboes and the characteristic sounds inherent in all species. The Exploders will try to bind the Dwarf's legs before detonating. As the symbiosis progressed, the Detonator grew a couple more paws. During an explosive attack, he rears up with the help of additional paws. At this moment, a pair of holes opens in his belly, from which three vines emerge, grabbing the nearest Dwarf. The chance to catch the achieved Dwarf is 100% if the team consists of two or more miners. On solo playthrough the chance is reduced to 50%

oak yew
#

I'd love to see an impact effect when the drop pod hits the surface during the loading screen. I think that would be very satisfying compared to the drill just disappearing under the surface.

tropic iris
#

Create a sect of Streamers who have a certain amount of fallowers who can give drops of items and cosmetics to the members who watch the stream, by doing this, it will raise the amount of people watching and wanting to play this game together. if willing i would love to go over this idea more with any member curious about it. thank you for reading. have a wonderfull day

wind quiver
#

Is there a way to get rid of the maggots on the walls in the Hollow Bough, or at least minimize them. I have trypophobia and the maggots make the otherwise amazing map almost unplayable and I imagine there are others who fell similarly.

latent jewel
#

I would love it if you could call for the Molly on Doretta and molly would follow Doretta until somebody calls for Molly elsewhere.

signal flower
#

Bosco should be able to mine for Lost packs

Its not always convenient when theyre in the roof

minor sable
#

Enormous Fossilized xenoforms in sandblasted but they are a whiter, more reflective color and a new type of sludge but it makes the dwarves, and possibly bugs, faster rather than slower. could add some fun movement and more interesting shapes to caves that seem a little too samey and vast. New structures could possibly lower the amount of vertical rock formations that clutter most areas and add diversity to the cave layouts and traversal. Maybe even include the new tumbleweeds

supple acorn
#

give each pipeline in On Site Refinery a different color tint so it's easier to differentiate them.

odd hill
#

A beer that lets you fight any other dwarves who also drank the same beer. If you get hit enough times, you pass out and have to be revived/end up in the med bay. Call it Left Hook Hooch or something

stark jolt
#

When the driller freezes a Pretorian or Oppressor he has a voice line saying it's frozen so his fellow dwarves can focus it for a easier kill

near bison
#

This has been suggested a few times (1-2 years ago according to discord history) but i havent seen much traction in terms of emoji reaction so im trying again for better hopes -
Enable chat during load times, especially when the players are loading into level at the start of a mission, but also when we reach the drop pod at the end of a mission + credit statistics. Its never fun to have the chat cut off so abruptly when the mission hasnt started/has ended already, plus the credit screen seem a bit long to not have any way to chat with others while its calculating results and timer.

near glacier
#

I just realized that Roughneck Engie is wearing a tanktop under the hawaiian shirt.

Why tho?

I suggest removing it and giving his chest some breathing room (get it? Cause lungs are in the chest)

modest agate
#

Add a keybind to switch between the primary and secondary weapon. If tapped with a tool out, it switches to whichever weapon you had out last, but it'll never take you to a tool.

delicate crown
#

Concerning the Low Oxygen parameter:

A constant problem my friends and I are having when playing Low Oxygen missions is completely forgetting all about it. The HUDs additional oxygen bar is not prevalent enough to remind us of the parameter and by the time we hear the audible warning cues, we're already in a precarious state and often times are too far away from Molly, resulting in our death. Compared to a game like Metro when the player wears a gas mask and the sound fx of their breathing changes drastically (making it obvious that you are in a state which requires monitoring), DRG doesn't give enough indication to the player.
I'd recommend an evident audio change, like a filtered breathing effect that gets more strained as the oxygen lowers. I'd also recommend adding a more obvious HUD display to indicate that the player is in a low oxygen mission, like an overlay similar to the helmet effect in Prodeus for instance, to more effectively communicate the parameter. (see attached image)

#

Basically, a more obvious "gas mask" HUD element paired with additional audio cues would help players be more aware of the parameter, because as it stands it seems too easy to forget that it's even active.

fresh ridge
#

Large caverns like this sparse, unrewarding and makes for frsutrating games. Couldn't find the last 7 morkite in this massive map, the surface area of this map alone was probably several times that of multiple EDDs combined

oak thorn
#

I have mission control turned down to half and I've noticed that whenever he speaks that the volume of all other SFX in the game are lowered, even if he is muted entirely. I think it would be a good option to have his volume not affect the other volumes.

haughty haven
#

Wild suggestion: Make cave leeches also grab molly. It will do no damage to her but you couldn't call her until you kill the leech.

odd hill
#

Maybe make the Obsidian mallet and the skull buster look more unique from one another. As it stands, they're both basically the same except for a minor size difference

rose tartan
#

At the wardrobe menu, in the bottom graphic where the Dwarf type is stated I have a red exclamation next to it. My recommendation would be to have that red indicator interactive to take you to the "new" item you have or tell you atleast what miner it is on. I hjave looked all over and cannot find what the indicator is pointing to.

wintry ravine
#

Glyphid Eviscerator: Praetorian level threat. Bigger faster and deadlier than a Grunt Slasher. A counterpart to the sloooooow but sturdy Praetorians. Smaller than a Praetorian and definitely not as well armored or sturdy but they make up for it for being one of the most agile glyphids. Eviscerator hardened (but not as hard as a praetorian) carapace parts is sparse for their size but sports a signature edginess that makes it easy to identify it's silhouette, front limbs that are all serrated claw after the last joint, and their hind limbs have grown to be proportional in size and musculature to their front while the rest have degenerated into nubs. Eviscerators ARE FAST and prefer flanking Dwarves. Proportionally, they are very vocal when their are winding up an attack. Extremely jittery bugs, they look constantly hopped up red sugar and have a strange zig zagging pattern to their movement. They slash at targets with even more stopping power than a normal slasher. They cannot spit acid or whatever their body has soaked up from the local environment, but instead they take full advantage of their hind limbs and spring loads them for an EVISCERATING LUNGE with a lunge distance of ~15m this attack can bring down or almost bring down any dwarf. They can traverse the terrain with greater ease than even the smaller glyphids by spring loading BOTH hind and front limbs and SUPER LEAP up to ~25m and can orientate themselves in any direction to land on their destination (like flipping upside down to land on the ceiling).

nimble thicket
#

Naedocyte hive mind raid boss, do 1 cave with Deep Dive terrain generation and when you move onto the next stage the Nitra you collected is what you have to use.
Naedocyte hive mind queen raid boss would be pretty neat. Would show us the structure of the Naedocytes and have the possibility to show us new Naedocyte enemy types. Boss would have raid mechanics the would require a team of 4 dwarfs to take on

little monolith
#

I think a stalker bug would be fun to see out of the corner of your eye. It could be sensetive or vulnerable to light. You would have to point it out as a threat so everyone is lighting up the room and on there guard for this special/rare encounter. It would wait until you are on low health or away from the team.The minecraft mod called "The Between Lands" did an insanely good job on this idea. There stalker bug would actualy pay attention to where you are looking and hide, if you saw it. This could go on for litteral hours and only attack if you where In a oportune situation for its special abilitys.on my phone rn so my spelling isnt that good

zealous aurora
#

Keep dystrum the same forever it looks really tasty

finite yoke
#

Give the Korlok Tyrant Weed Hollow-Bough-style stabbing vine sprouts it can spawn, in addition to the spitting sprouts

jovial needle
#

What if windstorms in the Sandblasted Caverns actually modified the terrain slightly? Rolling dunes in the lower, flatter parts of terrain. Not all of that sand must be compacted into stone.

solemn blade
#

There is a Gold skin for dwarves, but why not skin colors based on all the resource types? Jadis, Nitra ,Bismor and such?

little monolith
#

More then sure that this idea's already been stated But if it hasn't, I'll be the first. New lost loot concepts. 1.) You could find the empty armor encased in a cocoon of Glyphid webs. You would find it, affixed to the ceiling and the Dwarfs would have to knock it down. Pickaxing opening it will spawn a new spider monster, the one that had spun the Dwarf in webs and eaten. This would be a good time to add a scary Spider monster into the game. 2.) You could also find the remains of a whole team who had a final stand on top of a mountain, possibly made from dead alien bugs, you would find a broken pickaxe stuck in the head of the bug at the very top along with the remains of Dwarf armor and weapons.

#

Also also, do Dwarfs leave behind ghosts? If so I think it would be cool if we could interact with them in a possible event or mission condition.

near glacier
#

Could we get the skin hidden here?

(and to that, I'll still nag you about realising a second model for the helmet, but without the skull (basically a diver's helmet)

supple acorn
#

alter the Haunted Cave modifier so it can rarely spawn a giant Loot Bug ghost, every bit as dangerous as the Detonator ghost

fierce tundra
#

I'm sure I'm not the only one that hates low oxygen missions, I was thinking how hard/unbalanced it would be if you added something we could build as like an oxygen line supply throughout the cave? (kind of similar to another game's oxygen system called astroneer)

i know resupplies give you an oxygen hotspot but that still feels very limited because then you're still having to run all the way back somewhere for oxygen.
it would be a nice addition to make the mission type less of a hassle (especially for public servers where people sometimes fight over calling the mule to them)

Also the Tritilyte deposit mission, any plans on that being reworked at all because its pretty simple for whats supposed to be a promotion tier objective compared to say something like trying to fight the OMEN.
It doesn't really feel like that much of a fight at all compared to some of the other things that exist.

still tartan
#

Two suggestions to improve the experience for players who do not play with premade lobbies:

1.1 The "Better with friends" assignment
An infinite assignment that does not give any rewards but allows players to come together on the same set of missions to increase the chances to fill lobbies.
If you want to play with other people, start this assignment and be more or less guaranteed to find players to stick to for a few rounds.
1.2 Alternative to the "Better with friends" assignment
Allow players to see which missions are currently popular for different assignments so they can host those maps to find players to play with.

2. "Stick around" bonus
Many lobbies fall apart quickly. Either after the mission failed or because people go to play another mission than selected.
Give 5% bonus XP per player (for a max of 15%) when dwarves stick together after a mission failed to encourage players to not rage quit the lobby.
Consider a similar bonus when players stick together after a successful mission to encourage persistent lobbies.

left sapphire
opaque slate
#

Kind of a weird suggestion, but:
For haunted cave games, the ghost should be slightly slower, but invisible when far away from players. When it gets close it’s visible. This way the ghost is actually slightly spooky.

stable blaze
#

Allow keyboard users to switch between classes with Q and E buttons.

winged tangle
#

A geology part of the miners manual would be cool

still tartan
#

Mortar Sentry
Replaces the Engineer's standard Sentry Gun with a mortar.
The Engineer can change between automatic targeting and manual target designation mode.
Residual effects like plasma, fire, Ice, etc. optional.
(Suggestion seems new)
Small mockup:

ornate oak
#

Haven't seem to have found a similar suggestion but could we please get something to indicate that Bosco comes along with the player after the end of the round? Maybe just an animation of him flying into the drop pod or something. It's purely an aesthetic thing but it just seems wrong to leave him there while we fly off.

slender rivet
#

Error Cube idea, using it gives the player total X crafting minerals for every type of crafting minerals, scattered randomly.

barren granite
#

drop pod/resupply related voice lines for pinging a drop pod/resupply

ripe viper
#

Make it available for you to press V in weapon/cosmetics terminal and make your model rock n stone

icy valve
#

Shield Disruption should convert shields into total health

jaunty garden
#

Make the bombs from the tridilyte event not bounce off the shard, if you throw the bomb anywhere else(on the ground) it always explodes so I m not sure why they wouldn't on the shard itself? As far as I know the only way to drop a bomb without exploding it is by changing weapon

icy valve
#

Golden Detonators, should just be called Golden Detonators. It sucks when you don't take advantage of what they are because they're generically named and visually indistinguishable.

hot onyx
#

been playing with shield link recently, and all the "boost" voice lines made me think of an easter egg with Shield Link where your dwarf has a small chance to say "you got boost power!" in reference to F-Zero X
would just be a funny little easter egg and nothing else

solemn blade
#

After discussing this in suggestions-Discussion I've decided to post this here

I would like to see the Scout's flare gun have two minor additions.

  1. The flare can act as an ignition source for death farts and other gasses.
    2.The flare can act as a mild heat source for the frozen levels as a way to raise your body temperature.

This would add a bit more Utility to the tool without making any overpowered change. These could be optional upgrades.

still tartan
#

Engineer turret alternative: Beam Laser Turret
Trades effective removal of larger numbers of enemies for high single target DPS.
Damage ramps up over a few seconds on a target and ignores armor plating.
Has significant firing range and periodically needs to vent excess heat.
Takes a second or two to lock onto a new target.
Use: When the team lacks single target DPS, for example Gunner not playing with Minigun, encourages broader build diversity.
Can still shoot your normal mobs, but less effective than normal automated turret due to lock on delay and ramping up damage limitation.

plucky latch
#

I'm no artist so I couldn't draw any sort of reference image, but how about a loot-bug based headgear? Lootbug-shaped cap? Maybe a straight up lootbug just affixed to your head. Either way, I wanna rep my love for the squishy bois.

fierce root
#

Trello card #615, January 2021
Revert the name of the perk "Second Wind" to "Weekend Athlete".
Add to the perk "Gives omni-directional Sprint" (being able to sprint backwards or sideways).
I think this would make the perk more viable and fun to use.

near bison
#

It would be nice if there was a color change to the proximity mine's detection meter after multiple detonations.
Right now its always colored yellow so we cant know just by looking at a mine how many times it has detonated, so how about changing the hue of the yellow color depending on how many times it detonated? Like maybe make it darker the more it detonates (so 4 colors in total), or at the very least make a single color change after it detonates once so we'll know we're unable to pick it back up.

regal ginkgo
#

Small QoL thing: double tapping tab (or some other keybind) should open the deep dives terminal like tapping tab opens the main mission map

formal garden
#

Small suggestion: when you restart mission, dwarfs in a "Fail Screen" just shrug their shoulders and waves hands like "Naah, nevermind". At least, you abandon mission, not died. It also could be special phrase of Mission Control for this (may be before Fail Screen, like when you failed triangulation) . Something like grunt or dispraise for being lazy.

haughty haven
#

So you guys know love cave leeches right? What about an Abyss bar upgrade?!
Introducing Cave Leech claw machine!
The claw is cave leech (obviously) and you can pick up all kinds of toys: dwarves, molly, lootbugs and more...
This is actual suggestion. It would be fun minigame, no reward really, maybe a plushie would come out if you do grab it. (everything in-game)
By pressing E you would enter the game and it will either be like a pop-up window or switch to forced perspective from the front of the machine so you can grab comfortably.

haughty beacon
#

Give Bosco an EPM (Experimental Plasma missile), where it can mine ores and terrain with an explosion, but with reduced damage to enemies.

Since it is still a missile they are limited by charges and will not outshine a driller, but still providing gunners, for example, a faster mining option.

This gives Bosco a further extent to support not only for combat like the cryo explosion mod.

floral sparrow
#

In Glacial Strata, if a Steeve gets permanently frozen by the cold air some distance behind when you didn't notice, it compromises the Beastmaster perk. A new Steeve cannot be tamed because the old one is still technically not dead, and the old Steeve isn't helping because it's an icicle. The only options are going back and looking for a frozen lump around the vents to smash it, which is tedious, or finishing the mission without Beastmaster, which is mildly irritating.

My suggestion is to despawn a Steeve if both conditions are true: 1) Steeve is frozen for longer than X minutes; 2) Steeve is more than Y meters away from its master for longer than X minutes.

pulsar prairie
#

make trapatactus and ejector cactus be stationary enemies a-la deeptora hives, instead of being "basically floor props that also attack you". this would entail giving them health bars, so players get visual feedback if they attempt to take them down, subjecting them to status effects, allowing bosco to target them, and most importantly of all, gives them the potential to have a bestiary entry

modest patrol
#

I wasn't sure if I'm to share suggestions here or on the trello; so here are my 2 OC suggestions. Artillery AC OC https://trello.com/c/MPZeiLEM & High Density Platform Launcher https://trello.com/c/YYBmqr54

An UNSTABLE OC for autocannon "Artillery/BFG" that has these unique characteristics

  • Tripod requirement/effect similar to Bullet Hell OC; zero movement
  • Increased range/damage/less falloff
  • Reduced ROF; think long load & firing time. Left click takes time to activate the launch of the big fuckin shells.
  • Artillery like in effect/sound/animat...
Labels

WEAPON

An Unstable OC for the Platform Gun.

  • Platform density is X% more; or material change.
  • High Density Platforms become solid disks in flight and impact/collide with environment and ALL models (glyphid, mactera, unsuspecting fellow dwarves)\
  • Direct impact causes damage to glyphid/mactera/dwarves & sends all objects in path flying. Think phys...
Labels

WEAPON

fading rain
#

There is a build for the bulldog pistol cashing in on toxic dmg and magic bullets. Its a bane of any large horde, and can do tons of dmg with max ammo builds. Given its power I would use it as a primary weapon if I could, instead of the other primary weapons. It would be great if I could switch it's status to primary and get a lot more ammo for it, because under constant fire you run dry on ammo really quick.

edgy bridge
#

also re: driller HUD, it would be nice if objects like Molly, resupply pods, and other dwarves were highlighted as if they were freshly tagged while the driller is drilling. I think this would greatly enhance the driller's ability to work quickly and efficiently

lost siren
#

Is there a way to somehow mark elemental modifications/OCs other players use, so new player can choose right build for the mission either in lobby (hard to do) or during choosing a character? For example, Driller with cryo cannon would be marked with snowflake symbol, gunner with hot bullets mod or Burning Hell OC would have flame symbol etc. I love trying new weird builds, but it feels bad to see that you ruin your team synergy by having "wrong" element on your weapon.

quiet imp
#

make the rewards bigger for all players getting back to the drop pod alive at the end of the mission

little monolith
#

New hidden achievement for getting your dwarf to move at an insane speed. Lord of the rings reference about "short distances"

sullen forum
#

i genuinely want to be able to use core infusers more then once

wintry ravine
#

Mactera Goo Den and accompanied Mactera Globlings. Small Mactera BLOATED WITH GOO. They find dwarves and POP themselves. Individually it's not an big amount of death goo but they swarm. This goo is laden with a pheromone cocktail (and a nice fruity scent) that attracts bugs if it gets on a dwarf (pulling aggro and chance of summoning a group of monsters.) Goo Den is the spawning structure made of well...goo but it doesn't smell like anything. Lore: Mature mactera globlings have very short lifespans their only purpose is to spread death goo on unsuspecting wildlife(or dwarf) and allow predators to overwhelm the target. The pheromones stop the predators from consuming the prey. The death goo is also laden with microscopic eggs hatching flightless nymphs that consume the prey and uses those nutrients to grow and form the goo den.

royal anvil
#

Jukebox Audiosource changes
Either have the speakers for the jukebox be rearranged so the speakers hang from the top pipe where the sound is actually playing from currently. Or make the music source be played from the speakers location instead. Currently the lightbulb seem to be the source.

Current implementation is odd since the rest of the game has top notch positional audio!

near glacier
#

Add an option to replace all bug models with equivalent plushie models and make them look cute. I want to play the game with my fren, but she's scared of bugs. lurking

craggy tundra
#

Id like to report here a couple of bugs which I posted at JIRA, but there those issues were closed by admins and proposed to report here...
Issue # at jira: DRG-2468
Description: Some of Engineer's and Scout's weapons leave no empty magazines/barrels/shells on the ground after reload.Engineer's weapons are: 1. Warthog Auto 210 - leaves no any empty magazine on the ground after reload. 2. Deepcore 40mm PGL - leaves no empty grenade shell on the ground after firing and reloading. 3. Breach Cutter - leaves no any empty barrel on the ground after reload. Scout's weapons are: 1. Zhukov Nuks17 - both do not leave empty magazines on the ground after reload. These issues are reported because all other reloadable weapons do leave empty magazines on the ground. So please add missing graphics to those weapons after their reload as well as take these issues into account after presenting new weapons in the future. Thanx in advanse.

pulsar prairie
#

regarding the minigun, cryo cannon, and power drills: please change the cooling rate/pressure gain stat numbers to display the percent cooled per second. simply displaying a number is unclear; with the minigun's 1.5 cooling rate, for example, it's never stated how many units of heat the gun may have at maximum heat, so it's a lot harder to get a full grasp of the stats purely off of reading its information.

gritty geode
#

"Sprint-Cancellation" controls option:
Ticked by default. If un-ticked, the dwarf won't stop sprinting if the player presses sprint again while already sprinting. If you want to stop sprinting, just stop and start walking again.

I constantly get stuck sprint-cancelling myself when I'm running on weird terrain and trying to make sure I'm definitely still sprinting. Also, I sometimes use my dash perk when I've accidentally stopped sprinting so I end up wasting it on a weak 'power walk'. So anyway, it being a toggleable option in the controls settings would be great. (Sorry if this has already been suggested but I couldn't find it while searching).

wary imp
#

Suggestion:
Replace the "safe zone" in the drop pod with a large push button with a safety cover that rises under the same lift-off conditions in the game.
The point of doing this is to avoid the event in which a dwarf goes down and all the other players, located within the safe zone, accidentally take off without him. Essentially, the idea is to give the surviving players the option to go out and save their fellow dwarf or to take off and leave him behind.

halcyon quiver
#

A neat game type would be an "off course" event that happens at a 5% chance of randomness. Instead of going down to the area of operations you've picked, a large Glyphid (bigger than the dreadnoughts or bulk detonators) knocks your drop pod off course, and it digs down to another area not on the scopes (because it's not what operations planned for). Your goal would be to take some equipment off of the drop pod and find certain resources to build a piece of comms equipment to relay your position to operations to have them guide you back to base, after that you will drop into your mission as normal. As random events go, it would take quite a bit more time, but it would give the sense that "not everything goes as planned" in every sense. Because right now, mission ops are "always perfect drops". Whatever happens once you get to your destination is on the players, but even the operational drops should have a chance of going bad. It'd change things up.

craggy tundra
#

Make Pickaxe a toggleable weapon as alternative tick in options... Devs could you, please, make an option for dwarves' Pickaxes to be permanently toggleable/selectable just like other weapons/tools.

I mean, now it works like this: pressing and holding a key makes it hit something, but releasing that key - makes it disapper. But could you present a tick in options to make those pickaxes be selectable and holdable at hands and pressing a fire key - make them hit something.

So it would be just an alternative, and both methods would be possible: one is as it is now, and another - to make them selectable permanently until selecting another weapon/tool...
If they will be selectable/holdable permanently - it would be more easely to look at theirs skins and to show them to others...
Thx in advance.

winged tangle
#

A warning about you entering a glythid nest with the eggs would be cool. The swarmer eggs not the egg hunt or dred

green seal
#

A new "mission success" animation where your dwarf rides in on a mini-mule, sitting on it like it was a chair.

fresh lake
#

idea if tear 4 for the Platform Gun is ever condensered to expand the tools of the engineer. cylinder expansion if ever walked upon it deflates to the standard disk . i know it came up in 21 just wanting to revisit the idea

marble kindle
#

--- SUGGESTION ---

Description:
Users with “special” resolutions [meaning Widescreen, as well as Multi monitor setups] have the UI sticking on the left and right border of the left and right screen.

Descriptive Images:
[ https://imgur.com/a/pdUf6g7 ]

Issue:
UI is not on center screen [Picture 1]

  • Health-/Shield-/Team Status/-Objective is out of the actual field of view.
  • Mission Objectives-/Ammo is out of the actual field of view.

Personal Suggestion:
Probably the quickest fix is to move the Anchor-Point of the UI elements to the LOWER-CENTER or UPPER-CENTER of the screen and have a MARGIN from that point. The margin should be customization by the user in this case: Slider for example.

Alternatively: give the user the option to customize the left and right UI margin.

Additional:

  • Be advised: Some menu UI's and loading screens are in the correct position, while others [Like the splash screen and the Map] are not. There are many mixed anchors and stretches for every type of UI. [Picture 2 and Picture 3]
  • But take note! ALL UI elements are intractable and work with high resolutions and the game is perfectly playable. So the focus point is the in game UI, not the menus.

Conclusion:
I know that this issue might not be very common, however it bothers a lot and it would be a small but great improvement for the players that invest a lot of time, money and effort in these setups.
At last: Thank you for creating this fantastic game and for the big effort you put into it. My friends and I are all already hyped on your next updates!

stable blaze
#

(Haven't found anything like this, so apologies if this was already said.)
Payday 2 gives you an option of choosing a track that will play during a heist. I was thinking something like this could be implemented in DRG, but in the options itself rather than before a mission.

Players would be able to choose a track that will play during a mission manually, get a random one or the same one that is being listened to by the host.

winged urchin
#

please let me press V and rock and stone when I’m down, I want to be able to celebrate whenever I get saved from the 400 swarmers around me biting my ass

near bison
#

Prevent the pinging of ebonuts after the nut has been taken from the plant itself (aka dont let the miners call it 'ebonut' and use the default voice lines instead). Some players are pinging an empty ebonut plant either by accident or on purpose and theres no real reason for this voice line to be triggered anymore.

limpid anchor
#

So I had a thought about the Spitball Infector. It being immobile means its pretty easy to work around. Its weakpoints glow and are easy to spot from a distance. And if left alone and out of sight fighting it can be delayed. Ive also more frequently have been seeing the spitball infector get stuck on the environment where the plant burps its projectile into a stalactite inefffectively. My idea was if a spitballer burps up its attack a few times with no hit it can move to reposition itself for a better shot. Not often, but enough to get a better shot at dwarfs.

Attached are my two proposals as to how the spitballer could get around

icy valve
#

It would be nice if a auto-reload animation occurred somewhere on the hud, preferably near the target reticle, when a weapon was auto-reloaded.

ripe ledge
#

what if hyper propellant mod for grenade launcher pierced targets? i find the dmg severely lacking and you also get rid of your main aoe attack, so what if it pierced through enemies and hit multiple if you lined it up?

little monolith
#

I'd like a perk that lets you ride hostile flying creatures. If you catch a flying bug that's getting too close, you can quickly push a button where you'd hop on its back and be able to fly it around until inevitably crashing and exploding. IE you could be falling to your doom, see an goo bomber and hop on its back. You'd fly around guns blazing, forcing the goo bomber to spill it's payload over the oncoming hoards. You could then hop off it's back as the bug rockets into the ground/nearby bugs and explodes. This feels a bit overpowered so you could restrict it to low health bugs and once a game.

snow remnant
#

Thanks to the devs we know that Magma Core Maggots are a REAL threat. 100 134 players (I'm a part of it drillchamp ) died to them. So I would love it if we were able to freeze them like exploders to disarm them. It's not needed in any way and I'm not gonna lie it's fun to die because of a maggot to be honest ! Yes I love freezing things ❄️

idle dawn
#

New to the server; apologies if this has already been suggested (I did a quick search in this channel and didn't find anything).

I'd like to be able to give orders to the MULE to direct its movement behaviour, similar to how followers in Bethesda games can be told to follow you, go somewhere, or stay put. Due to the nature of caves, Molly tends to spend a fair amount of time going places that range from 'unhelpful' (e.g. somewhere unreachable on the ceiling if it needlessly tries to follow a Scout who briefly grappled up to an egg/fossil/etc.) to 'dangerous' (e.g. possibly nudging players off of narrow ledges because calling the MULE invariably places the marker right next to you). This, consequently, can result in anything from a waste of time (e.g. waiting for Molly to waddle back down to the ground) to a waste of HP (e.g. getting yeeted into the void by Molly's cuboid arse).

I figure this could be implemented similarly to how BOSCO is directed with the laser pointer, by adding additional functionality to the MULE key (C by default, I believe). Tapping C will still call Molly to you as usual, but holding C for a moment will bring up the laser pointer. Left-clicking at a location will tell Molly to go to that location; right-clicking at a location will tell Molly to go to that location and WAIT until called again (even if the player goes outside its usual follow range, e.g. to get something from the ceiling).

Admittedly Molly's movement isn't usually a huge issue but just having the option would be nice for quality of life, IMO.

supple acorn
#

give Molly a small speed boost when all dwarves are close to the Escape Pod

night peak
#

Old suggestion but it is annoying to add strangers as friends in this game especially if the "recently played with" page on steam doesn't work. Should have "add friend" buttons in party screen.

low peak
#

Not a suggestion about game-play, but I think it would be super neat if DRG tried to team up with "beard Head" to make some fancy DRG themed beards for people to wear

hearty grove
#

More search filters would be nice; for example, mission type, area, modifier(s), complexity & length, etc.
For stuff like modifiers, the filter could have 2 parts, a simple filter for yes / no, and a complex filter, specifically filtering in or out specific modifiers, like only golden bugs / double xp or no low oxygen / cave leech clusters
(If this is a repost, sorry)

solemn blade
#

Mission type: Geode smash and grab.
Your task is to land in and harvest a massive geode. The drop pod remains in this mission and your job is to grab as much as you can before overwhelmed by a constant inflow of enemies through the hole you just punched into the geode ceiling. You have multiple tiers of rewards for this mission instead of a second objective and the reward is based on how much you manage to grab before running to the pod.

These geodes can be made of hollomite or some other secondary resource but have jadis and the like scattered about.

Primary spawn point is the hole the drop pod makes when landing, tho some enemies can burrow in from the walls.

meager python
#

can you guys do something about cosmetics DLC When going offline I had no internet and it made the dlc useless I couldn’t use them anymore this is on Xbox

eager plaza
#

I sometimes crash when playing super intensive runs like Escorts, and when I relog, I can't reconnect to the game. Would it be possible to add a button on esc page that you can manually attempt to reconnect?

steady mirage
#

Bosco update suggestion here. I play haz 5, and often players dont end up joining my game. As a driller, solo, in haz 5, i find it nearly impossible to complete events, not due to skill or mistakes, but because you cannot kill enemies and carry objects. With a time factor involved, this means dropping the object, killing and picking it back up, and most of the time running out of time.

I propose to fix this, bosco is given a healthbar, and the ability to take agro from enemies for you. You would be able to repair him like the drilldozer, and if he "dies" you can revive him back at full health after channeling just like other players.

I think this would fix how overwhelming the enemies can be in haz 5 solo, without making your job impossibly easy, and still giving you something to manage. Also, I think this would open up some cool bosco upgrades with agro and health management (maybe enemies are slowed while attacking him), as well as some perk interactions so i can take field medic in hopes of a multiplayer without limiting myself if it stays a solo dive.

spring mesa
#

I just discovered the space rig map! ...At like blue level 18. Kinda know where everything is at this point. Might be more useful if the map were actually shoved directly into your face as a new player to know it's there 😛

coarse pebble
#

Some new Bosco Frame, like "Dread Bosco", would be really really cool bawsco

solemn blade
#

What if Bosco had modules that switched its rockets out for other capabilities? Like options mirroring other dwarfs? Shield deployment, platform maker, Mega Flare, aand the rocket would be the default?

polar ivy
#

How about penalize hosts that rage quit and leave the rest of the teammates with nothing? I've played a number of games where the hosts don't have things going their way and rage quit when they die... all the time and work spent by the teammates is in vain as they get left with nothing. lol, I know quitters will be dead set against this!

desert lynx
#

suggestion: remove the promotion terminal from it's current location in the memorial hall and put back in the massive screen that showed all the backers names. that was honestly my favorite part about visiting the memorial hall and was a lot more moving then that tiny terminal we have now. i dubt deep rock will notice this one but just please consider it at least

nimble stream
#

Unique Overclock for the Lead Storm Powered Minigun:

Name: Relentless Fire
Type: Unstable

Upsides:

  • Insanely fast coolrate of .5 seconds
    Downsides:
  • Less Ammo
  • Slower Fire Rate
  • Less Accuracy

With a lot of tweaking and lots of coolant, we figured out how to make the minigun instantly cool down! To make room for the extra coolant we had to remove some ammo capacity and make the gun less accurate overall, and lower the fire rate, but we made the weapon nearly fire endlessly.

So this overclock would make Aggressive Venting viable. Currently overheating is not viable as it basically shuts the gunner down. This Overclock fixes that issue

#

Addition:
-300 ammo
-6 fire rate
-The spread is 30% wider

jaunty garden
#

UI setting to remove ennemy name when simply aiming at (not pinged), the only option currently also removes health bar but that is too important to turn off. On the picture here I know I'm aiming at swarmers I don't need the game to tell me and this is particularly annoying when aiming at web/acid spitters on the ceiling when their name is taking the full length of their body, making it harder to hit the weakpoint. There's a very specific angle this happens on most noticeable when playing scout couldn't reproduce for a screenshot(sorry for bad quality OneDrive not working rn)

warm fox
#

as a person with a lower end laptop i think there should atleast be an extra graphics setting about corpse cleanup, the corpses pile up everythere and it lags be out when im on the lowest settings and kill a ton of enemies

cedar sail
#

Make Hawkeye Turrets automatically aim for enemy weakpoints, or at the very least make them aim at the weakpoints of targets marked with the laser pointer. Giving them weakpoint targeting would allow them to compete with Defender System

near glacier
#

I see a lot of engineers, especially newer ones who use the Proximity Mines, and seem to place them very close to where teammates are likely to stand during Machine Events and the uplink/fuel cell charging sequences.

I personally think that if the mines simply never activated if a friendly player were to be too close would be a good change, and would nudge engineer players towards utilizing a smarter placement of their mines. Also to prevent possible griefing maybe make it so the countdown timer before the mine's automatic detonation is slowed while a player is within the vicinity (or maybe even paused entirely, but I don't think this would be that big of an issue to require so).

If it is seen as an unnecessary buff more than anything else, maybe reduce the detonation + explosion radius a small bit? This could also make interrupting the mines less common.

oblique bronze
#
  • Engineer Turret Hammer should be also visible for Engineers
    I often place my turret so everyone can help me or I get distracted for platforms or even bugs but i wasn't able to build it yet. I always have to hit control to see where I put it which is pretty annoying if bugs are nearby or even on top of it. I didn't count how often I died because I didn't find it.

It is nice to see dead team mates always - I also want an icon (maybe a different one than the hammer - its used a bit often [Mules, ...]) so i know where I have to build it. The classic hammer is still a good start if I don't get another one though.

  • If there are no milestones show stats as default
    I don't have any milestones to unlock and I also have all perks so it would be nice to see my stats per default.

  • Inventory bag of leaving players should be visible on map
    I think this explains itself.

cyan compass
#

If steve survives for 10 minutes has a different animation when you pet him that sometimes happens (he learns new tricks)

warm island
#

Simplest possible wave-fight idea:

"Alright team, we're breaching into a new area of this biome and we need to cull the local area for safety! We're sending you into a large cave, with the loudest speakers R&D could make. Put on your favourite tune, put in your earplugs, and get ready to rock and stone!"

hearty herald
#

Ok, I don't give a shit, I want a perk allowing me to make lootbugs burrow when I pet them
#lootbuglivesmatter, you sadistic butchers
(sorry for the interruption, back to work now)

tender forum
#

Would love to see a new primary or secondary mission type called "Extermination" where you go through the mines and fight through hordes of bugs

fresh lake
#

achievement idea 4 blackouts in a row

icy valve
#

Beast Master HUD Icon should continue to be RED even after the 5 minute cooldown if the player's Steve is still alive.

stuck gazelle
#

I feel like I should get a Mule on every single mission - not sure why DRG would ever send their employees out without one. Would you ever send miners in with no mine cart? Probably not... Just seems like a really unnecessary and obtuse inconvenience when thought about that way. Also, it'd be nice if Pumpjacks were labeled on the Terrain Map as 1, 2, and 3 after being hooked up. This makes it a lot easier to know which line to use when going for the drop pod at the end. I mostly am suggesting the Mule thing because I feel that the Refining Missions take a seriously long time when solo, and not having to run back to the Refiner to deposit stuff when running around to find the Pumpjack locations initially would help a lot I think. Furthermore, Molly is a member of the team. I feel naked without her and often find myself calling her even when missions where she isn't there.

tough estuary
#

A suggestion I have after reading through various suggestions, is about the host leaving. I don't think that the host should be punished. Life happens, like your dog knocking something over, or your family needing help. You can't just punish people because they have to go. And that's who you'd be lumping in with the so called "rage quitters." There is absolutely no need to punish anyone. Simply set a minimum time limit in game, like 10-15 minutes, so that people can't abuse it, and make it so that they get at least the base reward for their time in the match. Not the multiplier if they had won, but what they had earned so far. Punishing people just upsets players and drives people away.

signal flower
#

Remove leaf lovers from the bar

uneven depot
#

Add beer that makes loot bugs attracted to you 🤭

tame jay
#

Could these monitors be a bit bigger, or the font a bit smaller?

woven gull
#

Not to sound too demanding, but if you could add a mic check option so I know if my mic can be heard in-game, that would be great. For some reason my mics are flakey, or the people I play with are flakey and won't respond when I ask for a mic check.

sterile fiber
#

incase this is a repost then sorry but: implement the unused stone and rock lines when dwarves are reaaal drunk when saluting, also slur the speech a bit more because for some reason only some words are affected by all those glyphid slammers you shoved down yer gob

little monolith
#

Make the pipe lines on the Liquid morkite missions actually take damage. You would get a clear indication and heads up from mission control that bugs are indeed
collectively attacking a segment of one of the pipe lines. they would spring a leak and break down when they take to much damage. They could also get weaker and more prone to breaking as the mission goes on. There would be a small 3d map display of were the bugs are chewing at.

clever rapids
#

As a new player just trying to craft, when the Mission Selection terminal is selected, I think on the world map it should display your resources so you can select an area that matches your needs.

green seal
green seal
#

Also for the weapon update I think it would make sense for the new weapons to be unlockable at the same time as the current extra weapons(lvl 10 for primaries, 15 for secondaries). Wouldn't be much reason to gate off the third set until even later levels, I'd rather give players the option to unlock their new weapons in whichever order they want.

near glacier
karmic cypress
#

Either revert the "GK2 T5 effects only trigger on kill" or give the OC "Electrifying Reload" a buff. That OC is very very bad and is really only usable solo, in team games the effect requires too much work to apply to large swarms of bugs and most of the time, it is wasted because the bugs are usually killed before you can do any good with it. You used to be able to equip Battle Frenzy on the GK2, then tag multiple enemies and reload while running away to get kills and trigger the effect, now you have to always make sure the killing blow comes from a bullet, making the OC pretty much pointless. I can't think of any other situation where you can trigger the T5 mods without a bullet, which is what made this OC even remotely useful in solo play. I really don't know why this OC has not been touched at all, in all this time.

finite yoke
#

So, damn near every plant and scenery bit in the Azure Weald (and somewhat in Hollow Bough too) has not only it's own name, but also it's own unique voice lines for inspecting it with the laser pointer. I think random alien vegetation and passive creatures in other biomes could use their own voice lines too. Breathers, Cave vines, wall tumors, cave urchins, ejector cacti, etc. Hearing "Look over here!" and "over by the marker point!" for the millionth time when pointing at something that is clearly unique kinda sucks, especially when in the new biomes, doing that would certainly trigger a unique voice line.

peak pond
#

Slapping the dice in the drop ship before mission launch should secretly increase the chance of a Krassus detonator in the next mission by 0.1% per slap, up to 3% total.

hearty grove
#

An achievment for 'saving Doretta'

granite steeple
#

Please make the pipes on the ON-SITE REFINING able to go up walls for another mechanic to help solo players because all it takes is bad gen and you have to spend so much time doing the mission

limpid igloo
#

Rock and stoning in the memorial hall feels wrong, its too loud, perhaps some voice lines that are quieter more showing respect to the fallen?

sudden garnet
#

We need DRG Lego sets

outer pier
#

Staring into a void basket should make you tispy for a little bit.

plain vortex
dense pumice
#

Add the pickaxe parts that appear on the randomly generated pickaxes around the pickaxe customization bench to the pool

minor light
#

Not really a game suggestion but can we have the latest artwork by Manuel Castañón added to wallpaper page on deep rock website in hi-res please? ( Happy to purchase if that's the only option to 🙂 )

dawn osprey
#

can we have some sort of feature for solo play that lets you resume where you were if the game crashed or if the pc crashed? similar to how you can rejoin an online game if you got disconnected.

upbeat mist
#

How's this idea for a new MACHINE EVENT: some kind of "Simon Says" with colours while a wave is inbound on your location. Guess the correct order 4 to 5 times for the event to complete it. The Lore for this device could be something like "this transmitter sends us information about this Biome, but it got disturbed by the beasties. Reboot it, Lads!"

cosmic mango
#

When promoting a dwarf, add an option to re-lock upgrades for their loadout until they level up again, in exchange for boosted XP gain (1.25-1.5x, perhaps). They wouldn't need to pay for upgrades again, just reach the required class level to use them.
Lets the player relive the early-game progression for a reward, but also allows players with a clear-cut strategy to not take it and reach the next promotion on higher hazard levels as usual.

nocturne dagger
#

Hazard beers: a new buff that lowers or otherwise helps manage the effects of hazards. For example, a low O2 beer, or an exploder beer that either lessens the effect in a certain radius or sometimes causes fear of a dwarf that has drank it. Harder hazards have weaker beers to make it not completely easy, and you lose 50% of the xp you'd get from having that hazard active (i.e. if an exploder infestation would have given 1000 extra XP, you'd only get 500)

warped urchin
#

I'm sorry, but can there be a change to the sound effect of the "Vampire" perk to something shorter and/or appealing? It is long and - although interesting at first - gets tiresome fast and stacks on itself when proc'ing off of multiple targets at once for this huge and extra loud "GRAAAAOOOOOWWWOOOWWWW" noise. At first I thought it was me hitting something so hard the noise was echoing through the caves, alerting bugs. Then got confused when my other dwarves didn't proc the sound at all. I -FINALLY- found out it was the vampire sound effect. I also think it should only proc the sound effect when you actually get healed from it.

formal garden
#

As you rework Mineral Trading, could be cool if sometimes (rarely) reward for gold on a mission increases for +1-2 credit per one unit for one day. You know, "changes on market".

hollow perch
#

Also it would be nice if we could increase the amount sold/bought 10 by 10 and 100 by 100 by holding Ctrl and Shift respectively.
Holding the click isn't really precise...

ripe ruin
#

New mission or event type: swarm squashing.

“The swarms are getting out of hand. Go and thin out their numbers.”

You go out and either activate or place giant lures then. When activated a very large swarm of almost only grunt variations.

You’re goal could either be protect the lure to keep grunts coming, or to survive and kill.

cerulean jackal
#

A beer that enables "DK mode" from classic Rare shooter games.

near bison
#

Dwarves should have unique voice lines when gliding Cave Angels (what i mean is the button you press that gives varied voice lines when performing an action - the button that makes you cough in the space rig).

vernal egret
#

suggestion: Adding Icons for active voice chat. Seeing every time someone speaks.

Because voice chat is very important for the players and for the privacy. It can be very annoying for everyone (and dangerious for privacy) if the microphone is on and you don't get it. The microphone in patch 33 is shows this problem very explicit.

near bison
#

The 'deal of the day' side window for the new mineral trader should be turned off when we have taken the deal already, or rather, be dimmed or with a red cross on it to show that its unavailable anymore..

hushed whale
#

leaving Doretta’s head behind should count as leaving a dwarf behind.

late valve
#

An in game terminal that would allow players to view the most recent update roadmap.

hearty thunder
#

think there should be some randomness in beer. like how many drinks till you pass out or how long until you actually pass out. could allow for drinking games

flat lion
#

I think more randomness in when the pipelines leak would bring some more stress into the game.

I'd also like to see some more endgame usage for minerals. I'm drowning in minerals and have no real use for them. Maybe something to craft cosmetics?

tame jay
#

A beer called Dreadbull. I dont care what it does. ;)

near glacier
#

Quick doom-style kill animations when you power attack something that's low on health.

swift oriole
#

Suggestion!: When you release new regions....make them ALWAYS selectable for the first week or so.
LOL

cosmic folio
#

Remove Doretta's ability to be damaged by non enemy sources. I believe it is causing a near-showstopper level problem in Hollow Bough because of the sheer amount of environmental-based damage sources.

obsidian root
#

Voice line for the dwarves when a Crassus dies: "That's how the Crassus crumbles!"

sick yacht
#

An option to disable this animation (I know already been suggested) it didn't bother me before because I never use the EPC mining, but now it is in the explosive reload subata and oh my god it is annoying.
Or maybe just take it out from the subata idk.
Edit: I am talking about the distortion effect, now the overclock explosive reload for the subata has this animation when you reload the gun

dusk stump
#

dwarves say "bloopy fruit!" when they point to bloopy fruit

livid echo
#

Add a "death pit" in the hollow bough, it would be false ground that a dwarf can step in and fall into, which is full of those creepy vines. The pit would only be deep enough to cause a startle and a dwarf could easily mine out of it

near glacier
#

For the lost equiptment it would be cool if the backpack was a pickaxe, in place of a tombstone, and maybe if it showed which pickaxe part you get. Also for it to maybe appear somewhere in the cave not just in the wall because it doesn't seem like a grave if it's just a backpack stuck somewhere in the ceiling.

formal garden
#

May be some animation for taking resupply? Like, that "cartridge" is some kind of universal compressed material for ammo. So dwarf takes it, pressed some of the glowing line (like choose ammunition type for himself according a class), them waits for fast "loading" and put it in a "pocket".

echo depot
#

with the added biomes can we get the planet map expanded to fit all the biomes in a bit better? I just feel there is still space and aesthetically I think it would look better instead of just having the biomes all jammed in together

late dew
#

The Crystalline Caverns and Hollow Bough should not have both the same offering of primary and secondary material (being Jadiz and Bismor). 3 biomes in the game already have bismor as a secondary resource, maybe make it Magnite or something (dont make it umanite either because it also has 3 biomes as a secondary)

pulsar prairie
#

when uplink/fuel cells haven't been started yet, but can, have them blink in expanding circles similar to satchel charges to indicate their effective range prior to their activation so it's clearer how much area needs to be set up prior to the event

scenic frigate
#

could you change the flashing from fuel drops in scavenge missions, just as an accessibility feature

alpine violet
#

some option to turn foliage down, especially in azure weald, my frames drop to 30 fps from like 60 in other biomes.

jagged hull
#

With the new biomes added but the same amount of static missions, it is not uncommon to encounter having up to 5 of the biomes disabled or containing only a single mission you don't want to do; An increase to the amount of missions available per rotation would be nice for variety.

gritty ridge
#

Instead of making the memorial hall statues go from stone to gold by the time you hit character level 25, make the statues material based on your promotion honor badge progression. Stone > Bronze > Silver > Gold > Platinum > Diamond > ???. It would make the memorial hall progression feel like something was actually happening instead of being finished quickly and forgotten about.

main idol
#

small quality of life thing, add an option to equip cosmetics to all loadouts of a dwarf at once. not critical, just a nice to have

pulsar prairie
#

if the flying rocks from ommoran phase 2 collide with terrain in the way of the dozer, make them explode with a mild terrain-destroying effect. currently, the optimal method is to block them with platforms, which feels more like a cheese strat (heh) than anything else.

making it so that platforms slowly wear out when rocks hit them turns platform ceiling strategies into less of an instant win button vs. rocks, and more of a plan B if the team can't keep up the dps against them

boreal grotto
#

farlands cave generation mode = a diferent game-mode were the cave generation it's just crazy or very mixed (not as crazy as minecraft´s farlands)

young crater
#

[Quality of Life]: Provide an option to Leave Team after Mission Completion in Public Matches (Avoids Loading Space Rig Twice).

mighty skiff
#

Option to turn off wall maggots in the hollow bough for people with Tryptophobia so I don't throw up / need to avoid that biome forever.

wild lion
#

i couldint help but notice that the new gniffers and the associated voice lines dont include, "this is a gniffer! it gniffs!"

please fix this

echo elbow
#

is it supposed to be insanely hard to light up with scout flares in both azure and hollow? Because everything else is also hard to spot - eg. nitra, fossils

wary lion
#

for posterity, A small suggestion popped during experimental: The stabber vines when killed briefly drop their stabby blades and the suggestion was to be able to pick that blade for one time use as a weapon to give back at the hostile environment using itself against it. Using the existing fuel cell mechanics you could use it as a either a javelin or a power attack maybe even both after which it would break for good. Credit goes to TriggerHappyBro for the idea.

near trout
#

If the player saves Doretta's head I think it should appear in the player's character bay. maybe they could interact with it too, so your dwarf of choice could say a voiceline.

strong heath
#

Give us the option to turn off animal noises. I wanna fly on the cave angels and take out loot bugs but they sound so hurt and sad :(

stone ledge
#

I think that particle reduction would greatly/significantly improve performance for systems that aren't as powerful

deft obsidian
#

Please make the new biomes more available. Yesterday, I was only able to play one of them once as they were not available on the map :< At least now, when the biomes are new and fresh and me and I can quess many other people as well, want to check those new biomes! It sucks when every other map rotation has them locked.

brittle summit
#

Give gunner a crank gun. Be it shrapnel rotary gun or slower minigun.

full escarp
#

I assume this has been suggested before, but available Deep Dives and Deep Dives Elite should show up in the regular 'Server List' along with other open missions you can join, I bet more people would join deep dives that way, too many people are just lazy to go to the deep dive terminal to check if any are open to join, which ends up just leaving empty slots in deep dives you can't join after

formal garden
#

A new hidden room: Grave of Fallen.
Sometimes scouting the location, you can found a wall with a pictograms and runes (and rune-stylized letters) on it. If you scan it, you'll get a cordinats on a map.
When you dig inside, you found a small hand-maded cave with improvised grave of dead dwarf. Small memorial with ripped uniform and broken firearms, may be remains, walls also covered with pictogram. You can also found a 1-2 resupply units with message "Who's alive - take it to not share the fate of fallen, but take care about dead." May be with another unique reward (a small unqiue upgrade from broken firearms, like overclock, but not so powerful).
You can also take a remains with you - like a head of Doretta, but a skull of fallen brother. There's no reward for "taking care about the dead", but if you'll bring back enough, Mission Control pay you respect for "discovering what happened with missing dwarfs", and you'll get a skull in a showcase in Memorial Hall. You can also pay respects for the dead, to bring a beer to this showcase. You know, "drink with a dead".
But who did this memorials? Nobody knows. Someone has a glimmer of hope that it's a survived Karl caring about his brothers. Someone says that a some missed madman called Gravedigger.

P.S. I know that something like Lost Gear, but it's kinda more atmospheric and a little bit grim.
UPD: If there's some problem with remains like censorship or regional traditions, you can replace it with something like dogtag or ID card.

solemn cave
#

As someone who sometimes activates something like Dash or Berzerker accidentally could it be possible to get alternate activation buttons for those? You could still keep them available as they are for those who like to use them the way they currently are but I'd much rather use separate buttons personally.

slender rivet
#

The devs are correcting spelling and grammar errors but this one doesn't look like its ever been spotted

weary shuttle
#

Request rather than suggestion: switch the primary color of the arbalest to blue rather than yellow.

It is quite challenging in the midst of the fight to tell apart red and yellow, and even more to associate which color to what role.

tame patrol
#

I personally play DRG mostly with friends. Due to the fact that I've become a father recently it would be nice to have a PAUSE-Feature in the game. Of course this should be in "Solo" missions - but I personally think it is easy and convenient if this would also be possible for multiplayer missions.
In order to prevent abuse of it, it could be implemented like a vote: "dwarf X wants to pause the mission. YES: F5 - NO: F6". Only if everyone agrees the mission will paused.
I can't play multiplayer missions anymore because I am unable to pause them, leave the other dwarfs without support and may ruin a great mission if my son wakes up or needs me.

This is a small feature I would really love to see with no major impact on the game itself.

Anyway: Great game guys - i hope i can enjoy it anytime soon again with my friends.

slender rivet
#

Got kicked after paying a round of buff beers... I don't care losing the barley bulbs, lessons learned... but did the beers despawn? Because they should.

stuck gazelle
#

Fuel Cannisters should behave like other items that are carried by players in that Bosco should be able to pick them up and throw them to players.

south plover
#

Unstable Overclocks for the Warthog that will change up how Turret Whip works. Eg. A Cryo shot that can freeze a large target with a direct hit, a cluster shell, etc.
Would love to see Turret Whip be able to be tweaked with an Overclock!

west iris
#

An option to disable the heavy breathing sound during low oxygen missions. A friend of mine can't play with headphones because it gives him heavy anxiety

trim steppe
#

countdown for when the drop pod is about to leave in salvage operation

waxen mesa
#

If you press TAB (in the Spacerig) to open up the zone selection, then click a zone, pressing ESC will take you back to the zone selection. But if you select JOIN on a mission after clicking a zone, pressing ESC now will take you all the way out back to first person view. Would be nice if ESC always took you one menu back

little monolith
#

The praying mantis has a second brain for when it's primary brain, the one inside it's head, is eaten by its partner during reproduction. I think it could be fun to encounter a type of bug that can still fight with out a head. The scout lines up the perfect shot and takes it clean off! Much to everyones horror, it just keeps swinging! While it can't see, it doesn't stop it from attacking blindly with its razor sharp claws.

dense bobcat
#

Graphics setting specifically to remove the distortion effect on the EPC without taking it away from people who like it

stuck gazelle
#

Bosco should be able to pick up Doretta's head. 🙂

green seal
#

Thanks to @cunning yacht for the changes.
Change the time for Born Ready to activate from 5 seconds to 2 seconds plus the weapon's reload time. So if a weapon took, 4 second to reload, born ready would reload it after 6 seconds, and if took 2 seconds born ready would reload after 4. This would make it a more balanced choice for faster reloading weapons and also incentivize reload mods and overclocks, as they're kinda weak right now.

Born ready should also trigger effects that occur on reload like electric reload.

if this whole born ready rework were to happen it would make sense if the autocannon reload was lowered by 0.5 seconds.

bold wyvern
#

With the introduction of new biomes, it's getting difficult to play on a particular biome and mission type that you want at a given moment. Know what a ton of dwarves have sitting around in their loot piles just collecting dust? ERROR CUBES!!! err23

err23 Error cubes should serve a purpose! Why not make them spendable for crafting a custom mission! Select a biome, mission type, up to one anomaly (no double xp cus that would be op Sconk), one warning, and press play!

Depending on the length, complexity, and modifiers you pick (warnings will lower it drillchamp ) - determine how much error cubes you use up (estimating 0.5-3 error cubes used depending on variables).

Management: "What, this blasted machine is acting all up! It's displaying nothing but error messages! It looks like the drop pod is acting on it's own and locking in to unknown coordinates! Miners, enter that pod at your own risk! This mission will not be covered by your employee insurance plan."

The drop pod and mission select globe will start acting up too! The globe is now replaced with a flickery glitchy error cube rotating in a crazy fashion. The usual drop pods iconic yellow lights change to blinking red lights. The usual terminals are all on the fritz in the inside, with error codes and screen static distortion all over the place occasionally showing the correct screens. It's obvious the error cubes are working! err23

analog crest
#

maybe you could pick up the bloopy fruit and use them to attract any nearby cave angels?

atomic lark
#

Achievement for killing Dreadnought with supply pod

red herald
#

The Tri-Jaw should do 3 sounds at once

lunar adder
split abyss
#

Add an achievement for obtaining every modifier for the weapons in the game so I can feel good about my exorbitant and excessive spending on mods I don't use.
Same for overclocks, I guess.
notnice

stuck gazelle
#

It would be nice if Hiveguards stayed vulnerable until they took 25% of their hp, similar to other Dreadnoughts. Though I've not fought many of them yet, it seems a little overboard that its cycle can repeat and you've done all of no damage to it during the damage phase.

Additionally, I think the objective for Dreadnought missions should be changed since killing a Lacerator/Arbalest pair is technically 2 Dreadnoughts but only counts as 1 for the objective.

winged tangle
#

What’s the point of the subuta being semi-automatic if I can just click rapidly to make it full auto. Either cap the fire rate or just make it full auto. Finger cramps shouldn’t be solved with the luck of getting the auto OC

red herald
#

The Sentinels should also be considered in the Beastiary

supple acorn
#

New perk suggestion :

Keen Eye (passive) : Highlights interactables (such as Boolo Caps, etc) / Minerals in a set radius around the player
or
Jury-Rigged Scanner (passive) : Shows interactables / Minerals on the scanner in a set radius around the player

silk niche
#

Would love it if one could collect the beer mugs as display-able collectibles in their player quarters as they progress through the beer license tree; a beer stein collection of sorts.

young arrow
#

I just discovered that the overlay of the operator overlaps the charging icon on mule retrieving missions, since the charging bar got smaller. I would suggest making it bigger again or moving the operator prompt the the right or left side of the screen, so it does not interfer with each other.

wise pumice
#

add a black and white armor color scheme or colorable ghost ship games logo hat, I love the cosmetic but theres nothing to use it with currently that doesnt look off

#

also another one that would be good: give the hallow bough its own soundtrack because it doesnt feel right to have normal music in a creepy atmosphere like it

winged quarry
#

add an ambiance/environment audio slider, want to hear the beautiful sounds of the weald without having to turn up audio a bunch and disable music

formal lark
#

Mactera Dropper: Like a grabber but tries to fly over a dwarf and drop rocks and other debris to cause damage. In salt pits it could try to drop qronar younglings.

sand wave
#

Add a killcount number for Maggots in the Miners Manual, we have them for more or less every other creature so why not maggots?

winter robin
#

Ebonite Dreadnoughts
No damage to ranged weapons but increased damage against melee based attacks

timid vortex
#

Got to be honest, I'm not finding fighting the new dreads fun, especially on solo. I can list off exactly why I think this is and what to change, but my suggestion is more flatly just to say I think the balance on them needs looking at for solo play.

kindred kettle
#

An emergency "reload HUD" button in the options or escape menu that players could use to attempt to rectify UI-related complications (such as the team depository occasionally not pulling up, the drilldozer health display not updating, etc.) while in-game.

somber flare
#

The compressed dirt in the hollow bough looks kinda discolored and neat, but it'd be even neater if it was semi-transparent and reflective and if hitting it with your laser said "tree sap" or "resin" or something

btw the hollow bough is fucking awesome and we're barely 10 minutes into the mission and as i tabbed out to type this my friend found two new cool things, 10/10 biome god damn

honest glacier
#

And why is there still no modifier that disables endless flashlights?) Imagine how the game will change if you only have a lighting gun and flashlights on your shoulders.

The modifier can be called "Cursed Funding"

near glacier
#

The Azure Weald's description says that it "brings to mind the deep jungle, in all its splendor and horror - and much like its terrestrial counterparts, it is absolutely not out to make friends. Kill or be killed - that is the law in this place." With that in mind, I was a little let down after playing it a few times and not seeing any environmental hazards or unique enemies that actually make it more threatening, when Hollow Bough has the spikes on the roots, the stabber vines, and the new deeptora variant.

I'd like to suggest some sort of hostile plant, that would be camouflaged somewhat by all the vegetation. Perhaps a floor-dwelling Venus Flytrap-like enemy that would snap shut around you if you step on it and you'd take a bit of damage until you dig your way out of it, or somebody else kills it from the outside.

fresh lake
#

the gunner zip-line movement tool needs a overhaul on the angle of firing needs a bigger cone up and down with the upgrade tear 1. this is in response of the two new zones having a grater angle then the upgrade provides to the players movement ability.

odd sapphire
#

Give us back the option to also outright disable the juke box music. ;=;

sterile fiber
#

a concept for what i'd like to call error keys, little devices that allow you to summon massive monsters to do battle with, and a way to see what omen should have been, letting you pilot one of those terrifying weapons platforms for yourself

tidal rover
#

hey all, just got minced on an escort mission by the triple jaws, would love to consider a nerf to their doretta damage 🙏

sick yacht
#

Can we have the usual slag for Azure Weald?
The one we have right now are too smooth.
At first I thought it would be corrected during experimental but now the update is here and those smooth slag too.

south jackal
#

During my current process of building a pipe long enough for the 120 second ride without stopping for the achievement i'd like to suggest the option to be able to destroy a portion of the pipe from a certain point of the players choosing to help with any mistakes made while building

for example a part of the pipe that knocks you off halfway through that you weren't aware of until you've built another 1/3 of the pipe and have to go back destroying each part one by one until you get to that one mistake

fallow oracle
#

Quote when being revived: "I guess you are my little dwarf champ"

cerulean stirrup
#

Add a sphere or indicator to the EPC, it's too hard to know what you are mining with this containment fields. Keep the distortion off, but include the ball/sphere.

winged lotus
#

"that still only counts as one" - Quote after another team member killed a Bulk Detonator or Dreadnought. I also miss the visual effect that the EPC had with thin containment field - not the wave that caused nausea but the purple Ball - it kinda helped me get my distances right

nocturne tusk
#

The ability to remove just the tattoos (or swap around between classes) on the Roughneck and Dawn of the Dread packs, while still having the actual cosmetic armour equipped.

solemn blade
#

I'd like to see a set of dwarf skins themed "At the Beach" where its just trunks and sandal wear. It would be so funny to see dwarves mining while they look like they are about to go swimming. "Gotta get me a tan" one can comment.

jovial kettle
#

Basement level of the space rig with a bunch of equipment from different missions

tidal grotto
#

Lootbug nest. Just a room filled with lootbugs and the walls could be covered in white goo or whatever filth lootbugs generate. When me and my fellow dwarfs run across 5/6 lootbugs, we get all giddy. Imagine 15 in 1 room just chillin' in a hive or something. I think that would be neat.

limpid anchor
#

I had an idea for a new Bulk Detonator-tier threat that could spawn for the dwarves to fight off. It would move at roughly the same speed and have a sparingly used range attack that does moderate damage. It would also still attack glyphids depending on their threat level (it would see dwarves as praetorian level threats and thusly shoot them over grunts, but if anything higher were about it would fire at them too)

After destroying one the side panels would blow off similar to OMEN panels falling off, but not crater like a bulk. The metal husk of the machine would instead sit there and the heat vent would stay lit uptop giving off light in the area where it fell similar in scope to a scout flare. A team would utilize the helpful light as a staging ground for ressupply and sentry turrets, like a mini minehead base.

While Im sure people may note it being rather analogous to a BET-C its meant to be more akin to the way a bulk detonator is. A major, slow moving threat that must be dealt with once it appears, unlike BET-C who is an optional boss that can be ignored safely until activated.

green seal
#

To make the distinction more clear to players the "on fire" damage over time effect should be renamed so it doesn't get confused with the "fire" damage type.

I suggest to rename it to "Burning" so the trio would be
Fire (The damage type) Heat (The stat which triggers burning and is associated with fire) and Burning (The damage over time effect triggered by heat)

jaunty hedge
#

I think Hawkeye Systems should scan for high threat enemies (prioritises bosses then oppressors and praetorians then projectile and lastly melee) and then prioritise shooting them with bullets that have a weaker IFG slowdown effect.

formal garden
#

Could you lay some voice filter on phrases of activation of Iron Will? Like something from Warcraft III, when Mountain King use his ultimate ability "Avatar" (loud and stern voice). That could be more atmospheric and serves some kind of QoL - mates will know, when someone activated Iron Will.

near glacier
#

More Ammo or more Damage. These new endless chain pulls of bosses and waves and endless spawn in hazard 2 and 3 are wow just wow

copper drum
#

It would be nice to have an option to remove or replace the planet hologram in the hub it always crashes my frame rate really hard when you look at it

loud oyster
#

In the game join screen, there are several confusing UI details:

  1. There is a back button, but to join you click the class. This creates a lot of errors as you instinctively press the only "button looking thing" which is the back and accidentally leave repeatedly.
  2. To select the loadout you have to circle around, as mousing over changed the class you have selected. So to change driller, you have to hover (but not press) driller, then go around every other class, careful to not go over them, select the loadout, then circle back to the driller icon to start.
    Would be less confusing to click the class to select, not have it change by mousing over so you can easily adjust the loadout, and have an actual button for join mission.
craggy tundra
#

Hollow Bough Unique Materials are strictly the same as in Cristalline Caverns: Jadis - primary and Bismor - secondary in both worlds... Some change should be done to get them not coinside, for example to change Bismor in Hollow Bough with Croppa, because Croppa happens as the secondary material only once - in Magma Core... Pls consider that 🙂

mighty orchid
#

hello, I have a simple suggestion for the beastmaster perk: firstly, I think the third tier of it should not only give bonus health to steeve, it should allow you to steevify a cave angel. Now I know what you're thinking, "cave angels are already peacefull" well here's the second part of the suggestion. The second part is that, starting on beastmaster tier two, you should be able to hold the shout button to call your steeve to your location, this would make the perk have a little more utility.

pulsar onyx
#

I have two suggestions regarding the sentry gun, first of all, I think hit collision should be removed from the sentry gun when it is in its drone mode when being called back, on a few occasions ive blown myself up by hitting my own sentry gun as it floats infront of me, second off maybe add some sort of way to tweak your sentry to have a priority targeting system, so maybe be able to make it so that it will target swarmers first, then grunts and so on

mellow crescent
#

New escort duty type (like elimination types): You drop down in the cave and management sends down 2 M.A.R.T.Y’s or (Mobilizing Area Resources To You) and the dwarves must split up or do one at a time and escort The Marty’s to 2 separate Galorium deposits. But as they go on they run out of fuel and the fuel source is you just kill glyphids next to it and it will suck them up and make fuel. Once at the galorium you may activate both Marty’s at the same time or just do one at a time it’s up to you then during the extraction of the Galorium you will be sent with bugs that are Galorium infected making them black and glossy and have more health. The process of the extraction is shorter than the ommaran due to there being 2. There’s only two phases of the Galorium. Infected bugs attack and a Galorium infected dreadnought. Once done with both deposits escort them back to the pod with not a lot of resistance and leave.

civic ice
#

No Low oxygen missions

near glacier
#

I think it would be cool if there was a little animation for wresting/trying to fight off the nearest glyphid while downed, so you're not just kinda sat there getting munched on without reacting at all.

ebon hare
#

Hawkeye turret should be able to tell when an enemy is invulnerable and hold fire. I die a little inside when we're almost out of ammo and my turret is shooting an invulnerable hiveguard

ripe hinge
#

a bug that exclusively spawns in Egg Hunt that steals unsecured eggs and runs them to far away spots in the map. Could also just be a general item stealing bug that takes crystals, gold, error cubes, etc...

jaunty hedge
#

Guns with armor breaking should do slight extra damage if shooting at a weakpoint that is blocked by armor, scaling with the gun's weakpoint damage.

lunar adder
#

I would like 2 victory moves for each of the dwarves where they're holding their primary and secondary, respectively. (ex: gunner walks in, spins minigun barrels like his 'reload' animation.) These could maybe all be based on the reloads when your weapon is full.
Weapon skin+colors are an important part of dwarf fashion, and there's not many opportunities to show them off since you're not wielding them on the station and during the mission everyone's focused on the gameplay.

long osprey
#

for engineer's shotgun, an overclock in which you start with only one shell in the mag, but if you add more shells by reloading it, you can shoot all the shells in the mag at once. Does that make any sense?
so basically you load in all the shells at in a mag, perhaps with 4 shells being the limit, and then you shoot it all for big burst damage

sterile lotus
#

Spinning death and ice spear are very enjoyable oc's but both require spamming to be effective, more ammo is required, spinning death just needs a straight up ammo buff, ice spear also needs one but I could see a negative trait to be added for balancing reason. Also many weapons need their hitboxes within a few meters reduced, epc, snowball, ice spear all examples of weapons that just catch on anything near you (even things behind you if you're almost standing on top of them). Never try looking over an edge with them, you wont clear it. Also....safety range for plasma bursters.....love the grenade but I kill myself more with them then any other weapon and I know Im not the only one. Proxy grenade maybe only detonate when more then one bug is in radius wouldnt hurt either.

dusk coyote
#

Please make the backpack so it doesnt spawn where the drop pod drops you at the beginning of the mission 😛

winter robin
#

New Active Perk: Salvador's Spirit

There once was a tale of a dwarf who was named Salvador and legends stated his power was so immeasurable that it allowed him to use two weapons at once. It seems that his blood runs in yours, miner. (Borderlands 2 inspired)

Allows the simultaneous use of the primary and secondary weapons for a few seconds but temporarily disables the use of a pickaxe as the RMB is used to fire the second weapon.

near glacier
#

I'm pretty sure y'all get this suggestion a lot, but I for one think that being able to clip through Molly and BET-C would be a good move. Can't count how many times both have knocked me off a ledge or off of a pipeline into certain death.

floral kernel
#

Union suggestion:
Change the union banner to match update 33.

pearl saddle
#

A suggestion for level types in general;
An addition to the space rig that allows you to request modifications for mission equipment.
(either for one mission or multiple, costs Credits and Minerals Per Mission)
I have some ideas for each mission type.

Mining Expedition;

M.U.L.E. Mork-Light
[The M.U.L.E. will come equipped with the newly invented Mork-light lamp, Distant or nearby
Morkite shines and glows when found under this type of lamp, management says don't stay nearby long.]

Morkite Pouch
[Specially designed to fit more morkite! Storing other minerals is beyond our current technology.]

Egg Hunt;

Disposable Tele-Muffler
[Sound supression at a distance. The pesky screaming mother glyphids can't start a swarm if the swarm
sometimes can't even hear their cries! Management will still be able to hear you making bacon and eggs,
so don't try it.]

Egg-splosives
[Get rid of the pesky outer casing of the egg quickly, of course, the explosion may make a larger swarm gather,
nothing you can't handle.]

On-Site Refining;

Longer Pipelines
[Simple as it sounds team, Extra stretch materials means extra length for your pipelines.
We just had to sacrifice some of the speed of the rail riding.]

Less durable piping
[I know team, but management wants to cut some costs, of course, you'll still be paid more for compensation.
Just don't spill too much.]

Salvage Operation;

Larger Triangulation Range
[We've updated our GPS systems team, you can use them. The area you can be in around the uplink and
fuel pod have been increased.]

Dead Drop Pod
[Yes, the drop pod takes longer to power up, yes you'll be fighting longer, yes you'll be paid more for
a more difficult mission, you can thank management cutting costs on fuel.]

buoyant spear
#

Two suggestions:

-A new level modifier thats just called Brewers Environment: Have ingredients for brewing spawn more frequently

-Let us fly with Bosco like you can with the new angels from the Azure Weald :3

near bison
#

On the zipline crosshair, give a mark that shows the minimum angle that lets you slide on the zipline (it seems to be different between aiming down (about 1.5 lines) and aiming up (about 2.5 lines)).

near bison
#

Show the assignment type in the assignment board's window (promotion (and for which class) / weapon (and which weapon) / weekly / core hunt).

formal garden
#

Could be cool if completed milestones (I mean when they totally dissapears from milestone list) also open some trophies on a Space Rig. At least something simple. For example, completed "biome milestones" open posters of biomes ("Visit Salt Pits" etc.). Completed missions could be open a new environment elements:
Salvage operation - one (or few) minimules near big MULEs in hangar, with repair tools nearby,
Elimination - Dreadnought's head in a Bar,
Point Extraction - open cargo rocket in a hangar with aquarqs inside
etc.

DRG is really great game, but it need a better progression system, and critics in their reviews points on it.

weary anvil
#

Lower the maximum angle of depth the drilldozer can drill at. So many times it has drilled up at a 80-90 degree angle, leaving the team behind in the dust as they frantically try to mine/build platform their way to keep up.

fierce swift
#

After a good few Dreadnought missions I think I’ve got a good enough feel for how they work to offer some feedback and suggestions. I hope I do these bosses justice... if you want to continue discussion I will gladly pick it up in the discussion channel if I’m available.

First, the Glyphid Dreadnought
I’ll say she’s a good deal more interesting than she was before U33 changes, so I’m pretty happy with how her fight is right now. Good pace and doesn’t take too much ammo to kill if you’re smart about when you attack her.

The biggest point of contention, though, is the slam attack, especially on solo; through testing on haz4, her slam attack is extremely slow and easy to dodge with only one player, taking almost 5 seconds to complete. Because of her attack’s speed, the slams are incredibly easy to deal with because she does not move at all during the roar. Combine that with the solo-exclusive periodic yelling, and the Dreadnought is more often screaming than she is killing you. Solo definitely needs some adjustments in this regard.

With 4 players, I would be okay with a slightly slower speed as well, mostly because the Telegraph is almost always not enough if you’re trying to whale on her with a shotgun or were already being chased by her. I see this as a lesser issue overall, because your entire team is unlikely to be killed by one slam. If the whole team is killed by it, then that’s more of a mistake on the team’s part.

I’d say her slam attack should be telegraphed in a way that doesn’t require her to stop moving... her abdomen starts glowing or rocks start collecting around her, maybe. The scream duration would be drastically shortened when solo, but stay about the same with 4 players (if the current telegraph with 4 players is to be fully kept, the secondary duration can be shortened as well). That might be a better choice than simply speeding up the animation, which can have its own issues regardless of how much you’d adjust it.

low holly
#

An option to resize the screen edge border. (Sorry for broken English)

My TV is good, but old a bit, for some reason in some games (and drg is one of them, but in games where it lets me change the border it's totally fine) the screen cuts out like 10% of the outer edges and there isn't any option to change it. Like even if I change resolution to smaller, I see black borders top and bottom, but still cuts out that ~10% so it doesn't help anything at all.

I can't see most of my HP, Shield .. or the materials collected on a mission when pulling out the scanner.

All I can do is move the screen side ways, if let's say I move it to the left I can see the collected materials but in exchange I see even less of my health bar.

P.s.: on Xbox

knotty glen
#

Used to be able to bind my scroll wheel to both jump and zoom on the terrain scanner, now I'm forced to bind scrollwheel to zoom scanner/cycle weapons or jump. It would be nice if everything was able to be bound to whatever we want and not paired together by default (unless something could be exploited this way).

uneven comet
#

Steeve should automatically attack lootbugs

grim heart
#

Glyphid Dreadnought should be renamed to fit the naming of the other Dreadnoughts, since they're also Glyphids and Dreadnoughts.

Dreadnought Aggressor or Juggernaut sounds fun!

deep blaze
#

can we please have separate cycle and zoom keybinds? i want to invert how the scroll wheel works with weapons and tools but i dont want the terrain scanner zoom to also be inverted

little monolith
#

New Dangerous overclock, The drunker you are, the more melee damage you deal.

lofty summit
#

Do "R" on the dance floor to switch dance type

sick berry
#

Would a line of sodas based on the beers at the bar be too outlandish?

pulsar prairie
#

currently, hexawing gniffer behavior is a bit... lacking, i guess. the codex calls them "curious and friendly", but in gameplay they're more like "fester fleas that don't contribute to gameplay". some unique ai could be interesting.

maybe make them gather around and inspect non-natural light sources and structures, like moths to a lightbulb?
if dwarves stand still, have gniffers approach them for pats? have them perch on a dwarf's head if they're standing still for long enough? but then flee again when they shoot their guns or sprint
maybe even a twist on the "flock of birds startled by humans" trope where they're circling a spitball infector or a korlok, consuming their bulbs/roots respectively, but when those enemies get awakened by dwarves they all scatter and flee?

sturdy forge
#

New Mission Type: Leviathan Elimination

When Dreadnoughts successfully pupate they turn into Leviathans, huge creatures about 3 times the size of a drop pod, command has located a hibernating one and has sent in the team to place explosive charges on it's body in various locations to kill it. Actual gamemode would use point extraction terrain generation and wave mechanics, possibility that parasites or other things could pop out of leviathan and attack players while they set charges, setting a charge takes time, like setting up an uplink or repairing a mule.

It'd be nice to see a massive glyphid or the final form of the dreadnoughts, and I think this would be a good way to do it.

#

New Mission Type: Capture a Glyphid Queen

Something has to lay all those eggs right? both the standard environmental ones and the mission objective ones, now command wants one, don't ask why. The players must find and capture a Glyphid Queen, the queen is slow and fairly immobile, but has some strong, but very well telegraphed ranged attacks, she will also consistently be defended by grunt guards and will occasionally roar and summon praetorians and stronger enemies, the players must incapacitate her somehow, maybe via tranquillizers, or netting or some other method, once she is captured, she must be extracted while the party is pursued/attacked by a swarm with special acid spitting glyphids that will try to free the Queen by walking up to the cage/ropes and spewing acid all over them, and (Possibly) 1-2 dreadnought hiveguard, when she is extracted the remaining enemies will follow her up the extraction hole (Climb to the roof and up the hole, then despawn) The rest of the mission will then be completely free of all glyphids.

A similar mission could be done for Mactera as well, it would add an interesting element to the game and create a environment where wave defense and team synergy could shine a bit more.

sterile cosmos
#

Change field of view which removes the fish eyed effect (the sides of the screen are curved when player looks around at max FOV).

covert anchor
#

Add an option to the driller's drills in line three, which is the line that has only one option, that gives you tunnels that are bigger. Call it heavy excavation or something to that effect, maybe include some slowdown that could be offset on line one.

With oppressors, bunkering is pretty dead, so I don't see why it would be a big problem to have this now.

formal garden
#

Small weird lore suggestion - may be say that Error Cubes somehow conected with a strange things on Hoxxes?
Anomalies, weird geography, mutated fauna etc.
Just a theory of some guy from RnD, one line in a description and no specifics, so it still stays a riddle.

tribal cypress
#

Tweak for Azure Weald: Please increase visibility for secondary resources, or spawn slightly more of them. (Fossils and Bolo especially) as amidst the lush vegetation and blue/magenta lighting they have proven to be frustratingly hard to find a lot of times.

hot onyx
#

Have Doretta's head show on the terrain scanner/give the doretta head the ping outline when you ping her
I have had multiple games where doretta's head just teleports after landing on the ground after the body first explodes post-heartstone extraction, or where someone just throws the head and it becomes hard to find, and I think this would make events like that a little less frustrating

inner robin
#

A shield for Doretta but it has to be maintained by a player or Bosco.

limpid anchor
#

This is small, but it would be funny if once every like 500 laser pointer pings on a thing you see in the caves all the time would trigger a voiceline from the error cube ping. Like, you ping a maggot and the dwarf goes 'What the heck is this..." and another dwarf replies 'That's a maggot you clodhead'
"...oh roight. Maggot"

wary herald
#

Add a chance for additional primary objectives to spawn in a cave. You could upload the location of these to management for small gold bonus.

vague hazel
#

Suggestion that this is actually becomes a thing instead of a flavor text cause I was going there today expecting getting also croppa in a non croppa region only to find that this doesn't affect anything

haughty beacon
#

Small suggestion: Gunner's shield should block goo bomber's goo. It's very annoying to place down a shield in a complicated situation and be unable to see because the shield is overflown by goo

charred tulip
#

maybe an alternative to driller’s drills that deal more damage instead of drilling? (maybe like the bioshock 2 drill)

fierce swift
#

Suggestions and feedback for the Dreadnought Hiveguard
This fight is really interesting. This fight is very involved and exciting, which I'm a big fan of. Dreadnoughts have been generally changed to feel more like full boss encounters, and that philosophy really shines here. I'm very happy with how this fight looks and feels, and it is definitely a step up from previous boss designs in Deep Rock Galactic.

By no means does this make the Hiveguard perfect, though. My primary issue is the amount of ammo and time required to defeat her. Now, on its own this isn't a terrible thing to balance around- she's heavily armored and has a large amount of collective health, which means her fight is inherently going to be resource-intensive. In fact, her lack of mobility and weak projectile attacks are balanced out by the resources and coordination required to take her down. However, she too severly punishes players who are not on top of dealing damage during her vulnerable phases. The Hiveguard takes more time and ammo than any other dreadnought if you play sub-optimally because of this, while managing her optimally takes a similar (if not, higher than average) amount of ammo, with less inherent threat due to the weaker attacks. A poor cycle often means the difference between an extra resupply with 5 minutes attached and a very clean fight.

My main suggestion for this is to make her more aggressive normally, and to scale her "crown weakpoint" and sentinel HP (or amount of sentinels summoned) with how much damage you and your team is outputting. Doing less than optimal damage per abdomen phase will decrease the overall health of her crown weakpoints and/or sentinels proportionately, to ease the ammo requirement with more than 3 cycles. My hope is to make the maximum and minimum ammo/time required to beat the Hiveguard closer to each other than they are currently, and to make her optimal fights more immediately dangerous.

hasty nymph
#

Could the loading screen be replaced with still being in the droppod in first person? Maybe add some terrible in flight entertainment/bad instructional videos and the ability to look at your teammates while strapped in and rock and stone at them? I think it would make the game more immersive.

willow charm
#

What if the music from the jukebox also gets played in drop pod? As an added quirk, it could be of reduced audio quality so it sounds like one of the dwarves is playing it off his phone

formal garden
#

For now sometimes people get glitch from some beer (Seasoned Moonrider or Wormhole Special, I don't remember correctly) that allows them to fly like in permanent zero-gravitation. Please, add this glitch is a low-chance "feature" for this beer, don't squish this totally. Flying inside Space Rig before Mission is pretty fun thing.

novel stone
#

I have three:

A Way to turn off rumble on controllers

A way to enable a bigger life bar for when you have a Steev

A way decern whose Steev is whose 🙂

tropic hearth
# hasty nymph Could the loading screen be replaced with still being in the droppod in first pe...

Since this would increase load times, I'd like to suggest a lighter variant.

When the countdown ends, the pod is launched. Since management is cutting costs, the inside of the pod is mostly pitch black save from the screens and lights inside (the depth's readout could be changed to "Launched -> En Route -> In Orbit -> Impact -> Depths : -XXXm". Players are free to look around even while en route, but since visibility is minimal and largely the same things as what we already see post-impact, it shouldn't be too heavier on performance.

hidden phoenix
#

It wouldn’t hurt if hollow bough and azure weald had a tad less of the new moss/grass material that currently covers like 90% of surfaces. Not sure if it has a performance impact, but it looks very “noisy,” and on video streams its godawful

cyan compass
#

Add a panel in the spacerig that shouldn't be exposed. By interacting with it and changing around some wires, mission control now comes out of the jukebox and music wherever you would normally hear mission control. It eventually ends like the gravity recalibration does and mission control clearly isn't happy with you

cedar sail
#

Hiveguard Sentinels should have their own Bestiary entry unique from the Hiveguard boss, they have unique models and abilities and it just makes sense for them to get an entry

zenith lichen
#

Give Steeve more resistance to friendly "fire" damage, or in other words make him significantly harder to set on fire, similarly to the recent changes that affect his freeze interactions.

Why is it a big deal? Steeve has no resistance to the burn effect, so it can kill him very quickly if he happens to catch fire.

In solo play, it is understandable that maybe using fire based weapons with Beastmaster is just a bad idea on your part, but in co-op it can be frustrating having yours or your teammates' active perk almost nullified because someone threw an incendiary grenade (these are especially egregious as they can kill Steeves just as quickly as they kill regular glyphids and also tend to be thrown into the brawl where Steeve wants to be, making it much harder to simply avoid hitting Steeve), or a driller was just a little too trigger-happy with his flamethrower

pulsar prairie
#

bestiary entry for steeve:

"our xenobiologists in R&D have been working hard to create these experimental glyphid mind-control devices. they use high-frequency radio currents and a modified cyanate pheromone mixture to imitate the telepathic conditioning and spore emissions of a glyphid warden, respectively. they enhance the bugs in a similar manner, but our 'revision' rewires the glyphid's mind to see our employees as glyphid broodmothers. the wrist-mounted device can be loaded with more potent pheromones to further enhance the glyphid's power, but only the grunt and its two subspecies are affected by the radio waves emitted.

NOTE FROM MANAGEMENT: 'pets' are not allowed onto the space rig. bugs will be neutralized on sight, and purposely bringing them into the drop pod will be punished with fines from here on out."

pulsar prairie
#

i'm not sure if this one aligns with previous suggestions for plaid-patterned weapons, but if those ever come to fruition, it would be neat if the textures used this uncommon oil shale pattern in specific

near bison
#

**Fix the improbability of Tritilyte bombs to explode. **
Right now, the bombs act as if they have a certain chance to explode upon throw and its not consistent at all. I could throw a bomb at the Trit. deposit and it wont explode, or just lay it off my hands and it will explode. Usually what appears to happen is for one bomb to not explode and then the other ones that are thrown into the deposit will detonate that one as well. So basically, its quite inconsistent.
My preferred solution will be that bombs that are thrown with less than X amount of force will never explode (so you can lay them on the ground safely if needed), and higher than X will always explode.

vapid hatch
#

Protect the Drill Dozer = Solo.
You can Point and Click, Bosco will protect it.
But once u have Access to the pearl. Bosco will not leave the Drilldozer unless you Point n click a Mineral in a wall or a Deposit. Once he's done that, he'll fly right back to Guarding the Drilldozer that is now useless/Not in use.

So secondary Missions where u can't do while Following the Dozer, now u can go back n do them.
But if you'd got Gold on the ceiling or high walls you can get to. Bosco can't do it due to him keep travelling back n camping on the Dozer.

Not sure if it's a Bug or his Function.
Suggestion is - Once that part is over, he stops guarding it and follows u like Normal.

charred flume
#

Someone finds it strange that some events, that although they are very cool like the event trilite and/or kursite infestation, do not have coherence or are incomplete, that is, the trilite is supposed to be valuable but we only break the trilite's monolith and we do not take it, or the kursita, we collect and deposit it but it remains, a full deposit abandoned hoxes ... what do you think about this? Rock and stone miners!!! (sorry for my bad english) I think the developers when they designed the events did not think that this game would be so successful, that's why there are some loose ends, but now that it is an almost cult game for me I would like them to polish these details, of course it is not a priority, but perhaps in future patches they will correct, as they did with the head of doretta, or the fuel tank, or the update of head miner 🙂

solemn cave
#

Long-range Scanning
Ever wonder how management knows where all the dreadnought cocoons and alien eggs are, and why they show up on your terrain scanner? This mission type would provide a feasible 'in universe' explanation, as well as a unique mission type using mechanics already established in the game.

Your primary objective is to find 2 to 3 Sonar rig stations that R&D has dropped on world to assist in future operations. The sonar rigs are scattered throughout the level, equipped with a recognizable beeping to aid in your hunt (much like mini-mules, BET-C etc..)

Sonar rig(s) have been located! What now? Sonar rigs would be similar in size to the fuel cells from mule missions, and would require repair to begin the Sonar Pulse Sequence. (Hold E for a time to activate).

During the Sonar Pulse Sequence, enemies are drawn to the sonar rig with intent to destroy, but to help differentiate this from an up-link or black box, there is no green zone requiring players to stand nearby. Sonar rigs would have 2 health bars, similar to the Drilldozer; it must be repaired and maintained during the Pulse Sequence, providing another chance to see the sleek new repair animations from update 32.

Upon completion the team can head out and start the next one. Or if they feel like splitting up, do multiple at once. Thankfully this mission type can spawn as a secondary in deep dives since unlike stationary deposit missions or drilldozer missions it’s not dependent on specific world generation or deposit strategies. Allowing for more diversity in mission pairings as well.

jaunty hedge
#

Mactera Burster, the evolution between Mactera Spawn and Goo Bombers.

The Burster spits "gunpowder" similar to goo but it doesn't slow Dwarves down, instead it ignites in flames when shot at.

The other ability of the Burster is that when it dies it will fall to the ground and upon impact it will cause an explosion (unless frozen), which can easily trigger the gunpowder.

Appearance wise, it is similar to Mactera Spawn though it's sac is oversized and it's skin is a bright red.

formal garden
#

That picture in a bug discussion gave me an idea - may be there will be some small cavity behind crust with something small reward inside it? A couple of resources, may be unique mob or structure element that could drop some good stuff.
So you need to be attentive to spot it (it may have a pale glowing in the cracks to make a spotting easier). Then you broke wood with pickaxe and find out what's inside.

fossil vessel
#

Hi has anyone ever requested that the post mission stats show the amount of times each dwarf resupplied. It would be nice to know who is stealing all the ammo and if they are putting it to use.

winged tangle
#

The omen doesn’t have any dialogue for when you activate it, Karl doesn’t even tell you what to do. When you do the tritalite deposit he says something, a line or two of dialogue for when you activate the omen would be nice.

woeful quail
#

More passive creatures!
The ones added to Azure weald are gorgeous, so seeing some new bugs that just wander around the caves would be fantastic

wraith tinsel
#

should Lloyd sometimes do some tricks that bartenders do after you buy a special beer?

green magnet
#

i think that the engineers turret overclocks for the stubby smg need a serious overhaul, at best the EM discharge is a gimmick at worst the turret arc actively hinders or allows trolling of the team, it is genuinely possible to team wipe using turret arc it's that awkward to use, that said there is a ton of promise on improving them i.e making the arc reach out and zap/stun enemies instead of electrocuting the team

neat vector
#

I have a Idea for a M.U.L.E/equipment/drop pod or something overclocks Like maybe it would be a team upgrade almost like a small buff for the whole team almost like the daily special but consistent A clean drop pod overclock could be Flares last a bit longer or charged attacks recharge a bit faster and they might be rare and expensive but this is just a idea also I have a idea on what the symbols could look like (Not that good at graphic design)

winged tangle
#

What if molly (The mule) had a shitty little lamp that made it easier to see molly without the laser pointer. She already has a torch so why not a lamp for the area close to her?

brave escarp
#

What if when you pinged a trash mob (like Grunts or Swarmers) it would also highlight any other low-tier mobs in an AOE around the enemy you pinged to give your teammates an idea of the sheer volume of a huge incoming swarm that they don't see? It could be too much visual noise if all the highlights were just as bright, so maybe something a bit more subtle.

jaunty hedge
#

The zipline could have a mod that allows you to loosen your zipline based on how much of the length was un-used, meaning you can "rappel" down a bit.

fierce swift
#

The Scout’s Cryo Minelets overclock is really fun, but it usually lacks impact due to 2 main factors: the mines take almost a full second to arm, and don’t freeze enemies very well at all. Using the Cryo grenade will offer you more flexibility and a less wasteful secondary, allowing you to use a simple DPS setup or even Embedded Detonators if you still want to utilize freezing in your kit.

There are a few separate things that could be done to help this overclock, since I see it as close to being a powerful choice if only 1 or 2 aspects of its stats were changed. Mainly, the cryo minelets should arm a bit faster. I feel 0.5 or 0.6 seconds (total, as there is a 0.1 second placing time for the mines) would be a nice buff to the immediacy of the mine’s freeze. I could also see a slight freeze buff being added potentially, in light of my second suggestion here.

My second change, which I’m less sure on but want to bring to the table anyways- remove the clip size penalty, and replace it with an increased bullet spread and/or a further reduced (from -1 to -2) damage per shot. While dealing direct damage with the mines should still be a focus for efficiency, I don’t think the OC should be so lenient on the per-shot damage. A clip size increase from current would make its freeze potential per-clip stronger and more prevalent, but would come with further penalties to single shot damage and accuracy to keep per-clip damage potential at about the same level as before, if not less at longer ranges. This is also meant to balance out the increased total of minelet explosions, with more ammo getting added to the clip.

frozen cipher
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Elephant Rounds should increase the damage and AOE of the explosives rounds mod as well (Doubling both, like it doubles direct damage) - Might be OP, but it'd be SO cool.

floral sparrow
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Suggestion: in Glacial Strata, give open liquid morkite wells the same warming effect as thermal vents (seeing as how they give off flame bouts and all). The gameplay impact would be minor, but that could save you from freezing in a pinch.

young cloak
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How about adding a survival mode or base defense? From the killed glyph IDs, nitra falls, we refer it to the capsule that will resume the capsules with ammo. Nitra will also be needed to repair stationary turrets and charge them. You can also add barricades (fortifications) to prevent glyphids from being dug up where it is not needed. (sorry for my english)

hearty sigil
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It would be cool if each character class had a bonus that only applied to that class. Engineers could build/repair things faster than others (such as mini mules, black boxes, fuel pods, pipelines, etc.), Gunners could carry heavy objects faster than others since they are used to carrying heavy objects (the minigun and autocannon), Scouts could walk/run faster than others since they are a lightweight class, and Drillers could get more ore per vein because they are pros at mining. These bonuses could be tied to a characters prestige level in order to help give players a higher incentive to keep leveling their characters. The bonuses could start off small (like 1-2%), but get gradually better the more prestiged a character is.

young cloak
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My vision of DRG survival mode. Players survive in a certain area. For killing bugs, I get nitra. For Nitra, heroes can: summon the capsule, repair or upgrade weapons on the station. For a certain amount of "red currency", players are given the opportunity to upgrade the station, install additional machine guns, set up searchlights and strengthen the base as a whole.

During the game, some waves will be especially massive, the game can notify you of them in 3 waves, you need to carefully prepare for these waves. ((addition to the above)) (sorry for my english)

wicked swan
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This might be suggested before, can we have the depth of the mission matter. When your in your drop pod you see how deep your goin in.You could tie depth to hazard level or tie environmental conditions to depth. The deeper you go the worse environmental conditioins.

tired rapids
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So having just failed this week's EDD on my final attempt at the second mission, which lasted nearly an hour, I'm feeling the need to explain why it was one of my most notable experiences with badly designed gamed difficulty, and what could be changed to make it much better. Like many others here I'm interested in the devs trying to incorporate even more challenging ways of playing the game, but I also want it to be fair and fun difficulty. I don’t want future EDDs or other challenges to repeat the same mistakes. Since I see three main issues that need to be rectified, I’ll split this into 3 posts of feedback.

The recap of how the mission went for me is too long to post here, so I’ll post it in #deep-dive-discussion for anyone interested.

Here’s Part 1 of the three main design failures that made this EDD’s second mission an example of bad game difficulty:

Excessive stretching thin of resources. Think of this: you could make a Deep Dive at Hazard 3 monstrously difficult by removing all Nitra, Red Sugar, having zero revives, and making it 10 missions long. Is this a well designed fun challenge? NO! That’s essentially what’s going on when you have to escort Doretta through insane Haz 5–6 waves through two or three refuels for around 20 minutes. You are assigned to protect an A.I., able to lose permanent chunks of health, through massive waves (and tons of Detonators capable of one-shotting a chunk of Doretta) for far longer than you can reasonably sustain it. My team had tons of leftover Nitra from the last mission yet we basically exhausted all of it along with the new Nitra. Since you have limited ammo and Doretta has limited HP, a well-designed challenge needs to provide you enough resources to complete it and not overstay what it gives you.

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Here’s Part 2 of the three main design failures that made this EDD’s second mission an example of bad game difficulty:

Putting you into situations you can’t properly defend against threats in. That sneaky little nook next to Doretta on the second refuel resulted in even huge enemies basically phasing 90% of their hitboxes into the dozer while we could barely get an angle on the other 10%. Doretta literally flying against the ceiling of the final room meant my team physically could not defend and repair her. If a game expects you to defeat a time sensitive threat to a mission, it shouldn’t by design put those threats in nearly inaccessible places.

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Here’s Part 3 of the three main design failures that made this EDD’s second mission an example of bad game difficulty:

Including hidden traps that basically guarantee the first run through of a section is a failure. This mission had pits and corners with Spit Bombers, tons of Detonator spawns, and insane pathfinding that resulted in half my team falling through the ceiling and instantly dying just because we were standing next to the drilldozer like we were supposed to. While some of these things can be made into surprise challenges your team can overcome, this mission definitely crossed the line of having surprises your team realistically has no way of addressing without foreknowledge. These kinds of challenges are basically tests of map knowledge instead of game sense, which is really inappropriate for the kind of game DRG is. Keep in mind that failing a Deep Dive means retreading a lot of progress, so adding pitfalls that fail players for just not knowing what’s coming is kind of insulting to player effort. Punish poor game sense, not a lack of foreknowledge.

Generally speaking, Deep Rock Galactic is honestly one of the games I have the most fun losing in, because the gameplay is so fun and you usually either know what you did wrong or only lose a little progress by failing. However, this mission was an exception to that, due to some very poor implementation of game difficulty. I hope this feedback is noticed so that in the future, EDDs and other challenges designed by the devs are challenging without being unfair and frustrating.

icy valve
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Separate binds for camera zoom and cycle item
I don't want scroll wheel to change my weapons, but i do want it to zoom out on the map

at a minimum, add a checkbox for Disable Weapon Scrolling

winged tangle
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I think you should be able to change keybinds and their Xbox equivalent

cedar sail
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Its a Bug Thing should DOUBLE the resources gained from lootbugs if they are killed by the perk. Twice the gold, twice the nitra

grim juniper
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petition to change the exploded terrain texture back to the way it was before this patch?