#suggestions
1 messages · Page 85 of 1
First off I stole this off the steam forums ||so I can collect the meaningless points||. Second, it would be fantastic if the game did have a popup or some banner or notification during steams weekly routine maintenance. https://steamcommunity.com/app/548430/discussions/1/3118149881096591443/
So, I'll start by saying that I played some older versions today (via downloading older manifests) and during extraction, I got lost and didn't escape. Now, this version was before 3d mission end screen was a thing (meaning, only your avatar, stats and mission info) and I have to say one thing felt better – my status.
Now, to explain. Back then, when you didn't escape, you'd be labeled as "Missing in action" or something like that, which meant that you probably ended up as a previous owner of now-added lost packs.
Nowadays however, when you "lose" you're shown as being dragged by APDs from the cave, therefore surviving.
Now, what's my proposition? I do believe that the end screen's animations for "dead dwarves" could either be changed or removed. Now, I know it's crazy, but hear me out.
What if, if you're downed while the escape happens, you're dragged by the APDs, but when you were "alive" during the escape, you wouldn't be shown, only for a text to say "Missing in Action". (Alternatively, both instances could not display a dwarf).
Now, I know it's a niche thing to go for (especially since it's removing previously added content) but in my opinion it would give a more grim vibe, something that would spark up the minds of those players who didn't escape (What happened to me? Did my dwarf survive or did they end up as lunch?).
So, finishing this message, I think that by adding a MiA label to left dwarves, the idea of "Leave no Dwarf Behind" would be practiced even more religiously that it is now, as no one would want to truly leave their brothers alone in the dark caves of Hoxxes.
Suggestion for the mineral trade to have both a daily BUY deal and SELL deal at the same time
Another suggestion: add a search function to the forge & item shop menus + (edit) the ability to hide whatever items you can not currently buy/build
Make the mineral trade "daily text" be actual content. So if it says low bismor due team killed in extraction by dreadnaught. Then going to that extraction that has bismor will be less or non existent. If it says huge amounts of jadiz on X region then that region should spawn more or spawn when it normally shouldn't. I would even suggest having multiple news cycle to have a reason to check the MS and then plan accordingly to see if you go or not to a mission for specific minerals. That is all.
pls remove the epc it is bad for the game and is op and my eyes hurt and I hate driller
1a. Reconsider the stationary escort refueling design. I think it would make much more sense to somehow have players extract fuel from oil shale deposits while Doretta is on the go. In fact, maybe you could use the pipe technology from refinery missions to connect them to some sort of track that doretta is on, or just some sort of elastic pipe that disconnects beyond a certain distance between the oil shale and doretta.
1b. I understand stop stations are essentially to make the missions longer. However, I think instead of artificially padding time, you could make a much larger, much harder to navigate map with large vertical drops, making it immediately necessary for players to ride doretta in many segments of the mission.
1c. I think it would be a possibly good idea to have doretta have a "grapple to" function of sort so that players could loosely attach themselves onto doretta. Right now, you need to hop onto it, which is cute, but rather difficult in certain situations (ping, doretta believing the shortest route from A to B is to have a quick detour to the sky etc), and being able to grapple onto doretta might be warranted. Something like scout's grappling gun, but, one available for all players in the escort mission.
- I think Hollow Bough comes a little short. Given that hollow bough was the inside of a dead tree of some sort, I was under the impression that the maps would be huge, and vertical, especially, with the teaser. I was also wondering why there aren't different types of tendrils/tentacles inside the map, only 2 from what I gather.
2a. Could you consider making more types of the attack vine enemy in Hollow bough? I think you were testing the waters with environmental enemies like that but I think I love it, but there just aren't enough of those in Hollow Bough.
2b. Maybe make Hollow bough tendrils/tentacles that players can ride up and down like in oil refinery missions, to cater for much deeper caves.
At least three of my friends and I would all literally pay for a pack of voice lines where the dwarves are nice to Molly instead of mean. (Editing to say where they are only nice, and all the mean ones are pulled out lol)
With the addition of the two achievements in update 32 I thought that having an achievement regarding the cave angels would be a cool addition as well. The achievement could be called “Death from Above”. It would require the player to drop off of a cave angel and to kill and enemy before touching the ground.
red skin colour option to go with the devil Halloween mask whould be a nice simple addition and surely appreciated
I flipped through a couple pages of searches and didn't see this.
in the Graphical options menu it would be really handy to have a monitor selection for those of us with multiple screens.
I have seen it in a few other games where if the game loads on the wrong screen you can just swap it quick with a drop down to select your monitor. Currently you have to remove it from windowed fullscreen and sometimes lower the graphic quality in order to drag it to the other monitor.
The game does a good job of remembering which monitor opened it last but its not always correct, and sometimes you just need to move it.
make plasma lines of inferno overclocked breach cutter orange instead of default purple
that will make the change more noticable and visually appealing
This is a bit of a double one.
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Show Damage over Time effects on hp bars. E.g. the DoT damage that is ongoing on an enemy shows how much damage is left from the dot by making that bit of hp bar orange. (Possibly disable this on higher difficulties or in your own settings.)
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Allow the lightning dot effect to stack (with a max limit). This could make lightning effects "weak" against small enemies, but makes it stronger against high hp targets.
I've noticed this especially with the scout where the unbalanced overclock is useful against preatorians due to it's slow, but you lose out on electric damage with repeat shots.
Possibly make electric effects tick for a % of the damage done, up to a max of 100% of the original shot. This all happens in a set amount of time. E.g. with scout the dot lasts 5 seconds, deals 10% of max damage. You hit again 3 seconds later, the dot refreshes to 5 seconds but now deals 14% of max damage total.
Really minor suggestion regarding damage over time (Inspired by the above post) - Change damage over time effects to constantly drain the enemies health (ticking multiple times per second essentially) rather than ticking one per second. No changes to the actual values or anything but its just more satisfying to see an enemies health bar draining away in real time rather than a chunk at a time, also gives a better idea of the damage as well.
Going on the attitude of an earlier post, me and my friends would pay for a voice line package where you are significantly more mean to molly and or dorretta
Perk Suggestion "This isn't my Sandwich"
If you reload with your secondary weapon when it has 0 ammo remaining, you will find one spare reload (10% ammo for ones without a clip). This reload takes (3/2/1.5) times as long to reload as normal. This perk only works once per mission.
3 2 weapon / overclock ideas:
1. Chainsaw, Gunner, secondary (Someone told me that the devs dont want a melee-only weapons in the real weapons thing)
It's a massive chainsaw. Tons of melee damage but you're giving up a secondary. Would not take ammo, and would count as melee damage for the vampire perk.
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Rocket launcher overclock, Grenade launcher, Engineer
Grenades will now go in a straight line, but projectile speed is slowed. -
Rapid Fire fully automatic two handed shotgun, Gunner, Primary.
Name says it all. It would shoot shells at about half the speed of the minigun, but each pellet would do a lot less damage, and have a lot more spread, making it only effective at close range, but would do a lot more damage at that range. It would also be as big as the minigun, and the barrels would spin because why not?
Now that pumpjacks and mini mules have their own icons, update the terrain scanner to show a lost helmet icon.
To jump onto the weapon idea bandwagon, I'd like to make some contributions. I think we could have far more crazy gun ideas, not just another thing that fires bullets:
Buzzsaw Launcher - Engineer secondary: It's a gun that fires buzz saws! Does major single target damage, and travels along the ground until it hits something. Mods/Overclocks could make it travel through targets, longer traversal time, etc. (I likes the chainsaw idea, but devs dont like melee, I think this is a satisfying in-between)
Old Style Cannon - Gunner Primary: It's a modernized old-style pirate ship cannon! YAR! Slower to fire and/or reload but massive aoe damage. Mods/Overclocks can make the cannonball roll or turn into a temporary landmine, or incendiary rounds.
Tesla Gun - Driller Primary: It's a lightning rod to give the bugs a shocking experience! I think this goes perfectly with the Driller's "close range elemental effect" style with primary weapons, and the lightning jumps to other nearby bugs from the primary target. Mods/Overclocks can cause a second lightning bolt to arc to a nearby bug (much like the current 'set nearby things on fire' and 'freeze nearby bugs' from the other main weapons) or have the lightning stick on the first bug it hits for easier focus fire.
Mini Railgun - Scout Secondary: A high powered electric rod launcher. Solid damage, not as much as the M1000 in single target, but can pass through bugs and leaves a rod in the ground upon impact. Mods/Overclocks can have the rod electrify nearby bugs when impaled in the ground or pins mid-sized bugs (grunts) to the ground/eachother.
I don't see why oil shale requires 4 pickaxe uses when all it does is make scouts mining it on the ceiling take much longer, I think 3 pickaxe hits would be much better and would make refueling less painful.
allow for swarmers to become steeve for mini steeve
I’d love to see a gunner weapon that fires explosive rounds at an arc like artillery. It’s super fun to just bomb bugs and see their ragdolls go nuts
Make plant life (such as yeast cones and barley bulbs) and fossils fall when the terrain they are connected to breaks.
Could we get a Mineral Trade Terminal next to the Promotion Terminal? It would be really great to not have to run all the way back and forth across the rig just because I'm short 20 Croppa to promote.
Space Rig Support Bay:A place with supply pods on standby for drops a drilldozer being repaired/tweaked and such others droppables
Memorial Hall: randomly your lobby will have the memorial hall with a wet floor sign and cause the dark floor (looks like black ice) to be slick like ice. If it cant be random then maybe when there is free beer.
Mini-mules and battle mules: We see both mini-mules and BET-C (betsy) battle mules on hoxxes, we even see mini-mules in the space rig. I am thinking that once a player gets a promotion with any dwarf, they can get an assignment that when completed, will allow them to choose between using molly, who would work as she does right now, or using two or more mini-mules, depending on how many team members you have. Now mini-mules are fast, and cute, but they can't just be super op. So for balancing, they could get scared and run all nilly-willy when a swarm starts, or when bugs attack you, then after the swarm is done, they come out of hiding slowly and cautiously like a cat after their owner puts away the vacuum cleaner. As for BET-C's, they would only be unlockable when someone reaches promotion level two on any dwarf, then they get an assignment that when completed, will allow players to use BET-C battle mules. they would be able to hold ore, and they would have weapons, but the weapons would be mainly machine guns. As for weaknesses, there could be xynarch charge-sucker plants that spawn xynarch charge-suckers that would attack and take over the BET-C if at least two got onto the BET-C. And for BET-C's weapons, I was thinking they could work like bosco's upgrade system, you would be able to unlock upgrades and other/additional weapons for BET-C including: Flamethrowers, Miniguns, ice cannons, and a VERY VERY EXPENSIVE and slow firing plutonium nuke launcher. (Yes its basically putting a fatboy overclocked grenade launcher onto betsy) I was also thinking, maybe we could get upgrades for molly and the mini-mules too, like faster walk speed, the ability to have seats on molly so that you can ride on here to the drop pod, etc. Just an idea that I thought would bring more immersion and friends to DRG. Maybe even have the ability to talk to molly, the mini-mules, and betsy in case you get lonely on solo missions.
A simple game mod/ April fools joke that replaces the pickaxe animation with the slap animation.
Backbreaker should make your movement speed faster than running without a load. That seems like it would actually make the drink fun, like rocky mountain or pots of gold. As it is now, I literally have not noticed the difference it makes in hundreds of hours of play. It needs to do more.
The bartender should do a little jig when you play music in the spacerig
Speed boosts and and mobility overclocks should work on pipes
I would love to hear the driller humming this song from time to time while standing in sticky flames : https://www.youtube.com/watch?v=6l6vqPUM_FE
I don't want to set the world on fire
I just want to start a flame in your heart
In my heart I have but one desire
And that one is you
No other will do
I've lost all ambition for worldly acclaim
I just want to be the one you love
And with your admission that you feel the same
Lyrics:
I'll have reached the goal I'm dreaming of
B...
"hoxxes orbiter" cosmetic armor DLC focused around a combination of "raygun gothic" and real-world astronaut aesthetics. "these suits were once mandatory for employees to withstand the extreme conditions experienced by our older drop pod models. we've advanced very far since then, rendering them relics of the past; they're now a point of pride amongst our oldest employees."
sparsely armored, but bulky in shape; chest plate has gadgets and lights on it. driller's backpack tank is replaced with a boxy, rectangular space suit backpack. engineer's has multiple toolbelts and pouches on the front. scout's armor has a small, winged jetpack, maybe also hoverboots. if the suit is worn with any helmet, such as gloomstalker or the set helmet, oxygen pipes connect from the suit into it. the set helmet is a classic, spherical astronaut helmet; one variant has a see-through visor, the other blocks vision.
this is a bit of an odd one, but... maybe add the ability to deposit into the drop pod that you land with? the situation will likely come up never for most folks but i only noticed this in my most recent game when i tried to and couldn't. would be neat if this was changed, if not for game-play relevance, then for consistency's sake, as it's said quite often both in-game and by the community that you can deposit in the drop pod as well.
video showcasing me unable to deposit in the drop pod we landed in:
Elementally charged pickaxe attacks would be fun even if just for visuals. Each with their own theme/effect.
Rock: breaks (all) armor.
Electric: slows and deals ticking damage.
Fire: spontaneous combustion ofc.
"- Added a LoS check that needs to be passed to pick up the target (hopefully this will prevent Grabbers from grabbing dwarfs through thin walls)."
this should be returned back with addition for Grabbers to dig up such thin walls
Lloyd should have a robotic laugh play when a dwarf orders the Leaf Lover's Special.
Credit to u/whatisabaggins55:
Imagine if you could find bands of left-behind drones flying about in the caves, all dented and gore-spattered, still hunting glyphids. They don't recognise you at first, but if you rock-and-stone to them, they will all salute and then join you.
And u/inlaudable:
Maybe as an alternative to Bet-C. A drone swarm, maybe with 2 or 3 drones each held together by two charge-suckers.
A neat alternative to bet-c with a bit of balancing. Either random upgrades or only bullet upgrades, with 1 or 2 revives left in them. Itd help solo players who are struggling in a higher hazard, or groups who keep getting separated by large groups of enemies (some maps can be notorious for this with their chokes and the 2heads who run ahead)
cave leeches need to stop being able to grab you through ledges and terrain they are spawned on top of, just lost a haz 5 2500+ gold with pots o gold and a lucky crassus spawn because a cave leech grabbed me through a ledge.
QoL suggestion: Pressing to shoot a weapon when you have no ammo left should cause your Dwarf to indicate aloud that they have no ammo left with a voice line, the 4 white quarter bars on the UI indicating players ammunition left are ambiguous and this would serve as a way of effortlessly communicating with fellow players that you have no primary or secondary ammo left.
So I heard bulk detonators are supposed to be rare, I’ve done haz 4 egg hunts were each swarm had a bulk, that’s pretty common if you ask me. How about you make them actually rare.
Was there a suggetion to make shield link give damage reduction in shield disruption since its useless in it otherwise?
Remove power attack from being an upgrade for the pickaxe.
Voice line for Driller when he trows an axe
"Cutting edge technology"
One of the voice lines i recently noticed is "Like a grunt through a chicken coop" this confirms the existence of chickens in the DRG universe.
So I ask you this my dear friends.
When can I acquire a chicken and coop of my own to entertain me on those lonely days on the rig, A dwarf needs company. And also marketable plushies, but more importantly company.
Chicken when?
Remove or decrease how often drilldozer mission appear during EDD. Don't get me wrong, I like when there are more mission types in the game, but these ones in EDDs are just pure nonsense (especially since they appear every EDD), because they just make EDDs way longer and more boring (previously it took about 25-50 min to complete EDD, now it is more like 50-80, where the majority of the time is wasted on this type of missions).
only half joke suggestion: remove fungus bogs
A way to adjust the HUD's bounds would be nice. I have an ultrawide and some games let me adjust the bounds so that they aren't stuck to the sides of the screen and instead are around where they'd be on a 16:9 monitor
Sandblasted Corridors are nice and distinctive gameplay-wise, but they're a bit bland visually. How about adding some visual things that don't change the gameplay at all? Even bands of differently-coloured sand would do a lot to break up the vast fields of yellow.
Piggy backing off the above, rare lush patches like a desert oasis would be cool to stumble upon in Sandblasted.
Sounds weird, but may be add some voice lines when dwarfs kicking barrels on a Space Rig?
Like:
"I'm wonder what's inside..."
"Does anybody know why is it here?"
"Ha, I guess I heared splash! May be there some beer inside?"
"Could this thing send me into space?" (reference to fun physics of barrels)
etc.
May be sometimes they will answer on Mission Controls grunting, like:
"Fair warning, bla-bla-bla."
"Get some coffee, nerd"
"I don't have any other entertainment - Barrel Hoop is a same thing!"
etc.
A Q'Ronar in the Sandblasted Corridor and magma core similar to Trilobite beetles in appearance that roll on fire, and hit players to light them up would make for a very impressive enemy.
I miss all the cave leechs can we have them added back into all the maps
I miss the terror of walking into a big cavern and seeing 50 or so on the ceiling
Well,at the moment we have nothing to do with the perk points after we unlock every perk so I say.
Add a title shop where we could buy silly titles, stuff like "Loot bug lover" and the like.
That or weapon charms, stuff like Molly, Doretta head etc.
I just want more AR Headset variants. Similar to the Industrial Goggle, Cap, and Heavy Duty Mining Helmet variants and combos. I wanna see the eyepiece and/or antenna on stuff like the Classic Mining Helmet, an extra Field Repairs variant, even the Cap at least, just to name a few suggestions.
I really think that Fuel Stream Diffuser and Compact Feed Valves (both
's balanced OCs) need to change the weapon a little bit more. Using them feels like the old Active Stability System from m1k/Combat Mobility from AC : they are kind of uninteresting. Fuel Stream Diffuser could add heat similar to the Triple filtered mod. Compact Feed Valves could give the weapon a better reload time, something that is not in the weapon's mod list.
Add a transparent variant for the AR Headset so we can read the power level of our enemies 
I think it'd be nice to see where glyphids actually live, like their den or something. They are the "habitants of Hoxxes" but they just emerge out of dirt, I'd like to see (remnants maybe?) where they sleep or bring food to their newborn alien bug child. I just think the concept of glyphids actually living there could be improved more.
Considering the more danger a Mactera Tri-Jaw has compared to a Mactera Brundle, I wanna see their spawn rates reversed. Brundles seem as rare as Grabbers, and Tri-Jaws seem to appear with nearly every Mactera spawn.
Suggestion: pyjama dlc pack. Just like the dwarfes just got out of bed
A solid metal "beard" would be like.
Not entirely unlike the "Ravager" solid metal Mohawk, a metal beard that covers the chin would be an excellent combination for helmets that cover the upper part of the face but leave everything from the mouth down bare.
my only suggestion is to add this as a dance move at some point
Maybe making it where you unlock a new weapon every time you promote? This would give more incentive to grind
I am getting a lot of friends to try out DRG, and in doing so I’m interacting again with one of the mechanics I totally forgot about that I feel detracts from the early game experience- Level Locking Weapon Mods.
One of the best things about DRG is the amount of customization you have, and preventing greenbeards from exploring that customization just seems like an unnecessary limit to the amount of fun they can have until they’ve grinded enough levels. There is already a mechanic on mods that limits how quickly you can get them- they cost credits and minerals. Giving greenbeards a goal to work towards (a specific mineral cost) instead of an arbitrary level blocking their progress would make for a much more fun early game experience.
To put into perspective how unfun level locks are as a mechanic again for experienced miners, imagine having them be relocked every time you promote (since they are based on dwarf level). I think removing them would improve the experience for many greenbeards.
(One possibility is to make it like the perk system, and require mods from a lower tier to unlock the ability to get them in higher tiers)
Pressing e/r (x on controller) while on the dance floor switches to the next randomised dance, saving the trouble of backing off and reentering the dance floor.
This preserves the randomised lottery-effect of getting a dance you want, but removes the awkward cam-shifting and time overhead of doing ballet to heavy metal with your friends.
Getting Dreadnaughts as a horde should count as bonus exp, its a boss like the Korlak
Having the option to have a perma-outline on fellow teammates be able to be toggled or a chevron/nameplate. Like when you tap crtl but constant. My buddy has been having issues being able to distinguish between myself with Dawn of the Dread armor on and regular glyphids.
It’d be awful nice if we could have UI scaling past 100%, for those of us playing on smaller TV’s/with bad vision (I have both!) it’s a bit of a dealbreaker because I literally can’t read half the text. Is this accessibility feature already in the works?
How about some new Titels. Im Lord of the deep since a year now. And If youre on that, give us some new Stars to obtain over the Minipictures. What about instead of Stars it spells Legend over the Minipictures, First the Letters are greyed Out, but with every Promotion one Letter Lights Up. So you Would need to promote 6 Times to get that title completed. Cant bei that hard to implement that. And by the Power of Greyskull, give us New colors for Armor and weapons, the ones we have now are all also over a year old and Most of them are crap. Give us Something Else than ugly dlcs. Im a supporter from the beginning, give ne some reason to continue playing. On my Level, i got nothing to do any longer, its getting to boring for me to ignore it any longer.
Coming from suggestion-discussions:
Weapon mod unlock level requirements are reduced for how many other dwarves you have promoted at least once.
This reduces the grind of trying a new class out for veteran players, and leaves the new-player progression relatively untouched.
It will also encourage/make it easier for longbeards to switch from their favourite classes. Plus, if a player has a class they just cannot jive with, promoting the other three dwarves will reduce the headache of leveling the remaining dwarf to compensate.
It will also ameliorate unlocking oc's for dwarves you don't like/haven't levelled, it will take less grinding to start applying those OC's to weapons and experimenting, maybe resulting in a build the player likes and might start to use.
The reduced damage taken Mod for the autocannon in tier 5 needs a bit of a buff to compete with the fear and extra damage mods. 33% damage reduction is okay but not as good as completely avoiding damage through fear or killing bugs faster with the other mods.
Making it 45% damage reduction might seem like a bit much but I think would make it pretty balanced with the other options and offer a new tanky playstyle for gunner. The only problem I see is the damage reduction stacking with veteran depositor might be a little bit too much.
I’m surprised the tutorial biome isn’t in the game yet, it’s not very exciting but, it still has potential for being unique. Plus it wouldn’t be hard to add you already designed it.
What about an an abandoned Mule that players can find in missions? It would have a spawn chance similar to the BET-C, and players would repair it to retrieve minerals and gold.
Mentioned this on the subreddit already, but I think it would be amazing if we could toggle whether the front piece of armor disappears or not. I know some people who purposefully use big beards with helmets that cover them just to get the piece off, and I also noticed that the bound goatee makes the front of the mk5 scout armor go away even though it wouldn't clip, making it hover instead. While the devs could fix every single beard, why not just let us do it ourselves? perhaps just a small button near the armor or beard selection?
Breach Cutter Mining Upgrade: I was thinking that since the breach cutter was made for mining, then repurposed for combat, there could be another upgrade for it that would turn it back into a mining tool. It could replace possibly plasma trail or be a separate fourth tier five upgrade entirely. It would lose almost all of its damage, and it would no longer make simple lines, it would make a large rectangular wall of plasma that would destroy ALL rock or debris in its path, and then break down and the rectangular mining "Wall" would despawn. It would also push back any dwarves or other creatures that got in its path, a useful tool for when you are stuck in a small cave on hazard 3+ missions, and have a large swarm of glyphids headed towards you. It could also have an overclock that only works if you are using the mining upgrade, it would allow you to stop the line and hold it in place, and allow your projectiles to pass through your side, but the side facing away from you would block all projectiles, alien or otherwise. it would also make the wall deal 0 damage, but increase the size and prevent aliens from walking through the wall to attack you, but it would also have a significant decrease in ammo capacity and the amount of ammo you can carry. This would be useful for if you are too far away from the drop pod, and don't have a driller on your team to dig there, or if there is a MASSIVE glyphid grunt/swarmer swarm incoming. I just figured something like this might add more diversity to the breach cutter, and make it more tactically useful rather than just being the ONE weapon which can penetrate oppressor and dreadnought armour and damage large them when you can't.
What about like a duo victory move, where the dwarves interact with each other. For example, you could have high fives, fist pumps, cheersing drinks etc.
A small QoL suggestion:
Either the option to bind keys separately for the grind and repair/use functions
Or
Holding shift + E prioritises grinding while E by itself prioritises repair/use.
It'd be nice if you could look at the terrain scanner or laser pointer while carrying something without dropping it.
More naedocyte enemies
Electrifying Reload is a GK2 overclock that is extremely lacking, not only in comparison to Bullets of Mercy, but next to the base weapon; losing out on 3 damage and 5 shots in the clip, only for a weak DoT applied on reload? The effect is unable to stack, hard to use, and the damage/slow is not nearly good enough for finishing enemies. The lack of stacking makes it seem that the logical use for the weapon is to stick one bullet in every enemy and not kill them, but that is an unviable strategy for efficiency, with the decreased per shot damage making the overclock a serious downgrade in damage output. Needless to say, there are a few things that I would like to see changed.
Firstly, to address the reload. I would like to see landing multiple shots in the same enemy affect the debuff, such as increasing the duration of the damage over time or making the debuff ignore an amount of electric resistance. This would make hitting an enemy with more than one shot feel like less of a waste, or at least move the weapon a bit closer to its role as a primary weapon rather than a debuff gun, as the current OC encourages.
My second proposal (which I’m less sure about) affects the usefulness of the reload effect significantly and thus will be accompanied by a new penalty. Alongside electrocuting any foes on reload, enemies with a capacitor in them will release a zap towards any bug to deal light electric damage and apply electrocution for a shorter duration, choosing a target based on proximity. To accompany, the clip penalty will be increased to -10 bullets, and the GK2’s maximum ammo count will be reduced, as well. With this, Electrifying Reload is a new answer to crowd control for the Scout, at the cost of hampered effectiveness in direct damage and even less ammo. I feel it’s a far more interesting niche for the OC to fill, without detracting from the single-target focus of the class and coming with several penalties to make using it a hard choice unless you can compensate.
Hair Color Named Dystrum or sapphire that is a nice blue to complement the frozen skin, please and thank you :D
Scout could use a bit more ammo for his primary weapons, for being primaries they sure seem to run out of bullets fairly quickly especially compared to other classes, the zhukovs also suffer a bit from low ammo but the shotgun seems fine where it is.
40 extra base ammo for the GK2, 15 for the M1k and 40 for the Zhuks seems like it would patch up the necessity of taking ammo mods.
could the ghost be slower, or could there be a resource to collect and use that makes it slower? Every ghost mission becomes a tedious hell and I'm getting tired of it
Please make the hammer by the bosco terminal kickable again.
I would really like to see an option to toggle the thin armor and full armor or at least have the thin armor toggle on when using a large helmet. This was mostly motivated by a fix in the most recent update that made it when using a full head helmet and large beard no longer toggles the thin armor on. I understand this wasn't intentional but its really annoying because some of the full armor sets have clipping issues with large helmets for example corporate marine helmet andMK4 gunner suit.
maybe make Dystrum a not possible secondary objective in the azure weald as multiple times i have not been able to find much or any at some times, it may just be me being blind but that or maybe something to make it stick out a bit better in the weald
With the introduction of the Azure Weald, i feel like the Dense Biozone no longer lives up to its name.
It feels too... dead in comparison. Perhaps adding some new passive creatures native to the biome would help liven it up? Just two new creatures did it for the Weald, so i dont imagine the Biozone would need more than that.
Easier use of option sliders for xbox
Make the dwarves say "Bloopy Fruit!" or some other lines when pinging it.
bloop.
Please add ability to ROCK AND STONE while carrying a heavy load, by slightly rising it up instead of pickaxe. It's so frustrating to press "v" with huge chunk of gold in hands with no effect.
Make your coughs get louder and grosser every time you press the x key in the space rig
Some way to adjust the difficulty of a selected mission would be nice. It's tedious to pick a mission at haz 4 and my teammates whine and want haz 3, and then I have to go through the whole mission selection thing again to find it and turn it down and pick it again. Especially if the map rotation changes and you can't repick the old mission you locked in before it changed!
I'd like an option under gameplay to automatically leave a public party once the mission is finished, manually leaving by pausing is still possible, it's just an inconvenience.
also when max prestige rank is reached, can you make the promotion cost cheaper since the rank won't go any further? or just have it go past lv25?
Not sure if this has been suggested before, but the Drilldozer mission should have its repair speed scale with the number of players in the mission. More repair speed the less players in the mission; 1.5x with 3 people, 2x with 2 people, 3x with 1, or something along those lines. Currently the final wave of the Heartstone spikes so insanely hard in difficulty if you don't have enough players to take care of the crystals, Glyphid swarm, and repairing at the same time. Bosco should also be able to repair the Drilldozer in solo mode at the same speed, or slightly less than, the player.
Make the default armor paintjob of each armor MK available to use for other armor MKs for the same class. I'm curious how Gunner's MK4 armor would look like with MK1's default paintjob. Or MK2 armor. And so on and so on.
Perk - Mineralogist
T1: Waypoints placed on minerals no longer count toward your waypoint total
T2: Waypoints can be removed by holding E while focusing on the waypoint
T3: Waypoint icons will be replaced by an icon for the tagged mineral
T4: Unlocks hidden "For the love of Karl they're minerals!" voice line
Can we have better visuals for when Chaint Hit OC procs on Bulldog ? It's difficult to see when I effectively manage to make it happen. I don't know why, it's not the case for Subata. Also the dwarves could have nice voicelines when Chain Hit procs : "Double Trouble/Make it double" or "And another one !". I know this type of voiceline is already making some players mad though (especially the lines from Born Ready)
Rock and Stone my friends! Could you remove teleport to rocket when i drink Wormhole Special beer. My friends and I combine this beer with Flintlocke's Delight and i'm so sad when I teleport to a rocket, and my friends to space. Thank you!
Make Face Melter turn the weapon more into a Gunner-like OC. Rather than less ammo, add a penalty that reduces rate of fire and remove the basic damage bonus. Then, make it so the rate of fire ramps up up over time as you fire like the Thunderhead. And add a damage penalty when you reach top rate of fire. Thus the OC encourages you to make use of long fire streams, reducing your DPS significantly if you fire in short bursts while rewarding long bursts with additional damage. This also makes the movement speed penalty while firing more relevant.
If one player drank an underhill deluxe their teammates should be able to pick them up
Could you make it so that the plasma pistol for Driller, "Experimental Plasma Charger" can ignite the (Neurotoxin) gas, like how the Engineer's plasma heavy weapon "Breach Cutter" can?
Someone recently suggested a plaid weapon skin, but really it’s a crime that the dwarves have scottish accents yet no plaid paintjobs for their armor. Pls add in as cosmetic oc’s.
Modifier: Cordyceps
A strange fungus is filling the air with spores, causing all bugs killed to suddenly get back up again! It seems the only thing that can stop the resurrection is burning, shocking, or freezing the buggers, so break out the elemental weapons and go wild!
Effect: When any bug is killed they will slowly resurrect after 10 seconds and regain 50% health. When bugs are killed by fire, electricity, or ice they will disappear without reviving. Resurrected bugs move more 15% slower than they did when alive and make creepy noises
Dreadnoughts, Detonators/Exploders, Brood Nexus, and Spitballers will not resurrect for what should be obvious reasons
The breach cutter mod where the beam activates instantly that's in tier 3 might be a bit too strong, I always find myself taking it over the 0.4 second faster reload time. It lets me fire the Breach Cutter at bugs that are right in my face which is insanely useful especially considering it causes no self damage, unlike firing the PGL at that same range which would have it blow up in your face and most likely kill you.
I don't think it should completely negate the start-up time, maybe leave 0.07 seconds for the projectile to activate with the mod, there should be just a little bit of time left so bugs right on top of you can't be as easily delt with. The Breach cutter is still crazy good and better than the PGL so this will put them a bit closer in terms of usefulness, ammo is still an issue but that's not what this suggestion is about.
I also wouldn't mind if the reload speed in the same tier got buffed, maybe change it to -0.7s instead of -0.4s.
I think there should be a rework of the perks in the game for the one reason that you are able to get so many more perk points than you will ever spend. An idea could be to make some kind of "skills" which you can pour your remaining points into like minor buffs for example a small damage buff which maybe increases with 0,05% per level or something small to not make it overpowered. alternatively you could make a perk tree like the one in several rpg like The witcher 3 where it is never possible to get every perk so you would have to get perk that would fit your play style, and then one of these trees for every class because there will of course be different play styles for every class, the amount of perk points would also not be split between the classes but rather if you do a milestone you will get that milestones perk point reward on all classes. Of course you should also be able to reset the points if you wish to redo your setup or just try something new.
Just a side suggestion i think the mission control voice line where he says "There are still outstanding issues" the word outstanding just feels out of place because it is usually used in a positive context.
A few things that would be nice to add would be assignments that don't require linear mission progression. As of now you have to do mission 1, then 2 then 3. It would be nice to be able to do them in any order and have that progress count. Another mission idea is to have a requirement that a mission be done in a certain biome regardless of mission type. Further deep dives. It's a real waste to remove optional and beer crafting objectives from these. Having 2 optionals per mission given the long multi mission nature of deep dives would add some interesting risk/reward to an otherwise straightforward gametype.
Okay, OG Dread is reeeeeally stupid now and its getting to the point where I cant even touch Elims cause its such a gigantic annoyance. It moves at mach 12 so its impossible to outrun and it can rotate in place, which is STUPID since it can only take damage from the rear. The guaranteed oneshot stomp with a 10 mile radius was also a terrible idea. I am fine with boss fights being hard, but OG Dread is not hard in the right ways. Instead of being a threat, its an irritating janky mess thats impossible to outrun and will oneshot your entire team if you dont spread out as far as possible. Its basically impossible to kill unless you're on flat ground because of the absurd speed and the slam radius.
Hiveguard renders OG Dread obsolete in terms of encounter design. Its way more polished, more entertaining, and all-around a more unique fight that really puts you on your toes.
I also wanna point out that Drillers can do literally nothing to OG Dreadnoughts now. They're immune to fire, break out of ice almost instantly, take almost no damage from C4, and shrug off axes. Is this a joke? OG Dread just made an entire class useless in Elimination.
Make it slower, or let it take damage from the front. Nuff said.
tutorial hint for using the laser pointer to locate your teammates, mule, and objective structures
Searching i find nothing, Can we please get a tweak to the Reload of the Breach cutter. When reloading the lines of plasma should dissipate
Can we get voice lines for the acid spitter please? It's one of the oldest enemies and yet there are no unique voice lines for them. All the new enemies have them, even the most common ones like the slasher and guard.
Please miners do not judge me for this one .. Can we have the ability to slap the smooth looking bulbous goo sacs in Hollow Bough ?
Mashup of Mineral Mania and Exploder Infestation; Bulk Bonanza! featuring Mini Bulks(better name? i imagine them the size of Hive Sentinals).A premature Bulk Detonator, the Mini Bulk's patchwork of semi hardened shell produces the same ugly boils of its more mature form, though some have taken to incorporating minerals as part of their armor, gold being the most popular.
More regular beers?
Can we get a wallpaper version of the dawn of the dread art? I'd love to have a full version of it and I love the art direction but I can't seem to find it.
QOL things for the Engineer:
-
Allow placing sentries even if you don't have ammo.
Saving time on EDDs and H5 is of the most importance. I think that allowing us to place sentries without having any sentry ammo will be good. Even though they can't do anything in this state, they will be ready for action in no time, (well, in the time the Engi gets a resupply). This is more apparent if you gave gemini or no quick deploy (or even both) -
Add something to the sentry guns to make them stand out from one another. Simple numbers inprinted on the sides of the sentry gun will be enough. This will allow gemini users to give ammo to the sentry that needs it more in the middle of a firefight without the need to look at the tiny ammo number on the actual sentry gun.
What if you could grab the hexawing bug and hold it like a big idiot brute while it wriggles and panics and you're just like "haha pretty bug". or be able to grab maggots and chuck them at players, volcano maggots would explode, could throw it at bugs
can hover boots let me double jump instead
EPC Overclock: Plasmaball
Turns your charged-shots into bouncy physical projectiles you can kick into enemies, damaging them on contact. Shooting the plasmaballs causes them to explode like TCF
Just imagine kicking a huge plasma exercise ball into a crowd of bugs and blowing all of them up
It's not needed in any way but can the dwarves have a shadow. I took this scary screenshot today that's why I'm suggesting this
Add some sort of small light on to of the engineer turrets that go from green (full or almost full) to yellow (medium ammo) to red (very little or no ammo) so it's easy to see how much ammo the turrets need from a distance even for other players turrets
Hello everyone. I have a bit of a minor suggestion but it's one that I think would be really nice to have.
Suggestion: Make the stock skins for armors and weapons their own skin option so they can be used on other armors/weapons/frameworks (limited to their specific class obviously)
I've always been bothered by the fact that you can't use any of the stock skins from armors/weapons on any other armors/weapons/frameworks, especially since some of the stock skins are really nice looking, it would add a lot of really good customization combos.
A good examples that comes to mind: Gunner's MK4 armor camo on the Roughneck armor
I'm sure people have at least had similar ideas before (I couldn't really find anything in my quick search but I may have just missed it I can be pretty blind at times) so I apologize if it's already here in the suggestions.
Are there easily accessible audio files of the various creature sounds? If not, there should be. The creatures are well-designed from a visual and gameplay perspective, but I feel like we don't get to appreciate their sound design enough in the middle of a busy mission.
I don't know if this was already suggested once. I had my pc crash yesterday and lost the progress, had to load an old save. During that i was level 1 again and was directly sent into the tutorial. This gave me an idea for a suggestion:
Add a side mission on the map, with rewards to the helpers, that is the tutorial mission. Whenever someone has to join the tutorial the newbie player can choose to go solo or call (host the game) for an instructor, and you can call either only friends or just anyone else. This other player is given an alert to join it if its the friend. Or if the call is global any player gets the instruction mission available temporarily to join and help the newbie learn the ropes.
Couple of suggestions for the MK1000 overclocks:
Supercooling chamber - Remove ammo penalty, add +1 ammo consumed per charged shot, bringing it to 3 ammo per shot
Elec shot - Changed to balanced OC rather than unstable, swapped with Hipster
Hipster - Changed to unstable OC, now disables charged shot entirely, holding the button now fires the weapon automatically but not at the full firerate (2-3 shots per second)
Explanation: SC chamber is just weak now, removing the ammo penalty will open up the weapon to standard use again more often, Elec shot and Hipster should swap places thematically as hipster does far more to the operation of the gun that Elec shot does anyway. The automatic fire on hipster is just to save peoples fingers, QOL thing, you can fire up to 7 shots a second with hipster which is a bit of strain for some people. No other stats changes required.
New driller primary: radiation gun
The drillers primaries focus on crowd control and elemental effects. The radiation gun would fit in just fine with the other weapons. The rad gun shoots concentrated radiation. If an enemy is caught in its beam for long enough (time depends on upgrades and enemy type) it starts to develop large tumors that act as extra weak points. These tumors can be shot for the same damage as regular weak points.
I would just really love a coffee at the Bar, I know it gets brought up every month. I don't drink and when I'm dragged to bars (in the before times) it was always deeply appreciated when I could just get a nice cup of coffee. Don't care if it even does anything, just ***really *** tired of all 'true dwarves drink till they're dead' conversations. Coffee is a true dwarf drink, it's liquid dirt. Dirt Diggers forever.
Mission control should say "You're welcome" when something is killed by the supply pod landing on it.
Freezing a Dreadnought Hiveguard when it’s launching bombs during 3rd phase drops bombs instead of continue launching them.
Twin dreads shouldn’t have invulnerability while healing. Maybe healing could work like korlok healing pods that heal over time and can be interrupted when enough damage is dealt to yellow health bars. Yellow health bars only appear when twins are healing, and both of the twins take yellow health bar damage even if only one of the twins is taking damage.
Driller’s max C4 damage upgrades should be able to deal more damage to Glyphid Dreadnought armour.
don't play 'worthless crystal' voice lines if a mineral was mined with the same pickaxe swing that broke the crystal
A mod for bosco on the rockets line that makes it have a % boost of whatever beer you drank. like PoG. So either he has rockets or drinks with you essentially.
make
look less similar to 
Have the drilldozer gain an invisible, monster-only collision barrier around the treads while it is not moving to reduce the likelihood of glyphids crawling under it and attacking it from out of dwarves' reach.
Update 33 - Hotfix 4
Added a LoS check that needs to be passed to pick up the target (hopefully this will prevent Grabbers from grabbing dwarfs through thin walls).
Can we have LoS check for leeches too?
Getting grabbed horizontally or otherwise is complete rubbish
add an achievement for killing a frozen crassus bulk detonator. "I lost 1200 gold and all I got was this lousy achievement"
Add a third upgrade choice at tier 3 for the Satchel Charge. Because of the way ammo resupply works, one ammo upgrade is almost worthless without the other, and Volatile Compound has a huge drawback.
Deep Rock Galactic - Chroma Pack? (Please port keyboard/mouse lighting schemes to other makes/models.) 🙏
I've read about the delicious chroma scheme DRG has going on the Razor, and would love to enjoy that added touch of immersion on my Logitech G512 & G502 Hero. I'm sure there are other RGB fans with different setups who would also love to share in your UX genius. I'd personally be willing to pay for it in the form of a DLC.
Give the pickaxe overcharger from the ebonite machine event a slight light fadeaway/color change the longer it stays on the ground, so we'll know how long it has before it disappears.
I've had a few ideas for tool overclocks, and while I don't think they'd fit the weapons 'clean/balanced/unstable' mantra, they might be worth considering?
Gunner's Zip Line
Magnetic Harness: Allows faster 'uphill' movement, but can no longer boost downhill movement
Black Market Winch: When shot at an enemy, no Zip Line is consumed, but it yanks the enemy to the Gunner. Puts the Zip Line Gun on a two minute cool down before it can be fired again.
Repackaging System: Allows the Gunner to pack up and re-use a Zip Line by holding 'E' on a zipline pole, -2 Ammo Capacity
Driller's Titanium Powerdrills
Active Heat Venting: Can continue to drill at 100% heat, but triples fuel usage when overheated, and sets the Driller on fire.
Drill Vents: Increases damage done at higher heat, -20 Fuel capacity
Scout's Flare Gun
Spotter Package: Allows flares to stick into enemies, and highlights them with an outline. -10 second flare duration
Magnesium Flare Casing: Allows flares to ignite nearby enemies, -25 second flare duration
Engineer's Platform Gun
Bouncy Plascrete: Platforms can be used as trampolines, though they break after three jumps
Micro-scale Platform Assembler: 3x magazine size and capacity, platforms are half the size of normal.
rename hot fixes to hoxxe fixes
Please revert the changes regarding full beard not hiding neck armor when wearing a helmet, using gloomstalker or corporate marine on certain gunner and driller armors look terrible now 
Add an option to swap weapon scroll direction without changing the zoom direction on the terrain scanner. Most games have scrolling up go to your primary, which DRG does the opposite. Primarily a quality of use change.
please put grinding pipes in the space rig. i just think it would be cool
One thing I don't like about interacting with objects is that whenever you move your mouse away from the object youre using, the whole interaction process ends.
A cool thing to allow the player is to be able to move your mouse a small distance away from the object, while the closer you reach the limit of how far you can move, the harder it is to move your mouse. Mouse sensitivity get's smaller and smaller, until it stops dead.
A "Toggle Interaction" option in the settings would be a nice addition as well to further personalize the player's experience.
walls and rocks prioritise hits over steeve (when you'r mining and steeve just walks into you, that you dont start hitting him)
when a loot bug dies by the It's a bug thing perk, the spread of the minerals is greatly reduced
suggestion: steeve shouldn't be able to take friendly fire damage, i'm tired of my teammates killing steeve and me having to wait for beastmaster to get off cooldown
I've had a quick search and I can't find anything, which probably is a testament to how bad of an idea it is but here goes.
The pipeline leaks of on-site refinery missions should drain the morkite from the main refinery tank, I just think that by doing so it'd make the whole process of repairing the pipelines feel more urgent and frantic.
I posted this in the suggestion discussions page earlier today, but I would love to have graying versions of beard colors other than the graying black/brown we currently have. I couldn't find any huge mentions of this specifically, but i would love to be able to have more detail (i.e. graying hair options) for my dwarfs, since fashion is in my opinion part of the endgame.
-Randomly generated traps
-Humanoid monsters made of stone (some in armor that can peel of just like glyphid armor)
-Golems (now I saw some talk about it but not much in suggestion) as for the golem, either stone or minerals with a core that can regenerate, the core can also be retrieved (so they could be rare bosses that act like loot bugs and others)
-Miscellaneous :
*Minerals :
-Add more distinguished fading to the minerals.
-Changing and/or diversifying mineral format, jadiz, aquarqs, gold nugget, they are the same with different colors etc.., maybe adding randomly generated shapes, also adding a "refined ?" system :
-Unrefined : Looks like jadiz etc
-Refined : Looks like enor pearls in the way it's smooth and good looking, so it could be shaped like a diamond, pearl, emerald, crushion, trillon, oval, etc...
-Semi/Half-refined : Same look as the refined ones, but with some random unpolished parts, maybe stone around or the shape is kind of messy on some parts, etc...
*Enemy skins (as an option purely cosmetic and client sided)
-Everytime a group spawn, with this option see them spawn with different colors and such, but it is reserved to the group, so one spawn left, they are blue, on the right they are red.
-New mission types :
*Offensive :
-We found evolved samples of them deeper underground ! Go and study them ! Then, exterminate them ! (Laboratory type mission)
*Defensive :
-We have found a gigantic spaceship underground, it can dig itself out on it's own, problem is, no pilot, nor is it free of issues here and there, go and repair it, then get it back to the station ! (The spaceship is huge and detailed inside, there is the possibility of exploring inside as well as fighting the swarms inside too, but be careful, bugs love to chew things like this !)
*Weapon license missions :
We found a stock of illegal weaponery deep underground, go and retreive them, then I may overlook if one or two disapear...
You can pick up and give red sugar to steeve
If it's not an UE4 limitation, I'd really like if the game could detect a microphone if you plug it in AFTER the game has started! :)
I know this is dumb but
Hang some glow sticks in the pipe beneath the Abyss Bar. ...I can send the video of where I saw it for context if you want.
would it be possible to be able to use my pick ax while still on the grapple hook?
If you ever add cosmetics to other equipment, please give Gunner's cluster grenade a rainbow fireworks skin.
Make deep dives procedural or I mean random too
We need tumbleweed props from hollow bough in sandblasted corridors
I'm planning to get a 32:9 super ultrawide monitor soon, it would be great if there was an option to lock the hud similiar to where it would be on a 16:9 display, and not on the very corners of the 32:9, so I don't have to physically turn my head so often
A sort of checkpoint system(Morkite/Eggs: 50% stored in Mule, Salvage: all Mules repaired and called back, Escort: completely re-fueling the dozer, etc) in solo que, which gives Bosco an additional life charge when reached. Just like the auto-respawn from Helldivers solo. Additional charges won't exceed the already existing limit
Gunners zipline gun have Bosko rocket the system .1 zipline charge have CD of 90 seconds or little more. With 4 charges total. it gives an opportunity to take him on maps in generals and do some work. Because this class VERY uncomfortable to play because of low mobility. On most of the maps better to take double another class in party right now. And you can easily see this trend.
Another proposal is given to the gunner opportunity to see WERE he land his zipline. because without Scouts light, zipline feels useless. chance to waste zip line ammo on a bad landing VERY HIgh.There is no sense of self-reliance as in other classes.
In total about how it feels now in game. Ziplines feels bad right now. You NEED scout to do not waste your ammo. And Gunner needs EAT team ammo to have some mobility. If a gunner doesn't eat team ammo, he MUST follow a driller or engineer (like a tail)to have the opportunity to run through most of the maps. Its a very uncomfortable role to be a useless tail but with Big gun.If gunner backward and fall in hole....probably no chance to he survive,if team do not create a way to him. You don't see were you can land your last zipline ammo(to do not waste it). you have degree limitation and AMMO limitation. if the hole \natural landscape near to vertical you dead.
This suggestion is an expansion of an older search filter suggestion (#suggestions message)
For most of the behavior of the filters suggested it is assumed that they work the same way as the hazard level filter, unless specified differently.
here is a recap of the old suggestion's filters:
- Mission type
- Mission biome
- Mission complexity
- Mission length
- Mutations
My addition to this suggestion are as followed:
- Mutations, they should be split up into two separate categories, Warnings and Anomalies. Within the filter menu there would be a checkbox for all mutations and an additional box for no mutations at all. by default all boxes are ticked so that all variations of mission mutations (including none) will be displayed.
- Minerals, this makes it easier for players to look out for missions in areas that host the minerals that they require for spendings, such as promotions and cosmetics. There can be two ways of approaching this filter menu, 1) it is a simple filter that checks if a mineral is in the area, this makes it easy to use but can make collecting a certain mineral harder if it is a scarce mineral. 2) The filter menu has 2 columns, that way you can specify if the mineral you are after is the main mineral in an area.
- Friends, this is a simple toggle that is always visible that only shows servers with your friends in it
Quality of life suggestions:
Have the first and second active perks bound to a universal "activate perk 1 / 2 button" instead of every perk having it's own key. Don't have dash on this, though, double tapping shift is very convenient
Have all weapon "special attacks" (like cryo cannon snowball) bound to a key, instead of reload. This would allow for "special attacks" on weapons that have to reload, but don't make this apply to pickaxe power attacks, for the same reason as dash
Would love to explore the inside of a giant glyphid hive.. or the inside of a giant glyphid, just walls of goo. I can imagine dwarves heading down a pulsing tunnel like venturing down the esophagus of a giant creature...
Overclock ideas:
Micro missiles, gunner, thundercannon
"Who needs those crappy high explosive rounds anyways? Just use tiny little missiles as ammo instead!"
The thundercannon will now shoot micro homing missiles, with a direct and area damage boost. However, the max speed and rev up time will be slower, and the micro missiles, while still going very fast, would be projectiles.
Not so micro missiles (name pending), engineer, grenade launcher
"Grenade launchers are boring, use rockets instead"
Pressing special attack (look at suggestion above) will use 2 grenades to fire a homing missile, with more direct and area damage.
Fireball, driller, flamethrower
"There's no marketing blurb on the box this came in, only warnings about not putting this near beards."
Pressing special attack (look at suggestion above) will use 50 ammo to fire a big fireball. this has been suggested before
Gimme black and green color for my pickaxe, kinda like how the chasm borne cliffhanger color is but instead of blue it's a teal or green color. That's all I want thank you c:
My Group and I dug straight down for like 50 Minutes. No Balrog (sad Balrog noise). And no Steam Archivement. But some of this could be an Idea for future Patch?
METAL MUSIC PLEASE
Im just playing with this idea, so its less a suggestion and more an idea.
Overclock for the CRISPR flamethrower
"Bug spray".
An unstable overclock that changes the fire damage the CRISPR does into neurotoxin damage. This will linger in the air for a few seconds, like the driller's neurotoxin grenade, but a lot shorter. The time uses the same upgrades as sticky flames, and things like triple filter fuel increases potency.
The downsides would be quite large, maybe very low impact damage, longer reload, I don't know. Like I said, its a thought, not a finished suggestion, as the CRISPR is missing a radically different OC like the nuke grenade launcher.
MORE HAIR & BEARD COLORS
I don't think there's enough variety in the hair/hairs/beards colors and neither in the skins palette. I would love to see more pastel colors (lavender, pastel pink, ancient green etc, light or sky blue) and also goth-alike colors (dark purple and a real vivid red?). Please add more !
Idea for a new Flamethrower/fire mechanic: Enemies fully inflicted with the Fire status effect can spread fire to nearby bugs, with "patient zero" spreading fire more efficiently/quickly, and subsequent bugs spread the fire with lower effectiveness. New mechanic for flamethrower or Overclock?
Edit: If this is an already existing mechanic, maybe have a new overclock buff this aspect?
On the equipment terminal, when you mouse over the Pickaxe, the dwarf spins it and then presents it to the camera. Move the Pickaxe model up in their hand so that they're holding it by the actual handle, rather than the shaft.
Can we make doretta have actual good pathfinding so she doesn't go straight vertical after going over a chasm so we dont get chunked to our death after spending an hour and a half on a deep dive
I think Flying Nightmare could use a QoL buff to put it on par with Thin Containment Field. Flying Nightmare currently removes enemy collision but all too often still does not travel anywhere because the projectile is large enough to constantly clip the ground or those pesky razor thin terrain tendrils you can't see until you are stuck on them. Currently this mod can't even operate unless you are in a large, flat, tall room. It feels like any tunnel based map just disables charged shots at the barrel.
If the goal of Nightmare is to remove collision and allow for a wacky Dragon Ball Z charge combat build, then I think it should also remove terrain collision as well.
That one change would vastly increase the viability of the least used T5 EPC mod. I'd be ok with other number tweaks to keep it more balanced with the increase in reliable damage it would bring.
the picture of the breach cutter is in the drillers room, shouldn't it be in the engineers room?
A new perk, Debby Downer, that allows you to be revived 50% faster
When there are multiple boss enemies (eg. twins), when one of the bosses is defeated, the remaining healthbar unsatisfingly teleports to the center after a brief period. Could we get something smoother, please? It even contrasts with the sweet animation for the disappearing healthbar.
here's a video example
Two words: Glitter Beards
Pickaxe mod, "bright head" as alternativ to power attack. -> axe head have a powerful glow to make more light in the depths.
make dawn of the dread armor's bodypaint color-coordinated to match the dwarf's class? i get that red is the typical war paint for these types of tribal-like getups, but hoxxes is full of things that bleed non-red colors. it also sort of bothers me how much the class colors are removed with the armor too, so this could be a step in the right direction to make the dwarves more identifiable by sight only
The lantern, an alternative to the flare, it cant be thrown but instead provides an area of light around the dwarf that is smaller than a flare but its constant, as in it wont turn off. pressing the flare button would place it at your feet meaning the area its placed in would have permanent light but you would only have your flashlight, the lantern would be capable of being picked back up of course and if it gets in a spot where it cant be reached you could hold the flare button which would break the lantern and make it start to recharge (note this charge would be longer than a flare recharge)
Change Flying Nightmare to electrocute enemies it goes through, and maybe have it arc electricity to nearby enemies in a radius
After the Azure Weald I just need more light options.
Maybe add a general light-mod option, then you could make mods on headlight, add light to the pickaxe (my suggestion above) , mod the flares or maybe choose between flares and lanterns as @haughty geyser talk about, add light to supply pods. And maybe make a light-mod on sentries.
Please reduce the intense vibration emanating from the Void Baskets in azure weald. It is painful and we can hear it through entire walls
flash bombs, another alternative to the flare, you would be limited to two flash bombs but they recharge just as fast as the flares, their light radius is bigger than a flare but also have a shorter light duration, when thrown they dont light up instantly but instead will stick to any wall they hit and after 1 second they will make a flash which will illuminate twice its area for 3-5 seconds before fading to its regular light radius.
Make the Arbalest and Lacerator easier to tell apart, especially for colorblind players (I can't see any difference between them)
Make a bonus of resources/credits and/or XP (or something else entirely) available to dwarves who have already cleared DD's and EDD's but help out those dwarves who have yet to do so. This should help with the fact that groups for deep dives become harder and harder to find as the week goes on and more people have it cleared by then (you could have the bonus scale based on how many dwarves there are in the group that have the DD/EDD uncleared too!).
Add an armored layer to glyphid guard weakpoint.
This comes from experience with brundle, where you are forced to first break it's defense.
The same doesn't apply to guard because there is plenty of alternatives to expose their weakpoint.
By making this change, armor break would become a more palatable choice to pick.
Suggestion: Change the cosmetic system from Head/Beard to Head/Face/Beard. It's not like the cosmetics in the game aren't amazing or something, but hey, wouldn't that be even more incredible? Please ignore if this has been suggested before.
make the level border at the mission end screen match the color of the player's class
Maybe we could see other drop pod going down to the planet or other ships flying around the space rig.
can we get an option to skip the intro splash screens if it's not already an option? The earblasting at the beginning is a bit annoying
can we get hugging and high fives and such, like more interaction other than yelling ROCK AND STONE. portal 2 style
Now that the bug of using long beards underneath a full helmet to remove the chest armor bug have been removed. Can we alter the chest armor plating even when we are wearing a full helmet, just giving the players more option and choices for vanity?
Allow us to change the paintjobs of the shirt and pants on the roughneck armour sets individually and also be able to change the tattoos and their color
Make Twin Dreadnoughts burrow less
Add a togglable option to power attack with the pickaxe's back blade, to fit the look of some of them. Nice for the axe, skullbuster, saw, etc.
Voice line(s) when marking the supply pod with laser pointer.
Small Suggestion: Could the days and hours have an extra zero digit on the Deep Dives page so it's uniform across? For example, this screenshot would read 00:04:11:55 instead.
This would also make it consistent with the Assignments Board.
I posted this on reddit a couple days ago and someone said to post it here because the devs check this channel so
You know what would be really cool? If bulk detonators lit up the whole cave for a split second when they explode
Add a voice line "Strike!" (and other phrases like that) when he kill a group of enemies with PGL.
Also may be for killing a few enemies with Plasma Cutter - "Like knife trough butter!" or "Watch your limbs" (as reference to Dead Space).
Of course, there could be more variants.
2 overclock concepts for the Deepcore:
- Mini mines. Makes the grenades stick to surfaces and detonate when enemies get close, but the range is a little fuzzy. Proxy upgrade fixes it to be exactly the proper blast radius, plus adding a small outline to the grenade.
- Homing grenades. Small actuators built into the grenade allow it to change direction mid air to home in on nearby targets. The turning range isn't huge, but it'll certainly make more shots land more often.
addendum:
Change proximity trigger to instead be a hold/release manual detonation (like Destiny's GLs). This would improve the launchers capability for hitting airborne targets and certain overclocks could benefit from the new airburst potential.
New overclock: Cluster grenades. Taking a page out of the gunner's book to add additional crowd clearing potential to your shots.
The Drill Dozer is going up up and away and I'm playing solo. If I were needing to repair it how the heck would I get up there? Could the pathing for the drill dozer be more parallel to the ground insted of sometimes wanting to go 90° up the immediately go 90° down? By the way in this picture it's not on ground at all... It's flying (really slowly).
Something feels wrong with the Tri-Jaws. Don't misunderstand me, I love hating those bugs, but they have too many "dangerous" features, which assembled creates a problem.
First: Their spawn. They spawn in 3-5 groups in haz4&5, only Tri-Jaws. Veterans variants of Grunts (Slashers and Guards) don't make slashers-only spawn, but rather a diversity of Slashers, Grunts, and Guards
Second: Their spawn in the mob pool. They can spawn without needing Mactera Spawns in the pool. That doesn't feel right. If they are veterans variants of Macteras, why isn't there Spawns to support them ?
Third: Their number. Right now, I killed 105 Brundles for 471 Tri-Jaws. There's a balance problem here, where the Slashers and Grunts are spawning in the same quantity (18,557 vs 19,246 in my book)
Fourth: Their pattern and damage. Paried with their spawn, you just can't escape all the hits, since they do 3 of them. In haz5, if you take more than a half-second to react and get a cover, you'll take half full health from the first shots. Same results with Doretta, as she loss 18% of a part health per Tri-Jaw shots (all 3 of them)
Individually, those aren't problems, all mobs have some features that makes them hard to deal with. But altogether, Mactera Tri-Jaws are the strongest mobs in the game (except Dreads), way more than a Q'ronar, a Bulk, or a Spitball which are already hard-to-deal-with single targets, or packs of glyphids praetorians / opressor, which are tanky and somewhat dangerous ennemies.
My suggestion is:
- Make them unable to spawn alone, always with Spawns and Brundle, on the same rate as Slashers and Guards for the grunts.
This is simple, but will resolve all the problems (high burst damage when on Tri-Jaws only groups, spawn rate way too high and brundle way too low)
small chance for glyphid cocoons to spawn 4 bulk detonators (maybe including 1 crassus)
I have poor eyesight and even at 100 percent UI scale the UI text is very hard to read. Can we please get UI scaling past 100% or a “Large Text” option like in Ghost of Tsushima? I’ve been asking for this for a while and the team refuses to acknowledge this which kinda sucks for accessibility tbh
An upgrade for the pickaxe called "Dwarven Riposte" that makes the pickaxe do increased damage to stunned targets.
Active Repair/ Construction
nothing is more boring than holding E and looking at a pipe or the uplink and fuel cells, or even dorretta as a bar slowly fills up, add in small optional quick time events, that can speed up the process if you make the check successfully, just to make the construction a little less boring. that is all.
May be rework of secod stage of Salvage Mission? I mean, fuel cells. When you announce a connection to Drop Pod with wires, I thought, that you'll remove second "hold the point" stage. May be replace it with something like "wire maintenance" (fixing wires) or "cell repair" (fuel cells will broke a few time, and you need to reboot this). May be both of it, a couple of times?
I just think that 2 same mechanics in a row is kinda boring, and you could rework the mission a little bit.
P.S. May be also change a model of connection port a little bit - for now its looks kinda raw.
small cosmetic suggestion: A pointy red gnome hat
Two different Elite Deep Dives every week that share the same rewards. (maybe one extra cosmetic for competing both)
This would give veterans more difficult content to contend with and also give players who struggle with EDD’s a second option, of which they only need to complete the easier of the two to get rewards.
I think giving bosco the ability to get more revives by grabing a resupply would be nice
get this; a single overclock that changes its effects after a time period, and these effects are randomized (im thinking like a sorta "mod of the week thing).
You guys have worked hard the past year. And one thing I would like to see is more special beers. Like the todays special. There are only a few that are useful in every mission. And dark morkite is limited to one mission. So I would like to see more todays specials.
It would be nice if we could make the twin dreadnoughts spawn a little bit more often because right now they feel like they spawn a lot less than the other two types (vanilla and Hiveguard).
I know it's difficult to get a flat 33.33% chance across all three, but it still seems like a worthwhile effort to narrow the gap a bit.
Regardless, amazing work these past few years~ Really respect you guys for all your dedication.
YO YO YO, what if you can COMBINE OVERCLOCKS using blank matrix cores? Only the blank gets consumed. For example, Fatboy+Hyperpropellent= BUNKER BUSTER, insane direct and aoe damage (maybe penetrate heavy armor?) but only ever have one shot.
can i pet my turret
Flame thrower OCs are mostly very bland. Safe and/or useful, but nothing drastic like some other weapons get (aside from maybe Sticky Fuel). What about an OC that widens the flame stream into a cone? It would be nice to have a flamer OC that is visually distinctive in any way.
On that topic, a second suggestion is to change the visual appearance of Face Melter to a more intense bluish flame, even only if in the core of the stream. I don't care about the numbers. A different visual would make it a stronger OC for sure.
Make leveling easier. While there are many ways to level fast on the internet. Just playing the game as normal it will take 16 to 24 hours to promote a character. One thing I could suggest is have a double xp anomaly on every rotation. Just so that people who are hard grinding can do it way easier. Or just revamp the leveling or promotion system entirely. It takes a very long time promote. And as you learn better ways to level it gets easier. But it can still usually take a while.
please drop us some hints on which of the many weapons suggestions here on Discord, on Steam, and on Trello that are being considered for the future updates.
plague doctor mask cosmetic
duck related cosmetics!
- duck-themed flares would have to be my #1 want (it's a need) (could also work with the scouts flare gun to spread the duckiness!)
- ducky armor
- duck quacking effects would be freakin' awesome to have with the cosmetics, but perhaps an option for other players to not have the sound effects from cosmetics, because I understand that other people may not have the same / similar desire to be inundated in a sea of quacking.
- mountable-duck cosmetic, like a rubber duck I can attach to my gun, or my armor... or stick on top of my helmet!
- I have mixed feelings on explosives having ducky skins because obviously my ideology is more duckies are better, but duckies getting blown up is no good.
Also, support for the duck emoji in game would also make me happy, but I suppose that all other emoji's would need to be supported too...
As for how this makes the game better, I think it's very much based on the user's viewpoint, but I think skins in general allow players to have customization with stuff they love and like to see in game, which makes things more enjoyable. Perhaps for someone else they'd like to see a pet rock, for example, and duck-related stuff wouldn't be of much value to them.
Please do NOT implement playable female dwarves in the game. Nobody doubts that females are as capable as males to drink and die in an insect infested cave, it's just that nobody wants to see that.
Take world of warcraft, dwarves are the most sexually imbalanced race of the game, the ratio is about 90% males 10% females. Why is that? Because female dwarves are an eyesore to most players, playing a race of alcoholic and violent midget is fun, having to bring your little sister in missions sucks.
Please do not put time and effort into something that will ultimately damage the feeling of the game just because some players refuse to adapt to the spirit of being fat and bold.
For instance, rainbow 6 started as a serious game, included more and more females, and in no time you had entire teams of lolies running around and shooting eachother with pink toys. Not saying it's bad, just saying it's not what I and many people want for the future of this game.
The time the drop pod takes to leave once the mission is complete should be shorter. I'm pretty new, but it seems like it is a bit too generous with the amount of time it gives.
Overlap Issue (let's fix it!)
Maybe a quest-giving NPC's, like Karl or some other kind of sentient race that would give really freaking hard quests and special currency/upgrades/so much pay. Angry bugs don't have to be the only thing we could meet down there
Add more assignments. The only assignments that veteran players have are the 2 weekly assignments. Maybe add assignments for more things. Such as more character customization options. Weapon skins, or even frameworks. Maybe even lock some special beers behind an assignment wall. Either way I think that more assignments could be good for the life of the game. And maybe even let players be able to change a mission or 2 in an assignment. Which would let people play what they like more. And it would let people do assignments on the same area as friends.
Make it possible for Molly to walk across the surface of the drilldozer's cargo transport, rather than walk halfway through it (featuring picture of what happens right now)
beer idea: Ogre ooze. Makes your skin lime green and gives you shrek ears
Would it be possible to get some voice lines for pinging Steeve with the ping tool. It's a little weird that whenever I ping him my dwarf starts yelling: ''SHOOT THE BUG''
Just a small visual thing, but I think it'd be cool if, while forging Matrix Cores, the resources required were subtracted throughout the crafting animation (maybe one type per swing?) instead of all at once at the start.
ACTIONS by team mates like waking up Dreadnaught/BET-C need to be shown in console chat
You make the game easy to grief by not doing this, when someone is griefing I end up having to kick everyone
Ability to insert an additional blank matrix core into the core infuser for another player to use (provided that they have met all the necessary criteria to receive and use matrix cores). I have acquired every available weapon overclock and have since been accumulating blank cores faster than I can spend them, so I would like to be able to help other players who haven't gotten quite as far as I have and frequently face shortages of blank cores.
Likely suggested before, but I never ever see Turret Whip for the engineer's shotgun used after hundreds of hours in pubs, it's far out-shined by the full-auto upgrade, and I think if there was an ammo-return mechanic it would make taking the time to turn towards one's turret and shoot it, time which could otherwise be used to shoot bugs yourself anyway, much more worth it.
Something like returning the 1 ammo used to shoot the turret return to your reserve ammo, if the AOE from the impact of a single turret whip shot hits at least 2 or 3 enemies? Would still be a disincentive to mindlessly shoot your turret I guess.
Rename the flying rocks?? Most stuff in the game has cool loretastic names and 'flying rocks' seems out of place; maybe 'Ommoran Guardstones', or just 'Guardstones' might be better and that little bit more immersive
I thought at first you could reliably get the driller axe handles to stick straight out of the wall so you can climb on them, this would be a very cool skill based mechanic. I thought it was distance based which is how it would actually work and managed to do it in a match once. I messed around with it in haz 1 for a bit and realized I was mistaken, its not based on distance and I had just gotten lucky. It seems to have to do with the angle of the wall you hit (in any direction) and the angle of the floor you are standing on if any. Or its random and I am going insane.
It would be awesome if there was some kind of reliable way to get them to stick out straight so I can use this as a traversal technique in a pinch if I am good enough to pull it off.
I dont think you can see chat logs in the Equipment menu among others, maybe make that a thing?
Something to make the Sentry not defy the laws of physics on the Equipment screen, like a small extra platform?
Hello!
Could we get a Canister Shot Weapon Overclock for the Engineer's Deepcore 40mm PGL? It would basically become a Single-shot Super Shotgun! Big Bang and a lot of Pellets flying!
I have an OC idea for the Flamethrower: Smothering Napalm. It basically removes the ability to make infinite penetrations through enemies, but it causes a stacking debuff that causes fire damage and heat over time, heat over time to others like the Ignited status, and mods for sticky flames can be applied to the debuff, like higher duration causes napalm coating to decay slower and the slowdown effect and the It Burns! effect can be applied as well. I was torn between calling it balanced and unstable. Most ideal for dealing with larger targets.
Could we maybe have a button in the memorial Hall to change the color of the lights in it like to purple or other colors.
can we get some way to have the loading screen without the hud? I kinda wanna save it as my desktop wallpaper
More Today's Special Beers, Maybe one for Shield Buff and another one for High Jumps (30% or less)
Not sure if this has been suggested already, but I had the idea of Bosco teleporting and latching himself to a spot on the host's back or within an abandoned droppod for salvage missions (if it's been found already) if he is replaced by another dwarf. Just think it's weird he self destructs then re-appears if extra miners leave the game. Thoughts?
There should be a Smart Stout line questioning why we can't try and bring BET-Cs off of Hoxxes, I've heard some say deploying more could serve as a security risk which makes sense, but given how they seem to just keep at it with an unlimited ammo supply, leaving them planetside seems also rather risky, as they may get hijacked again and either liberated or be the end of a few dwarves.
Change the fossil from a nautalis to a fossilized carapace or something similar
it feels a bit odd that on a planet that contains nothing but insects and drunk little men, there are the remains of a mollusk. it just seems like it would make more sense for the bugs to have come from more ancient bugs i guess, this could also be a chance for some cool insight to what hoxxes was like long ago
Not sure if this has been suggested but make the elements to the biomes apply to the creatures as well, for example in the radiation zone, make a counter and every time a new 'radiated spider bites you it raises it and once full it deals damage overtime while the counter calms down to 0
Alright heres a great suggestion. Dottie HAT! .... and neck
Minigun OC: Bullet Hell ricochets should be able to target Fester Fleas
Mactera Brundles should try to shield the soft weakpoints of other mactera with their own hardened body.
Hello! I don't know if somebody has suggested this already, but could we be allowed to tame Q'ronar Younglings? Also maybe this would allow them to spit one ball of acid? The adult Q'ronar can spit 3 times before they continue to roll around.
Replace Driller's lackluster HE grenade with 4 of the Drones from the OMEN event. He throws them in the air and they auto-target and explode on flying enemies within range. (I searched and didn't find anything like this, sorry if repost)
An option to re-invite people back to your server that were playing there before. For example, I was doing an elite deep dive and half way through with all my team, then my internet cut out and they all got kicked. Not fair for them or me. A button somewhere to re-invite these players back to your game would be good, especially for deep dives where new people can't join you once you've got going.
holy shit can we fix the mantle problem, if DRG plays the animation i expect my character to mantle and the fact is that sometimes he simply does not. This is my one complaint about this game but this issue really sets me off
Couple of quick suggestions regarding the tier 3 minigun upgrades, blowthrough rounds is so powerful that is completely overshadows the others on its tier. I'd like to see the other upgrades get a buff to make them more competitive, i don't see this effecting the overall balance of the gunner too much either.
I'm thinking for anti-armour, give it +1 damage dealt as well, to reinforce it as a single target kill upgrade, for the stun upgrade, i'm thinking that a complete replacement might be order as i've never seen anyone use it. Perhaps a minor chance to stun large targets like bulks/oppressors? Or maybe "Higher heat capacity" - Allows the minigun to fire for longer periods of time without overheating, would go well with the hot bullets upgrade.
Want to suggest a common invincibility visual effect for entities that are currently invincible. This would be most useful on arbalist/lacerator since it's difficult to tell them apart visually, and it removes the need to keep an eye on two healthbars for changes in state. However, with the buff/addition of invincibility on dreadnought, it could be a nice addition to all in game actors. This visual effect could also be used on dwarves that have just been revived with the relevant armor mod, and for the drilldozer for the brief invincibility it gets after being repaired fully. We already have a common visual effect for "thing is buffing other thing" with that purple line from healers and wardens, and regen on bugs so it isn't a new category of effect.
Also want to suggest changes to make the Arbalest and Lacerator visually distinct at a glance: maybe make one of them blue, or give one of them a top hat. They both just look like chunky red blobs to me, and I can't figure out what to expect when one of them pops up in front of me.
Hello devs 🙂 I just fought the Twins with my friends today (great fight, that was fun 😉 )
however there are a couple of quality of life features that are in my opinion missing from this fight (mostly involve UI).
So themain problem that i had in this fight was to understand who was who, who is the Arbalest and who is the Lacerator, the problem is that each of them have the same health bar, so that does not help to understand who is who.
(i made some images to make you understand what i mean, so sorry but i'm gonna post some)
My first suggestion would be to use the fact that the bosses have different colors, and have the healbars corresponding to their colors, for exemple if we have Lacerator that is Red and Arbalest that is Yellow,
the health bars should be like this. That could really make a difference when everyone says "damage Lacerator" and people are like "what? wich one is that?".
Couldn't find out if anyone's suggested this, but we should be able to ping beers sitting on the bar.
My second suggestion would be for the regeneration of the twins, I didn't understand first when they use it, and if we can stop it, so I went to the wiki and i saw somthing interesting. "They are able to share health and armor when the difference in their health pools becomes too large" because if it is the reason for when the twins use their regeneration ability, the players need to know when
the difference in the damage is too big. In the Division 2 raid their is a mecanic similar, if the bosses have a too big difference in their health, they become enraged, so the game give to the player a Sign on the bosses health bars
to help them understand when the bosses health are about to be too different.
In this image, it is represented by the big white box, however in the division the health bars are on top of each other, not in DRG, so what can we do? I have made a proposition.
On this proposition, the big white box is on each health bar, and is placed accordingly to the bosss that have the most health.
If the other boss have less health and so is not inside the box , this happens.
And if after a certain time the two health bars are still not in the white box, then the bosses heal each other.
With these changes, the fight could be more understandable and way more tactical because the players can see what they need to do and act accordingly 🙂 I hope it can help and i wish you the best for the game 🙂 (and i'm sorry for the texts and image spams but I wanted to be clear in my explanation 🙂 ).
Haven't spotted anyone suggesting number based health and shields, at least not with my tags.
That's just my thought, having a detailed HUD instead of bars would be nice. Or even better, having numbers inside the bars, per say.
Place Bosco in the mission results screen, if he participated at all.
Slight addition to this, but this could extend to missions where Bosco was replaced by an extra dwarf, not just solo runs
A new end screen animation that involves a grabber coming from off screen and scooping you off.
Flesh cave biome maybe? with it's own flora and fauna based around acid, neurotixins and the like trying to melt you up 🤔
minor cosmetic suggestion for BOSCO. Change its building animation from simply swinging its arms at the pipe section to a welding animation.
I'd love to have the option to skip the starting tutorial, like a toggle On/Off option int he options menu 😄
Occasionally spawn a wave of just Mactera Brundles, to show them off a bit more. They don't really have much of an impact mixed in to regular wave.
a biome that nerfs the players light tools but has shrooms or plants that react to noise. It sounds kinda dumb I know but it would make the glyphids way more dangerous. I feel like our bug buddies have trouble closing the gap to gnaw on us and I think this would be a fun way to counter that. I was thinking that gunner would have the most consistent light, and Drillers C4 could light up the entire cavern for a couple seconds. I also think scout could have a tool just for this mode, mission or whatever this is. I think he should have something that makes a lot of noise over time but gives the bugs a speed boost when they are in a certain radius of it. and you would have to defend it from them. I think it would be funny if the tool was like a beat box or record player.
sorry this is kinda long and I'm just throwing feces at the wall but I just listed things off as they occurred to me. If that's a problem I'll structure these better or just stop. Thanks if you read my suggestion.
The ability to adjust the font size would be great for those of us that sit farther back or have difficulty reading small fonts. Some people are probably fine with the font which is why I think it should still be per player and not for the entire game.
Some/most of Defender System's damage buff should be rolled into the base LMG. It's basically no contest when you're talking about an 83% increase in damage. Even with Defender System, LMGs are already quite weak at haz4+. (So without it, it's really pitiful). Right now, there's no reason to take Hawkeye.
Alternative/additional consideration: Make Hawkeye not only give priority to selected target, but also bonus damage to selected targets that makes it strictly more powerful than the Defender System if you choose to target manually. It rewards Engis who can constantly select targets actively, at the cost of being worse damage when nothing is selected. If you want to ignore sentries - defender. Want to use them actively - hawkeye.
have a glyphid grunt guards glacial strata texture be changed a bit so it looks less like its tamed version, i find myself constantly mistaking the two and shooting steeve because their textures look so similar since the grunt guard is blue and all by default in that biome
Make it so that Dottie'es head shows up on the terrain scanner. I want to bring her back every time, but sometimes its just unreasonable to search for 5 minutes before giving up because her head phased into the Dark Dimension. I want to know where she is, so i can rescue her. I know Management doesn't care, but I love her.
Fix Iron Will. When you get health in Iron Will, the remaining time you have gets cut by about 50%. If you have the fully upgraded Iron Will perk, 12 seconds of invulnerability turns to ~6 if you power attack and use vampire right after you get up. It's actually better to wait to heal yourself until after you've revived teammates, so you can actually get the full amount of invincibility, rather than guarantee your survival. It shouldn't be an either/or. If you manage to get health to keep yourself alive, you shouldn't be punished for it.
Allow driller's weapons to scale on critical weakness. Right now it's worse to bring a driller than to bring one, unless you need something terraformed. Critical weakness multiplies the amount of weakpoint dmg by 5, as a multiplicative of other weakpoints. So a regular bulk get 3x weakpoint dmg, but a crit weakness bulk gets 15x weakpoint dmg. Even a praetorian now get 5x weakpoint dmg, which is so much better than the 3x that a frozen enemy gets. Sure there are some bonuses to frozen, but if every class is going to be valuable with every mutator, then driller needs a crit weakness buff. I shouldn't have to choose between driller and a scout who now has more dps and just as good crowd control becuase 1 weakpoint shot now deals 10x dmg and kills a regular grunt. Even if his direct dmg only scales to +50% weakpoint dmg, and his secondary effect gets that as well (so now targets take 4.5x dmg instead of just 3x from being frozen, and sticky flames do 1.5x dmg), it would make him so much more valuable, and what he might lack in that .5x of dmg he's missing, he would make up for in the ability to allow the target to be penetrated from any direction, and slow and burn enemies.
Easter egg line when ordering a Blackout Stout right after drinking Leaf Lover's Special
"I'd like to forget I drank that."
The idea of a chemical weapon that sprays poison/radiation/newType damage is nothing new but having searched through the history (I did search so don't sue me if this a dupe) a very fun element of that idea isn't mentioned: melting stuff.
Looked through the mining section on wikipedia, said chemicals are sometimes used in the refining process to get to the valuable materials. You spray corrosive goop (that's affected by gravity so it travels in an arc) that melts rock and the like. Imagine a dwarf coming along, pulls out a pump, and blasts through a wall/floor/alien hive with acid. Highly dangerous stuff but that's the DRG company motto basically.
This would function as traversal gear (or weapon, it's not like there's room available for this idea) like how the drills are to the driller. Whether it actually leaves valuable material intact is a balancing issue. Dissolves everything: debuff, Dissolves everything but the good stuff: buff, Dissolves everything but xyz: middle ground. Room for interpretation and extrapolation. dear god i hope this isn't already implemented in the game and i'm just too low leveled/rank to have seen it
Link to relevant discussion: #suggestion-discussion message
Alternatives to Bosco as an AI companion would be nice.
What about a BossCo event where he can appear in a multiplayer match to ambush you for abandoning him, with some cool evil robot red glowing eyes, surprise rocket attacks and and calling resupply pods all over the place to crush you
Okay, I just got a crazy idea by looking at this.
Suggestion:
Grenade Launcher, Homebrew Explosives:
Every grenade randomly have following property:
- Fire
- Cold
- Neurotoxin
- Electric
- Radiation
Guess they can different scaling damage and radius effects too.
I have two mission ideas for DRG. The first is a retrieval operation where you have to prepare a left behind refinery for escort by repairing it and recalling pipelines, then upload your location and have a special escape rocket come down and attach to the refinery.
The second mission is what the salvage op would have been if the original crew didnt die. You would have to fill each mini mules with a set amount of minerals as a sort of quota type objective. Like 200 minerals required and you could deposit 20 jadiz, 160 gold and 20 nitra to complete the mission. You would also have to place scanner beacons in certain locations and have to stand in a circle like the refuel/upload objectives until the beacon is done. Then you pick it up and do the next one. Each player would have their own mini mule and the quota would be higher for longer missions but spread out between players equally. On a tier three length you would have to get 600 minerals solo or 150 for every player.
This could also serve as an update for salvage ops where you just have to find the beacons and retrieve their data before uploading. In the story the scanned data would help the dwarves know where to go for missions that are a bit farther down like escort duties and dred hunts.
Add an animation (similar to mantling or something) and a voice line for when a dwarf falls on you from high up
When you load a deepcore with hyper propellant you should load a bowling ball instead of a grenade
Let factions pay credits/ minerals at the Union Terminal to collectively work towards buffs/ cosmetics that reset every month.
like +1/2/3% experience gain or a Union Banner over your door at the space station.
Adjust the first-person animation for depositing resources so that the "minerals" fall closer to the center of the screen instead of slightly to the left.
One thing that is really annoying is repairing pipes when im lagging. Since Y is unused on xbox refine missions please make it an option to set grind to Y
I think that they could just make it bindable in the settings. I dont know if you can completely change your binds on xbawks but i hope and wish you can
LONG POST AHEAD
Mission Type idea: Supply Run (Deep Dive-tier mission)
The crew is assigned protection duty again, this time on a gigantic armed and armored train. The train is long and complex, divided into many different compartments and sections, so engineers and gunners may be necessary to traverse the train outside rather than inside. The train moves along a monorail through a very long tunnel-like supply network (essentially just one big, biome themed tunnel to give the illusion of movement) delivering ammunition and other supplies to DRG on-site R&D facilities, and it's up to the dwarves to protect it from inbound Glyphid and Mactera invaders agitated by the noise.
The main objective of the mission is ensure the train delivers it's supplies to the final station in one piece, where the escape pod is waiting, to this end the dwarves must sometimes maintain the train by adding coal to the engine, venting steam and pressure, fixing fuel lines etc. The train will occasionally stop at "checkpoints". Those would involve either having to lay down a fresh set of tracks for the train to proceed, or stop at a cave with minerals, gold and nitra, where the dwarves must accomplish some form of quick objective, like laying down a scanning probe for example.
The wildlife of Hoxxes of course will try to intercept and destroy the train, with Mactera swarming it and glyphids catching a ride without a ticket to begin demolishing the train from the inside one by one and causing subsystem damage, as mentioned above, neglecting of which may eventually lead to the train's demise. Depending on the risk factor and/or the complexity setting, the train may be transporting up to 3 containers of supplies, meaning 3 stops at 3 different bases, not counting any randomly generated stops. Every time a container is unloaded, the dwarves may pick between a replacement carriage (supplies, turrets, extra minerals etc.) or skip it to reduce weight.
(may post continuation. char limit.)
Supply Run Pt. II
Taking the supply or turret wagon replacement carries it's own risks. Yes, you can resupply easily and have additional security, but the carriage taking damage may start a fire, which if not extinguished, will cause all the loaded ammunition to cook off and detonate, losing the wagon in the process and dealing heavy/lethal damage to anyone caught anywhere near the blast radius. As mentioned before, the train is long and complex, so moving on top of it may prove a better option, but that by itself carries plenty of risk. It's a highly exposed, small area in which one is liable to get ambushed by glyphids and spat on by Mactera. That is not to mention the smoke from the engine obscuring vision if close enough, and the potential environmental hazards like signs, which will comically knock out any dwarf that doesn't avoid them. If the train takes lethal damage, it derails/the engine explodes and the entire mission is failed. The train is immediately knocked out if it completely runs out of fuel, pressure from the engine isn't vented, water is not supplied and the engine overheats, or from external damage caused by enemies. Once the train reaches the final station, the escape pod is already waiting in a small cave filled with congratulatory goodies up for the taking and the mission is deemed a success.
yes this is essentially a more complicated version of escort duty, how could you tell?
Seeing as we have a tribute hat for Lemmy Kilmister. Do you guys think It'd be within the realm of possibility to honor Daft Punk with themed look-alike helmets?
I think they've been a colossal enough influence on music and their helmets would feel at home in the DRG Art style for sure.
Since tipping Lloyd is going to be added for the anniversary, there should be a global tip counter for him as well.
If you toggle private for deep dives, it should always stay private. Same goes for any setting. For example if I toggle private it should always stay private until I toggle it to public, vise versa
The RJ250 OC for the PGL should also come with a -100% friendly fire dmg.
It'd really go a long way with bringing the OC out of the limelight. Considering the whole purpose of the OC is to shoot yourself or your team mates, I think it's right in line with the original design as well.
A melee power attacks should trigger shellbacks to open up and do their spit attack.
When joining a mission in progress, if there is a swarm or boss fight ongoing, add a heads-up on the loading screen, or have Mission Control let you know you'll be coming in hot.
When you're close to the ceiling and Heightened Senses triggers, it becomes impossible to see the leach reaching horizontally because the white bar across the top of the screen blocks too much vision.
Fix: Change the visual? Block the sides of the screen instead? Allow toggling off the visual (only a half fix, as the visual is useful in other situations)? Dunno.
As a engineer who like building jungle gyms in the sky, this is the main way leaches grab me. Luckily, when it happens, it only happens 1-2 times a mission and I can just use the active portion.
plants that make you grow or shrink for a limited time.
@rustic acorn - Or make Bugs grow. I'd vote to replace the annoying damaging toxic gas in Fungus zone with one kind of gas clouds that make bugs grow and another kind of gas that makes players shrink. No idea what that would do for balance though.
While we're at it, low grav when you're smaller, cuz terminal velocity. Also, it allows you to jump to reach things that a normal height dwarf could.
Maybe instead of the Pheromone Canister, it could be some sort of healing gas or something?
Tip Jar Milestones.
At only 500k credits, Lloyd can finally afford proper emotion-processing software!
Also let Lloyd have a pint with us like any real bartender would.
Wish a pipe path wouldn't be considered valid to be laid down (status: blocked) if it was too close to an object that would cause the pipe rider to abruptly stop
--- people make pipes unrideable from the start to the end of the pipe by getting them too close to each other or other objects
Okay kinda similar to my last suggestion, but a new end screen animation where a cave leech comes down from off screen and grabs you. When your dwarf gets pulled up he starts yelling about how the hell is there a cave leech inside the space station and yells at the other players to stop standing there and help him.
Let the Active for Shield Link be used from up to ~8m away so you can more reliably use it to save teammates without putting yourself in a bad position.
Special interaction with hexawings. Something, like, if you pet a gniffer - they have a chance of flying or maybe even guaranteed to fly to the nearest mineral vein within certain range
Hello i have one Unstable Overclock idea for the Driller's E.P.C called the Burst Master! Normal Shots now fire in 3-round bursts! Charged mode now fires 3 medium sized Plasma balls! Negatives: -20% dmg from normal and charged shots. Also takes a bit longer to charge the charged shots.
H0i! My friend and I find that a lot of new players have troubles understanding that gloving bug is a friendly Steve (to be honest, when we was greenbeards ourselves we put a few shots in him as well). Glowness looks more like some kind of buff on him, kinda like the one that warden gives. The fact that there is some small text above his head doesn't really helps, coz in a battle you probably gonna miss it.
So, my friend suggest that maybe it will be better if Steve have a little flag with dwarfs symbolic strapped with a blue adhesive tape. It's gonna be more obvious that that bug is friendly and it's pretty much fit the esthetic of the game. Just a fast 'ok, that will do' thing that you handmaded in a middle of a mission.
Voice lines for tagging each class.
Molly should be able to Pick up Fallen dwarfs and carry one but only when there are no enemies around. So if someone just falls you can drag them back up without having to stop what you are doing.
i think the tutorial part assigned missions should include the various mission benefits and challenges.
tune the sound and visuals of some of the weapons a bit? The engineers shotgun, and scouts assault rifle could use some audio changes to make them a bit more satisfying to use, maybe give the shotgun a bit of visual recoil and a small flash at the end of the barrel so it feels like you are firing a shotgun not a air cannon.
Another suggestion about the Haunted Mission modifier:
Instead of an invincible bulk endlessly following you around, you'd have a powerful predator that can dip in and out of the rock like a menace (or like the twin dreadnaughts) that tries to ambush the player at varying intervals of time, only retreating when the player has deterred it with enough damage, I do think it should use that ability more sparingly when engaged in combat though, only using it for more optimal pathing.
You can never fully kill it, and it'll constantly try to get its jaws around the miners throughout the mission, requiring them to stay on their toes constantly.
have an all time, weekly, and daily counter somewhere in the bar to show the total amount of credits tipped by all players
What if there was two or three non useful perk slots that would have visual perks like make ragdolls more intense or make your guns do funny noises like having the breach cutter noise just be someone saying pew or going mmmmmm
When you update a character outfit on the wardrobe, the voiceline triggered is voiced by the dwarf actually "played", but it should be the dwarf who get customized instead.
Prevent poor Steve from staying in the toxic fumes from the poisonous mushrooms please. He is good boi
stop spawning hordes during dreadnaught fights especially the endless ones on point extract its just impossible to clutch 4 player difficulty as the solo player you never get a chance to shoot his ass without having 500 grunts block him.
Unique content for solo missions
When you playing solo, you can find a remains of Bosco. You can download information from black box that it contains, and get a data. This data is story of one of the few dwarfs that always doing solo missions. May be this brave brothers assigned to missions only to try to find Karl or find out what happened to him.
It also contains a skins for Bosco and overclocks for him (if it will be added ingame one day).
I guess it's kinda logical - Bosco is a teammate for solo missions (or a coop missions while you're alone). So, some good stuff for him will be placed in a solo missions. At least, we've got "Bosco, you're the best!" achievement, so people anyway will play as solo for a sometime. So, it would be nice, if they will have a some little motivations to play solo missions besides achievements.
can we get a dunce cap cosmetic
trying to dance while drunk is really hard, as you occasionally just stop, as being drunk means you get random movement. While this is good in most places and while messing around, trying to dance is impossible.
Solutions:
-replace the random movement with movement like you're on black ice (but half as slidy), so you feel like you're losing balance
-remove the random movement while dancing
and hey you can add in some drunk versions of dances if you want
I have an idea how about we get animated armor effects like sparks or fire or something as well as having custom color schemes that you can unlock pigments for or even have pigment slots for the custom color schemes locked behind levels or such so the higher level you get the more elaborate schemes you can make
Ommoran Heartshell themed dwarf armor/skin
Did some Ctrl+F searching and I didn't see anything, but if this has already been suggested, I apologize.
One thing that seems a little frustrating long-term, is that while the craft beers are fun, they aren't something you'll constantly purchase, and beyond that, there's little use for them.
I'm not suggesting them be removed, absolutely not. They ARE fun. But, they are also the only way to consume Yeast Cones, Malt Stars, and Starch Nuts. the "Today's Special" drink only ever consumes a varied number of Barley Bulbs.
My suggestion is such: Change "Today's Special" to "Happy Hour"
Happy hour functions identically to the Today's Special. However, there is also the 'standard menu' where you can purchase all of the same drinks that would normally appear in the Today's Special, but at exorbitant prices.
To give a hypothetical example: I want to go on a deep dive. Wanting some safety, I want a Red Rock Blaster in order to have some security on it.
Happy Hour is serving Dark Morkite for 2 Barley Bulbs (As per the usual). So instead, I purchase Red Rock Blaster at its (new) "Standard" price, which could be something like 5000 credits, 3 Barley Bulbs, 5 Yeast Cones, 8 malt Stars, and 15 Starch Nuts.
This way the 'special' beer still feels special, but you don't feel completely cheated if you get a back breaker ale when you're trying to do an escort mission.
Further, this gives long time players something to spend their excess resources on, and a reason to keep collecting ingredients, rather than having over 900 starch cones with no way to spend them.
As an engineer main and lover of the roughneck DLC cosmetics, it bums me out to see that whenever you try an apply a paint job to the engineer's roughneck armor it completely removes the floral pattern on his shirt. An easy fix for this would to just leave the pattern on the shirt while still replacing the shirts base color, you could even have certain paint jobs change the color of the flowers on his Hawaiian shirt.
Let us hold down the salute button to keep holding our pickaxes up after the initial salute
Partly so it's easier to show off pickaxe customization, mostly so I can charge to another dwarf's rescue with an axe in my hand, a war cry on my lips, and more beer than management recommends in my liver
Remove 4th extra mule legs now that kinks have been worked out
We also need some scale brigade weapon models that would be so damned epic
Add/improve AI for Bosco vs Hiveguard
(He rarely hits weakpoints after destroying his sentinels)
New overclock: supa hot fire . It makes your damage and fire strong, but makes no remaining flame in ground
An April fools event where you have to fight swarmers with a rolled up news paper 
Small QoL suggestion: make a Drop Pod mark on a scaner (you know, when you press X and see some distant objects on a screen) more noticeable somehow. May be bigger size, or specific color for this mark. Sometimes it's hard to see where DP is, especially when you're fighting bugs.
Not sure if it's already a thing and we haven't found it yet but, wouldn't it be neat if there was a reward or achievement for giving a certain number of tips to Lloyd?
Like maybe a weapon/armour/Bosco skin?
Gunner's shield generator should also block out Nayaka Trawlers
As a tribute to Daft Punk's legendary career, maybe add a song or two to the jukebox from them. Get Lucky would be an incredibly recognizable one, or something older from them such as Da Funk.
Not my suggestion but I couldn't find it posted here: idea for an April Fools day joke, make it to where pinging a dwarf would pick a random voiceline from anywhere in the entire game and make your dwarf say it ("I found a lootbug, "Oh my beard, it's ugly", "It's like a fortress with legs" etc.)
This transparent glasses as cosmetics.
Currently we have only dark one. Let us "play smart ones".
The medical Bosco doesn't salute you back when you give it a good ol' Rock and Stone! I think that it should.
Swap the positions of the Hollow Bough and Azure Weald on the planet map. It feels a lot more sensible for something as dense in flora and fauna as the Weald to be down by the Fungus Bogs and Dense Biozone, and the Hollow Bough's petrified wood invaded with strange plants would feel good wedged between the more extreme biomes
In Escort Duty Solo Missions, you can ask Bosco to defend the Drilldozer, but after the Ommoran Heartstone fight, he still defends it, even if it looks destroyed (likely because Doretta still have hp after the final explosion)
Can you please implement a way for Bosco to realize that Dotty has no purpose anymore and it's no use to defend her ?
Make Ommoran Heartstones a collectable resource (one per escort mission) that you could, say, exchange for a certain amount of any one crafting resource of your choice or use as an alternate way of buying overclocks that you can't afford (looking at you Jadiz and Bismor).
It would give players more of a reason to play the escort mission since its so much longer than the others, seems to have less crafting resources than an average map, and in my opinion gets pretty stale when there's no reason you wouldn't just play two of another mission type.
To avoid cruel method of cleaning pipes from the lootbugs I suggest to add a feature that allows to grab them and transport or throw away from the place.
And maybe what about my second idea?
We are able to take one or more lootbugs to the droppod like Doretta's head, but gain a bonus from this.
A new secondary mission idea - the company wants you capture a some lootbugs that have expanded their diet to include minerals other than just Nitra and Gold, for research purposes. It could include some sort of cage or pod on molly which you deposit the lootbugs into.
allow hoverclock to activate multiple times while mid-air, it currently only activates on the first focus since leaving ground
'No loot bug' mutation +10% exp bonus
On another note, when I first got the game I thought Mission Control's open maw was actually a suave, full moustache, as depicted in this completely professional drawing. It certainly fits his voice and Swanson-esque dry quips and humor. Hashtag Moustache for Mission Control?
on this, i feel like having one mission control for an entire space rig seems odd.
-Do the same thing with the dwarves and have multiple different 'mission controls' voiced by the same person
-keep voice acting the same, but have random cosmetics that mission control could have on, e.g. moustache, har, shirt. The one on the space rig stays the same as he could be the mission control 'head'.
It would be a tall order, but how about different Mission Control archetypes? Of course our good n' faithful oaf would not be replaced, he'd just be one of many that could be assigned when he's too busy yelling at other teams (or having a sandwich)
-The corporate, no-nonsense pencil pusher, keeps talking about "the bottom line" and "profit margins"
"Records show you're precisely three minutes and twenty-seven seconds behind schedule. Pick up the pace."
-The pizza-faced, unpaid intern who doesn't know what he's doing.
"Uh... this big circular thing on my desk is all glowy now with a lot of dots. Is that- that's good, right? Guys?"
-The buzzcut-wearing jarhead
"Back in my day we didn't NEED a drop pod! We'd crawl our asses back to the surface n' then FART our way back to the rig! But since you MAGGOTS are all gone soft, we're graciously sendin' in the drop pod for ya. NOW MOVE IT! I WANNA SEE NOTHING BUT ASSES AND ELBOWS, LADIES!"
-The pointy-eared, tree-hugger
"It's go time, team! Just try not to kill anything, okay? All life on Hoxxes is precious, after all, and it should be adored and studied, not barbarically murdered. Ugh."
I notice now that you can't switch between heavy and light neck/chest armor pieces by changing your beard while wearing a helmet, meaning some helmets now get covered/clipped by the larger armor, would be nice to have a way to toggle the neck/chest pieces for personal preference.
I think that flares should recharge faster when playing solo. There is a huge difference if you have 4 flares when playing solo or 8 to 16 when playing as a team.
Replace Mactera Toxin-coating in the Subata with a Freeze equivalent of Volatile Bullets.
The subata, while being a solid, very good sidearm when playing with the flamer, it's rather pitifuly weak against frozen targets, and therefore with cryo cannon. It feels like a peashooter even when using the +3 damage mod over Hollow Points, in contrast to other weapons seeing massive damage increase when firing at frozen targets.
In comparison, using EPC with Heavy Hitter blows it out of the water with far greater damage & ammo efficiency, and you even get to bring TCF to mine with on top.
Replacing the mactera damage mod, which virtually nobody picks, with an increase in damage against frozen targets would make subata feel stronger when utilizing Cryo Cannon without having to sacrifice the weakspot damage.
Suggestion: Bring back frequent dialog with dice slapping. Literally bought fluffy dice to slap for good luck and now the game only gives dialog every 30+ seconds of slapping. Let alone giving the coveted "Slappy-Dee-Slap"
What do you think of using Err-ore to make a special beer that deliberately causes spoof glitches, like 'noclipping' through the space rig floor or lowering graphics and sound to 4-bit or other traumatizing events for the dwarf, and then waking them up in the infirmary when it's over?
Let the Dwarfes interact on the final mission complete screen, like a fistbump ^^
Would it be possible to keep mod support under surveillance? Like Vermintide 2 does? So only approved mods can be used in public games and unapproved or unsupported mods are kept only for private sessions only?
I really don't want all the bull sh#t mods surrounding modded public lobbies? I would love to see enhancements being made by modders and other things that are not lore breaking in a way it is approved to be used in public lobbies by the devs themself.
It would be interesting to add a anomaly called "Soft Ground" that decreased fall damage by 1/3, also it would be cool to highlight the drop pod button separately than the actual M.U.L.E so you could ask if you wanted to call the pod.
Suggestion for Update 34's Mod Support - The option to "blacklist" mods or "words" in-game, to make it easier to avoid joining certain lobbies if they have cheat-mods enabled
what if you could consume your power attack to throw a heavy object twice as far.
Can mission variety on the map be normalized a bit more? There's always like 4 Escorts to choose from but only 1-2 PE, 1-2 Elimination, etc.
Alternate version of the Scale Brigade helmet with the lower part removed so we can show our beards.
I wish there was a way to buy the old holiday/anniversary hats. I have some of them for some of my dwarves, but not all. It feels bad only having my First Year party-hat for my gunner and none of the other classes; or having the Yuletide and Pumpkin head, but only for my Engineer, because at the time I was too busy to play the game enough to afford them for all classes.
Can we have it so some of the gold stays even with added skins like it does with the "Fourth Relic" guns?
When dwarves are drunk during the orbital insertion, make it so that the drop pod has vomit puddles when landing (1-4 puddles, dependent on how many dwarves are under the influence).
Also the Hiveguard seems a little weaker than the other two Dreads. Feels like it's at the power level of pre-buffed vanilla Dread, just a lot of combined HP. Sentinels seem pretty harmless, like a slightly beefier regular grunt, and once the Sentinels are dead the fight isn't meaningfully different from the vanilla Dread, just easier. Perhaps instead of having to clear out Sentinels to damage the Hiveguard, the Hiveguard could be continuously spawning Sentinels (and the kevlar nodes always vulnerable, but maybe a little more HP) to make the fight more of an issue of crowd control.
I really enjoy the crazy aggression of the Dread Twins and the new vanilla Dread feels a lot more threatening because of its relentless attacks, the Hiveguard just isn't at that level.
the arbalest and lacerator take twice as long to kill because they spend half the time digging
the golden pieces on armor and other cosmetics should be a uniform color. i want my dwarf's golden skin to match his golden armor and golden weapons. currently they don't.
Add a way to see the current hazard level while in a mission, maybe above the objectives in the top right corner of the screen. Sometimes I join a mission or watch a clip of some gameplay and there is no way to tell what difficulty it is set to.
Use glyphid tamer on a lootbug and the bug will then follow you closeby. The longer you can keep the bug alive, the more minerals it will drop, reaching up to even error cubes or bittergems on max level. The bug pops automaticly if it is still alive when you call the extraction pod. So you basicly trade in a bug as reinforcements for an extra chance of gaining more out of your mission.
In the result screen, if you save Doretta, she could make a cute little beep sound to thank us!
Give us a list of the respective Cargo Crate & Lost Gear equipment treasure pools so we can see exactly what we are missing.
Don't show the things themselves- just the names. Wouldn't want to spoil ourselves.
Black Crag weapon skin
Here's a dreadnaught boss idea
What about a dreadnaught boss that looks like it's fused with a brood nexus and has some psychic abilities as well.
Dreadnaught Name: Brood Abomination.
Abilities could be:
1. Exploder Toss: Summons exploders from it's body and throws them at players.
2. Pheromone Spray: Spews pheromones on players that attracts bugs to attack said players.
3. Swarmersplosion: The brood nexus type structure on its back sprays around 50 swarmers in all directions.
4. Psy Shield: Charges up and grants itself and nearby enemies a 50% damage reduction for 30 seconds. Affected enemies glow purple. Long cooldown.
5. Psy Wave: Charges up and after a short moment unleashes a large energy blast around it dealing heavy damage to players and the terrain. Long cooldown.
6. Psy Beam: Charges up a beam attack that deals heavy damage, but has a slow tracking speed, so if you keep moving or use cover it won't hit you.
Armour: Can be shot anywhere, but takes quad damage on a purple orb weakpoint (basically the same purple orb wardens have) located on top of its head, however this weakspot is only exposed during the charging animation for its psychic abilities.
Health: Very good base health.
I like the power cable in salvage missions connecting the fuel cells to the drop pod. However I think you should implement a minimum turn radius and a more gradual curve for the cable, similar to what pipe sections have. What tends to happen is the fuel cells drop with the cable socket pointed into the wall and the players have to route it around and back to reach the pod. This will be done at very sharp angles making the cable look like a stretched rubber band that has been stapled to the ground, know what I mean? It just looks... odd, or unpolished.
id like to see the paintjob for gunner called mercury bulwark to be accessible to all classes, as it contains no green from gunners class colour to begin with so it would be a perfect fit for the rest of the classes
Make a chance that on a "Mission Completed" screen one of the survived dwarfs will drag a fallen teammate and lay him down before make a victory move.
assuming we one day get support overclocks, i tht of one for the grapple hook where you get two charges in exchange for a longer reload timer? Would come in handy for those situations where you cant mine something high up without taking fall damage. prob is only balanced if its a HEAVY timer increase tho
i feel like the web/acid spitters could use a bit of an ai tweak. i often see them just walk away and disappear for extended periods of time, or sometimes crawl up the hole that the drop pod/minehead/on-site refinery leaves behind and do nothing
Buff scout's electrifying reload OC by replacing the electrocution effect with neurotoxin, which would allow players to kill grunts with one bullet + reload + dot instead of having to repeat that twice to kill grunts. Additionally, consider allowing battle frenzy to proc from the dot effect again, as that was one of the main reasons this OC was viable before
Missions should keep the Hazard 1-5 system but each mission would come with a "Crowding" and "Bug Strength" stat
I've noticed that as Hazards go up, both bug strength and spawn rate increase but what if those stats were calculated individually?
Let's say a mission has a bug spawnrate of 5 but a bug strength of 3. This would equalize into a Hazard 4 mission.
It would make certain missions prefer either single target or splash builds depending on the distribution. (balanced missions would still exist)
Idea:
Allow solo players to take a secondary utility item from another class, but only after at least one promotion (on both the "giving" and "receiving" class).
Example:
Solo player has promoted Engineer and Scout, but not Gunner or Driller. The player has chosen to play Scout. The player may choose to "borrow" the Engineer's platform gun in addition to the normal grappling hook, but not the Zipline or Drills. Likewise, the Gunner and Driller may not borrow utility items from the promoted classes until they have been promoted themselves.
Reason:
As a regular solo player, I sometimes find myself in situations where having another dwarf with another utility ability would be extremely useful and make the enjoyment of solo play much better. Bosco is great, but he just can't fill every role.
Can you please cut the suffocating sound when dwarf is down ?
It's damn annoying when you're down at the start of a swarm and have to experience what it sounds to be asthmatic for the next 5 minutes
Some of the rocks should also be floating stone during the floating rock stage of the hearthstone.
Please add a menu option to disable oneframethreadlag. Maybe it affects people with stable and high fps less, but someone who cant maintain above 100-120fps, for them its a lifesaver for mouse input and for efficiently and precisely aiming at things, especially on high difficulties and on tense waves of enemies.
There are plenty of threads in the steam discussions created over time, with people asking how to deal with input lag. Theyre being told to disable vsync or do something with reenabling fullscreen, but theyre often left without their solution.
So my idea is the A.N.T.T (Acid. Needles. withToxins. Thing.) it’s a weapon for the driller that spits out a cloud of acid. It has low impact damage, but if bugs stay in the cloud overtime they take damage. I think it would be a great addition to the driller’s load out :)
Stats:
Damage on impact: 2
Damage type: poison
Gas cloud damage: 6
Gas cloud duration: 5 sec
Mag size: 300
Max fuel: 300
Gas cloud reach: 8 meters
Poison effect time: 3 sec
Poison effect damage: 2 per second
Please just make the engi shotgun stronger. I somehow not manage to play it. I think this feature with shooting at your sentry is nice but the general damage output of the shotgun is way too low.
I suggest that the viking helmet that was given as a reward for voting during the steam nominations become a permanent fixture in the DRG shop as it goes perfectly with the new armor and is a total kick in the face for the people that did vote as well and did not get to pick it up in game before it disappeared.
double barrel shotgun OC suggestion:
stronger ejection spring
a large reload speed boost, but it also ejects unused shells, wasing ammo
Another kick explanation option: you drank another dwarf's beer
**I understand that proper matchmaking has been suggested numerous timers, but please allow me to speak my case.
**
Just like class locking, a feature can be added to the game called the Statistical Matchmaking System (SMS for short) which will only be an option, and not a fully functioning program. If a player checks off Statistical Matchmaking System under options, the game will then, when the host hosts a game, go through a step process of checking the players level of who can and can't join. The system will use a 30 level gap limit above or below the hosts actual level. Example: if the hosts level is X, then the players who can join would only consist of levels no less than 30 of the host, but no greater than 30 of the host (X-30 or X+30); if the host is level 75, then the only players who could join would only consist of a minimum of level 45 or a maximum of level 105.
This may seem like restriction, but it actually can be beneficial to all players of all skill levels; let me explain. If a player that is level 30 hosts a game, and the players who join are---hypothetically---levels 90, 252, and 41, the host won't have trouble with the game since the players with a higher level most likely will have a greater understanding of how the game works, making the match much easier to play, which then equals out to the host learning little to no skills as to how to play the game due to the other players doing most of the work. However, if we bring in the Statistical Matchmaking System, then the game will be much easier for all players to learn and grow. By allowing all four players to have a similar level of intelegence as to how the game functions, then players will either learn how to play the game better without someone doing all of the work, and will allow games to not have instances of baby sitting and coddling someone who just bought the game.
This is a rough idea; character limit is a B.
Mission select panel where you can actually see the whole planet and rotate it
Ok I know that you can make how much nitra you have show up using the pinging tool, but maybe there can be an option to add nitra, nitra and gold, or everything posible on your screen at all times below the objectives
Idk if anyone is using razer chroma with hue play lights connected. I have two connected. DRG just strobes your class color from right to left across the hue play lights. Its super distracting. I kinda which they would just stick to a solid color.
Idea : Separate Graphic Settings for Ship and missions. (For weak PCs)
Ok, maybe this was suggested before but:
We need a “Reply on ping” mechanic!
Example: Your teammate pings a dreadnought cocoon, and you want to tell him that you are ready to summon a boss. You look at pinged object and whip out your scanner, it will show you two hints on scanners screen:
LMB
RMB
When you press LMB your dwarf will shout “I’m ready!”, etc.
And when you press RMB dwarf will shout “Wait a second, I’m not ready yet!”
There can be many replies, and this mechanic can be applied to different objects, enemies and objectives.
This will be useful when you dont have time to use chat.
An ability to remove the Bloom effects in the graphics settings - for me at least, that settings defines whether I can run games or not, and I don't like the effect itself, prefer it off - don't think would be too much issue to implement, and would help potato PC/laptop players a lot
i like frogs
In the same way that there is a cave complexity rating and mission length, i think a bug density or swarm rating would be cool. The rating would determine how often swarms are and how many glyphids would show up.
How about a new model for supply pod? Something detailed as good as nanite bomb dispenser. May be with a corporate logo on a side?
How about if you could ride Steve and move better in a heavy class?
Absurdly minor, but I still wish we could choose a preferred bedroom. Player 1 always has the same room and I'd rather feel like a particular room were "mine". I want to set the one filled with green (Mt Dew?) cans in it and the lights off as my bedroom.
As there was a change to not being able to use the tip machine while holding beer's. Can you also apply that to the slap gnome on the right side of the desk. Seems weird to be able to use that but not the tip now
After having a new player set fire to Steeve, if we could use "pet" to pat out the flames. Maybe even for teammates. It would give us a minor way to mitigate friendly fire, and deal with environmental fire in everyone's favorite biome.
can Huuli Hoarders not despawn from getting too far away from players? a lot of the time they'll run on the ceiling where noone can follow them, it'd feel a lot more reasonable if they only left once you stopped dealing damage
Pls add some speaker for music near droppod. Launching with music will be more fun. Thx
quest log of the last 4 missions
Maybe adding a mess hall where you can see different parts of glyphid parts being eating like the eggs or maybe like a rib rack roasted some glyphids on it.
team effort to drive the drill would pretty cool and everyone i play with has said that.
let us pick up heavy items mid-air, it's make it easier to pass items between people and generally get them up ledges without dropping them and such
Ball and Chain. Driller Weapon.
It's not a melee weapon first and foremost. It's a chargeable weapon in which the longer you charge it the further the ball goes. Max range is about the same as an inaccurate assault rifle. The ball is about the size of a dwarf's head. It excels in terrain destruction and armor breaking. Trying to use it as a melee weapon is a bad idea because it has a long wind up and travels in a straight line with a bit of a downward arc like a grenade and doesn't cover the area around you. You'd be better off using the pickaxe. Once you toss it, you have to retrieve it by pulling it back or running up to the ball and picking it back up, similar to the axe. It's has a durability that will eventually break (like ammo) and the resupply recovers that.
It's basically a really big shotput.
You throw a very big ball, and have to recover it. It's flavored like demolition equipment you might find on a construction site by being a wrecking ball.
New unstable oc for driller: song of ice and fire , fire and ice debuff can be exist in same time, does more damage with other one, cons are 75 ammo removed. Able for both weapon
The problem: Warthog feels weak for new players. I think it is partly because it really scales up as you unlock new mod tiers, but the main reason I think is that warthog is your sidearm and no one tells you that. Once you learn to use 40mm and turrets properly, warthog feels perfectly adequate solution to mop up the leftovers and stray enemies. I will focus on the ways to force engies to learn that not touch the warthog itself. Again, this is about new engineers, so I do not touch alternative weapons. All solutions are not exclusive to each other.
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Add more voicelines to engineer. For example:
When the wave starts: "I really should place my turret NOW!"
When resupplying or digging for minerals: "I wish I'd place my turret to cover my back"
When leaving the turret behind: "Wait, where is my turret? Should really recall it"
Facing a nexus: "Kill it lads! My turret will swipe the swarmites!" -
Rebalance turret so it would have reduced clip size and faster build time. Rebalance the according mod tier so it would bring turret back to its "normal" stats. This will enforce new engies to place their turrets often, but it would not be much of a husstle due to faster deployment.
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Rebalance 40mm so it would have more ammo and less damage. Again, rebalance the mods to bring it back over time. It would encourage engies to use 40mm more often. As a new engie, you know that 40mm is a big hitter with very limited ammo and you do not really know when using it would be justified.
Display all cosmetics or at least silhouettes in wardrobe to give new players an idea how much customization is there.
Bonus points for information how to get it and ability to preview at least DLC cosmetics
A trashcan somewhere in a Space Rig, which contents Safety Instruction.
Also, a some certificate about promotion on wall in bedroom, which will change according to promotion level. There could be a stack of payed bills of penalties nearby, that we payed to accounting department before promotion (according to current lore). It will grow with every promotion.
Dwarf could crumple it up in a ball and throw like a snowball in a trashcan or Barrel Hoop, or in his teammate.
It could accompanied by some phrases.
Also, a folder on a table with a corporate logo and copy of company contract inside it, that dwarf signed when company hired him. It also grow with promotions (like a contract extension with new terms, for example, nondisclosure agreement). Dwarf could slap papers from it on a floor and grunts, like:
“Damn you, Deep Rock Galactic!”
“Should've read a fine print”
“ Damn wastepaper”
“Corporate cabala”
“If only I knew what I signed up for…”
etc.
Just a some joke stuff and elements of progression.
Idea for Driller Mechanic: Perhaps add an option for the drillers mining drills, to consume 10 liters of fuel to be able to infinitely drill with supercooling for a time equivalent to 3-5 liters of fuel in mining distance, for emergency getaways from extreme hazards? Thought it'd be a neat way to add speed to them at the cost of fuel.
Suggestion: we should be able to pet the breather plants in the radioactive exclusion zone bc they're cute and i wanna
Pickaxe part based off of the Tritilyte Key, smash your foes’ heads in with your permission access to machine events! Not sanctioned by Management, of course, so you can’t activate terminals with it.
This would be a fun addition to the lineup of pickaxe parts we have currently.
i liked that adding a beard to full-headgear removed the front plate to make way for the beard (even though it doesnt show). please re-add
I've got an idea: Take a Medibosco from the Medbay and use it in a Locate-recover-defend-extract mission type, maybe call it a "Rescue Mission"
Names for the Engineers turrets like BET-C, Molly, Doretta and such
It feels a shame, since the dwarves name most of their equipment, machinery and random bugs they just met
(sorry if this has been suggested already, there are 30 pages on turrets and 19 on names to search through)
Get extra XP/credits for any ores that you get past the mission quota (ex. getting 8 aquarqs on a 7 aquarq mission would give you 50 extra xp and credits)
getting an achivement for breaking a flying rock with your pickaxe
I just managed to recruit my brother into playing the free weekend and now he's bought DRG as I suspected he would given tastes, but he made a very good point about how the tutorial felt like it wasn't hands on enough. I realize it's most likely intended to have players hit the ground running to keep the pace up rather than a slower and arguably boring tutorial, but I would like to suggest expanding or at least tweaking the tutorial, whether that's adding a shooting range to the Space Rig where new players can try out their weapons and classes BEFORE being sent into the mission or having them spawn in the Rig and given a tutorial assignment to take.
He's not super into high action shooters but once I showed him it had it's down time moments while mining too on normal missions, he came around, but I can't ignore that there's a possibility that new players would get turned away by the sudden nature of the tutorial when they might otherwise like the game.
In short, my suggestion is to review the existing tutorial and see if you think it needs tweaking for first time players, especially people not used to this genre.
i think it would be nice and funny if killing bugs with pickaxe on golden bugs with pots o' gold dropped more gold
Class exclusive victory moves. Some examples:
Scout rapples down from the ceiling M:I style only to crash into the floor at the end
Engi: doing a split on two turrets or a dance on one
Gunner: throws cartridges in the air and they rain down on him the entire duration of the screen
Driller: joker tdk inspired, throws c4 behind him, tries to activate it nothing happens, tries a bunch more times until it explodes
Obviously there are millions of other possibilities but I think the idea of having class exclusive victory moves would give the end screen more personality
On the mission results screen, rather than pressing the continue button and then making everyone wait 10 seconds, why not start the 10 second timer, but skip the wait if all party members have clicked the button
Here's a thought...make Steve's health bar green so i stop constantly shooting him! 🙂
If a player commits friendly fire enough times, the laser pointer will call them a random insult (pulled from what the dwarves use) instead of their class name when pointed at
would be cool if there was crystalized sap on hollowbough, or maybe just normal sap that you could slide down safely.
New victory move idea: Backflip.
A lot of the driller’s Flamethrower OCs are really boring, and don’t impact your use of each weapon very much. Sticky fuel and Face melter are exceptions in this case, but that still leaves 4 overclocks that don’t offer much of anything unique. Thus, I’m going to suggest changes for each of them
Lighter tanks: Add a slight reload speed bonus
This just makes sense from it being a lighter tank, but also there’s just no way to augment reload speed normally on the flamethrower. This would be a nice buff, and although lighter tanks is one of the best simple OCs for it, I don’t think a buff like this would make it too strong.
Sticky additive: change sticky flame duration to a slight increase to base slowdown on sticky flames (+5% or +10%?)
While you have sticky fuel for duration and damage, the sticky flame’s slow effect is not augmentable outside of the Sticky flame slowdown upgrade. I suggest sticky additive increase the slowdown effect on sticky flames instead of duration, as 1 second doesn’t do much to contribute. The damage buff may or may not stay.
Compact feed valves: Increased range penalty by 2 meters (4 meters reduction). Add a damage ramp up the longer you fire, up to a 50% damage increase after 3 seconds. Ammo boost removed...?
Kind of a crazy idea and since I won’t discuss face melter in this post, I will say it would be pretty weak comparably if this change was made. Flame range is reduced even more in exchange for a hefty damage ramp up mechanic over periods of continuous fire. If it needed one, new name could be Magnesium Heating Coils...?
Fuel stream diffuser: Increased range bonus by 5 meters. (10 meters bonus). Added reduced heat buildup on enemies.
Thought it would be funny if the range increase was a lot bigger. That’s about it. It’s a fun idea, at least, reduces the weapon’s range disadvantage. More flexibility in combat, for sure, even if time to burn is reduced.
Scout Grenade - Carpet Bomb:
Drop many small explosive incendiaries in an area around you.
The idea is to pretend the scout is a plane. It's a grenade that you can't throw (so I guess it's not a grenade then huh, well, secondary) but instead will drop directly below you as if you were a plane doing a carpet bombing during a situation like grappling over enemies or jumping down a long way to save a downed ally.
(edit: Looks like the name carpet bomb has already been used. Still, I think this is unique in actually being used as a carpet bomb rather than just a aoe bullet)
The ability to remove or lower the low oxygen sound would be nice
Can the respawn button in esc menu remove the passed out stage after getting drunk.
Right now if you press respawn while passed out, you just respawn in your cabin passed out instead.
M1000 Overclock that entirely removes the charge shot but buffs hipfire slightly. Maybe more damage or more hipfire accuracy. Nerfs could be smaller clip size, higher recoil or lower armor break.
program bugs not to hit you through the wall when u are mining crystals
Can we please remove the "Dwarf life in a nutshell" voice line when depositing? It sounds like it was written by a first grader. My dwarf is not a child!
It appears some people are complaining about the power attack recharge cues not being loud / visible enough for it to be consistently noticeable, so here's my idea :
Add a brighter, stronger flashing effect around the icon for a brief moment when the power attack is recharged. That should make it easier to see with the corner of the eye.
make Sentinel's weakpoint dimmer when it dies, just like Praetorian
A beer that comes from a can instead of a tankard.
getting to remove the flashy stuff from this game to make it easier to run on bad laptops and pcs
Make a tutorial for making servers to stop poor miners from getting kicked from lobbies that are "supposed to be private"
give bosco a specific icon for when they are carrying something. it's hard to tell when bosco has actually fished out whatever aquarq or jadiz you ordered them to get, so having that icon once they are carrying something would be super helpful
Make deep dives farmable but on your second run you only get 1 overclock and the third run you only get a blank after that its just money and xp
While I love using the EPC a ton for it’s charged shots, I feel like taking anything besides TCF is going to be a massive disadvantage. I feel one of the big reasons for this comes from the fact that TCF not only has the extremely useful implosion effect, but it also makes charged shots unable to fully overheat the gun. It is the only upgrade that does this, and it makes it exceptionally useful for any build you use charge shots with, which is most builds due to the upgrade focuses and the power of the charge shot.
On the other hand, there’s Tier 4’s Heat shield upgrade, which is not going to do much for you compared to an extended battery life and is usually never taken.
To make it more powerful and as a way to nerf TCF in prevalence, I suggest that Heat shield should prevent instant overheats on charge shots instead of TCF. This makes a more difficult choice for TCF users, in taking more battery life and relying on teammates to shoot the projectiles, or letting you do it yourself and spam charge shots more effectively. This would also just make heat shield a lot better, and break the current monotonous path of upgrades the EPC is usually run with, by forcing more choices to be made besides maximizing battery life and efficiency.
Would love if the scale brigade armor had an extra chest plate that gets removed when you add a long beard. Currently the chest area feels kinda empty if you wear a helmet that was designed to hide the beard.. like the scale brigade helmet. Also would make it less obvious that the chest area is the same as the design for MK3 armors (except for the driller), because the stripped down design may be nice for beards... but doesn't fit the rest of the armor design when wearing a beard-covering cosmetic
I'm sure someone else has mentioned it, but a quality of life improvement for me would be if the cardinal directions (N, S, E, W) and a scale of some sort were visible on the pop up map. It would be easier to tell at a glance where things are in relation to my current location.
Put a Doretta head trophy in the memorial hall, make it gold once youve rescued her
beer gun for all classes
What if loot from cargo crates / lost armour / overclocks wasnt displayed to you until you completed the mission during the results screen? This way it could be exciting to find out what it is and you wouldnt forget about it once you got to the space rig
Headcanon that morkite, magnite, croppa and nitra are sold to tech companies to make computers and drones, each one being a component of making more efficient microchips. Nitra also having other industrial purposes, depending on how it gets processed. Used in everything from explosives to batteries. Umanite and jadiz are used in a similar capacity, in the manufacturing of electronics.
The more organic side-jobs are tasks from pharmaceutical clients, looking to study the unusual biology of Hoxxes IV.
Enor pearls and aquarqs, those are sold to high-end jewelry companies to be cut and sold on rings and necklaces. Some criticize the aquarq industry for perpetuating artificial scarcity, as mining companies like Deep Rock Galactic often extract many times what's actually put to market.
I'd love to see more of the wider universe that DRG is set in. Like, what does the general public think of a mining company that buys in all these munitions, military-grade body armor and professional mercenaries to oversee site security? In reality that'd be extremely concerning, but perhaps in Dwarf society arming miners isn't seen as unusual
DRG needs a little space rollercoaster outside of the station. Could be fun and worth an achievement. 🤪
Allow players to toggle DD difficulty to be the same as EDD. No core bonuses or whatever for doing so, just +materials and +exp similar to playing missions in Hazard 5.
( Warning long post ahead my apologies )
I've been thinking that maybe drg could add some more salvage missions where you have like a tow truck or drop pod were a team goes in with a type of single man mech that are used to extract/ salvage part off of the drill dozer, onsite refiner, and the Point extraction.
The way I was thinking this mission would work is that each mech has a select roll and uses such as the Gunner would be the on site turret defense/ guard dog that would watch out for bugs and eliminate them as they come in. The Driller would be the heavy lifter; able to carry large parts and still have the ability to carve out a path way to the salvage area. The engineer would of course would be in most ways be a “mvp” due to the mech he ride would have the right tools to dismantle/salvage whatever he can off the type of equipment the group was sent into get; and the scout would be a medium to small range support fire and small lifter able to help the gunner protect the driller and engineer as well as be able to pick up small part of equipment.
The difference is in this type of missions is it would be like a deep dive where there are no special items/ores (due to the fact that the last team already collect most of it) but instead the main goal or way to get a drop pod to come get you is by collect enough parts from the rigs/equipment that management does not think this is a waste of time for them and instead of paying the team with gold or money they pay you with scrap you can use in terminal/ garage area where the mech are held where you can upgrade them to due the job faster and easier.
Again just a suggestion and a big work in progress if anyone else may have ideas please share i would love to hear it and again sorry for the long post.
Radioactive Fire OC for Flamethrower.
- Radioactive Fire: Leaves small radioactive clouds over the top of flames (kind of like the fatboy cloud, but smaller) that deal small amounts of radiation damage, these clouds have their own timer of 3 seconds by default, but duration is increased by the sticky flame timer (so technically the radiation lasts for 5 seconds base, since 3 + base sticky duration of 2 = 5)
- Green Flames (cosmetic, but it lets team mates know you're using the radiation flamer)
- This fuel is a bit heavier and thus you can't carry as much of it, minus 50 fuel.
update fuel cells beacon visual to match resupply pod, personal drop pod, and nanite bomb dispenser beacons
I know shotgun-like weapons have been suggested for gunner before but I had an idea for a mechanic that's more distinctive than just "shotgun but big" so here goes
I need UI option to keep marked popup though near there. I often marked fossil or plants then drill up to there from behind wall. I can't do so if popup disappear near marked location.
The ability to mix and match primary and secondary colors from unlocked color palates (as well as under armor colors for armors) for better customization.
Certain voicelines when you kick or get kicked and reload your lobby
Kicker:
-i HATE greenbeards!
-Dwarfes they put you with theese days...
-What was management thinking when they assigned this guy to my team?
-No amount of minerals is worth putting up with that guy...
Kicked:
-The leader of that mission had a small beard anyways...
-And here i thought this would be a productive day...
-More time to find a capable team!
-Was it because of that leaf lovers special?
I accidentally discovered that if you rebind grenade but leave slot 1 for it blank, you can't activate See You In Hell. Please clarify in the description of SYIH that it uses the same binding as the grenade button, and fix it so it works if the second key for grenade is bound but not the first.
Ramming perk
since we have a dash perk already,i was thinking of a perk that would completely remove armor from bugs infront of you,and maybe stun heavily armored bugs in the process if they were rammed
the stun only works on bugs with heavy armor,not sure if it should apply to guards and slashers
armored bugs that dont have a minimal % amount of armor in their body might not get stunned
for example: a full armored preatorian will always be stunned
a prateoriam that had most of its armor destroyed or completely destroyed will not get stunned by the perk,But it will still remove the remaining armor on the praetorian if he has any
i was also thinking if it could have an effect to smaller enemies like jellyfish and ankle biters,but that would deviate from the perks purpose, but the idea is there to discuss
also forgot to mention,the ramming is not a free movement control,if you mess up,you could ram yourself in to a pit and not be able to change course,and you cant jump while ramming
the ram also stops at the single enemy infront of you, but the armor break effect is wider and can hit multiple enemies
also,not sure if it should stop on any enemy,or stop at the first heavy armored enemy
Assignment missions non-specific = If the 1st mission is a mining mission then ANY mining mission would work. This lets you pick from all available mining missions on the board and anyone on any assignment with a mining mission would also get credit since any mining would advance all assignments that require A mining mission. Next mission is a salvage, any salvage at all. Hey there is one with mineral mania and in fungus bogs.. i need some of those rare materials. Great go for it, doesnt matter, any salvage mission will work. Not a fan of the current system where I see 2 or 3 people with mining and they are all different and specific ones =/
we should be able to pet or slap dreadnoughts
A Company Special paint job for armor.
a board/card game on the lobby
It would be cool to give the flamer an overclock that made it work like a jet engine; very low range, but insanely high DPS. Like holding an industrial lightsaber.
i don't know if it has already been suggested but i would like some type of bonus if i'm able to complete a escort mission without having Doretta take permanent damage. Doesn't have to be much something like survival bonus.
Scale Brigade colouration for weapon meshes. Currently its only avaliable as the default choice for the SB mesh itself, i'd love to see the colours on other meshes, I know its similar to the supporter colours but its different enough.
A couple similar to this have been suggested but not this specifically:
Nuke the 3 loadout slots and instead have a limitless amount of loadouts for each individual piece of equipment. Why unlimited? Well, one single preset might be satisfactory for simpler things like the grappling hook or one's armour. Weapons, however...
You have crazy people like me who want to mix and match different builds together. I'm that guy who wants to be able to quickly switch to use ANY overclock on all of my weapons. Yes, even the bad ones.
For that reason, if the choice is made to have loadouts for individual pieces of equipment, it seems silly to limit everything to the same number. Because memory is not unlimited, however, choosing a computer-friendly limit that few players will reach (16, 32, 64, 128 or 256) would likely suffice.
The UI would have all your loadouts for the equipment piece and then one additional box for "create new".
Thanks for reading, and commenters, thanks for any additional comments and criticisms.
Can we choose a higher amount of credits to tip Lloyd with?
Maybe we can get unique animations and voice lines/achievements for tipping alot all at once
I think in the future it may be fun to have missions from someone other than mission control, Maybe even a lady elf from corporate, one who actively dislikes the crew in a very entertaining way. could be a good way to shine more light on the wider DRG universe
i would like to tip all the money i have
This is probably the most "whatever" suggestion I've made, but since it bothers me... Can the Leadstorm Minigun's OCs get better names? (mainly the leadstorm, burning hell, and bullet hell ocs)
It's a really subjective topic, I'm aware, but from my perspective giving the Leadstorm an OC that is literally its name, as well as 2 OCs playing off of hell in some way is more often cause for confusion than much else.
Just because I think its funny to come up with silly names:
Burning Hell -> Hellfire
Bullet Hell -> Bouncing Bullets
Leadstorm -> Experimental Motor
(the names themselves don't need to be anything specific, but I feel they should change)
A crablike enemy unique to the Dense Biozone. It's roughly the size of a Praetorian, the main body is lightly armored on top.
It's got one large, heavily armored claw it holds sideways in front of its body as a shield (or swings as a melee attack if players get close), and a much smaller claw it aims outwards under its larger one. The smaller claw periodically opens to extend a whip-like, thorned appendage, a bit like a frog's tongue; this is its primary means of attack.
Much like glyphids, it walks along surfaces, easily climbing walls and ceilings; however, it's unique in that it strafes sideways, always trying to face the player it's targeting while moving side to side, making it somewhat unpredictable and difficult to hit.
A UI element that either gives you a breakdown of the damage you took prior to being downed or highlights the source of the downing blow. Hard to learn from downs that results from a source of damage that is nowhere to be found as soon as I'm put in third person.
What Drg (Deep rock galactic) needs. I believe drg suffers from a lack of satisfaction. The thing i’d like to see in drg is more subtle changes. When you shoot bugs in L4D2 the enemy's heads pop off and their limbs fly off but in drg all you see a dead bug do is turn grey, fall over and despawn, it’s just not engaging enough. Also when striking your pickaxe the animation is always the same, I think adding just 2 more movements would change how impactful mining is.
My other issue with drg is with the combat but more precisely the weapons. Drg has 12 weapons (I know they’re adding more), every class has a primary and a secondary weapon with an alternate unlock. The problem is that most of those weapons feel the same as their alternates, for example the minigun for the gunner is so similar to the autocannon. The autocannon does basically the same damage as the minigun with the difference being it now does explosive shots. It feels more like an upgrade than an alternative.
So I propose a new ability for each weapon, it would go something like this
Mini gun: A overheating ability that allows the minigun to shoot faster without overheating for a few seconds
Autocannon: Fires either an ice shot or a fire shot depending on what upgrade you gave it
Revolver: Fires all 6 bullets rapidly with an accuracy penalty
Burst fire pistol: Gives the gunner a speed boost for a couple of seconds
Flamethrower: Fires a fireball which lingers for a few seconds
Cryo cannon: Fires a more concentrated beam of ice which deals more damage while also slightly freezing the driller
Subate: Now has a pistol whip melee attack which deals stun damage
Plasma charger: (idk how the original gun works so)
Auto 210 (Shotgun): Shoots an AOE projectile which boost any nearby turrets damage for a short period of time
Voltaic SMG: Shoots an AOE projectile which makes enemies take more damage from turrets
Grenade launcher: The grenades shot by this weapon will no longer explode on impact and instead will have to remotely detonated by the player
Breach cutter: The projectiles shot from this weapon now can be stopped in midair and halted there for a couple seconds
Deepcore GK2 (assault rifle): Adds an ability that shoots a small grenade that explodes on impact (can be shot at any time even when shooting/reloading)
M1000: Adds a thermal scope
Boomstick: Give the player the option to shoot 2 rounds at once
Zhukov NUK17 (Submachine gun): Gives the player a small double jump
I know that just adding more "game" doesn't make it better and it takes a lot of time and money to add these kind of changes but I think the game-play would be improved greatly
The voice line "Woowee! The bugs won't like this one!" (which can trigger off of forging an overclock) should also trigger off of forging a cosmetic or starting the jukebox.
I wrote a post on Reddit, but figured I might mention it here too:
A suggestion for lore:
The Free-Hoxxes Movement - A potential group (Pointy-Eared Leaflovers) that is opposed to DRG's operations on Hoxxes and takes steps to disrupt them. Sees all critters on Hoxxes (Glyphids, Mactera, Nedocytes, even Cave Leeches) as being lovely creatures to be preserved. Think of them like Space-PETA or Space-Environmentalists gone rogue. They could take steps to actively interfere with your mission, like disrupting DRG equipment for the mission (thinking of Doretta, Point Extraction Platform, and the Refinery), releasing swarmers or Deeptora Bees on miners, or even taking up stock weapons (no overclocks or upgrades) and fighting the dwarves in the caves.
I would love if there was some variety to missions, sort of how there are different varieties of dreadnought that can spawn. For example, with the escort, maybe there could be different types of precious stones the drilldozer is after? It doesn't have to be different mechanically, it would just be nice to have some visual variety.
Make naedocyte eggs able to be frozen
I’m not the best at writing out huge blocks of text so here we go
My suggestion is another mission I know this probably won’t be taken into consideration but it’s here
I was thinking about another escort mission where you escort a drill dozer throughout the level using the same mechanics as the normal escort mission but at the end instead of a heart stone it would be a gigantic dreadnaught egg just finishing its hatching process
considering how the new hive dreadnaught is still an underdeveloped dreadnaught I think that with artist creativity the finished product would result in a great boss fight
have a sculpting contest with all the drillers.
Differentiate server names between normal missions and deep dive lobbies.
For example, if i want to set a server name that is neutral in skill like 'friendly lobby that is open to everyone', i then have to change it when i want to do an elite deep dive, to something along the lines of 'only players over level X can join this lobby' for successful runs (im not speaking as an elitist. Its just that the nature of EDD's tend to be hectic to low lvl players).
So basically, my idea is to make 2 server name fields, one for normal games and one for deep dives, or rather, one for normal haz 1-4 games and deep dives, and one for haz 5 and elite deep dives.
Add an audio cue to mission refresh in the space rig.
When in the space rig and the mission timer (the one that is set to 30 mins to refresh the mission base) is about to run out, i tend to wait and see what the new mission refresh would bring, maybe there will be a double xp modifier in one of them..!
Problem is, there is no audio cue to that mission refresh, and i find myself checking the clock every few seconds to see if the missions were refreshed. So how about adding (even as an optional toggle via settings) a small 'beep' sound to when 30 mins have passed and the missions and biomes have been refreshed.. ?
Could we have a purple praetorians for Azur Weald? They'll be more suitable, I guess.
They also could have some unique attack. For example 50% less damage from acid, but "blind effect" on a player. I mean spattered screen. Or any else attack.
Or just a purple praetorian. Please
The scout has an overclock that let's him jump using his shotgun and the engineer has an overclock that let's him rocket jump with the grenade launcher.
I think I'd be interesting to see the gunner get an overclock for the minigun that'll let him be pushed backwards when in the air so when looking down it will shoot him upwards.
It'll be like jet pack joyride
Nerf cryo or buff other kinds of CC, cryo OP
Let Aggressive Venting (t5 mod for Minigun) reduce overheated time from 10 seconds down to 6 or 7 seconds
(In addition to its current effect)
Let Hot Bullets (t5 mod for Minigun) increase the “max overheat temperature” of the gun from 9.5 heat to 12.5 or 13.5 heat.
(In addition to its current effect)
(Note: Hot Bullets would still trigger at the same initial temperate)
An active perk that consolidates your held minerals into a heavy carry-able canister item.
I think this adds a lot of potential for emergent and fun cooperation, and is somewhat balanced.
Here are 2 gameplay scenarios for your consideration:
#1: A scout grapples up to a platform placed by an engineer to collect some Nitra, only to realize he has full minerals. Instead of having to do something annoying like wait for Molly or grapple back down, he tosses a can down to the engineer who can then deliver it to the deposit point.
#2: You're surrounded, low on ammo, and carrying that last bit of nitra your team needs to resupply. It's hopeless, and the only way forward is a dead end. You drop your mineral can and charge into the darkness in hopes that your team might be able to retrieve it and eventually revive you.
Reposition or despawn Glyphid sentinels after some period. I searched for 14 minutes during my last mission and couldn't find them; this made the dreadnought hivegaurd unkillable.
A Shamrock Hat and the "Pots of Gold" buff beer all day for St. Patricks Day.
In Radioactive Exclusion Zone, there are these little particles that cover up the entire map. They seem to take a rather gigantic toll on performance with my potato PC and there's nothing that allows you to entirely turn them off.
Can you please add some sort of setting to remove these particles, or add that function to another currently existing setting? Being in and looking into huge large caves in this biome lowers my framerate far harder than in others.
I need a "John Drillermand" color scheme for the Driller 
We should have a special material which requires sulfur, which is mined in rocks. When you have enough in the team depository, you can make a blast charge! super effective for destroying entire veins of ore and rock! Sulfur should also be used for grenade upgrades, to increase the blast radius, or capacity. But, these upgrades are weak, and not that expensive. Just a little tool for destroying bugs, and yourself.
This one really surprised me that no one has mentioned it here.
Vulkan Support
For those that don't know, Vulkan is a low level API like DirectX 12 which aims to improve performance through more efficient use of hardware compared to OpenGL or DirectX 9 or 11.
The big difference between DirectX 12 and Vulkan is the amount of supported platforms. DirectX 12 is exclusively Microsoft; so Windows 10 and Xbox. That's it. Vulkan on the other hand supports: Windows 7, Windows 8, Windows 10, Nintendo Switch, Android, and Linux. Both have different targets with some overlap.
Why do I want vulkan support? Surprisingly it isn't for any performance gain. The performance between DirectX 12 and Vulkan is basically a wash. There's no meaningful performance difference between either of them. The reason is because Windows 10 holds 96% market share of desktop computers (according to steam's hardware survey); also known as a monopoly and if you've taken high-school economics you should know why a monopoly is bad. Vulkan, while supporting Win10, supports other operating systems as well and ultimately gives the user a choice should they want to switch away from Windows. More games supporting Vulkan means there's less locking a user to a specific platform.
Unfortunately, it's unlikely to come to DRG. I can still dream though.
Short conclusion TL;DR
Vulkan and DirectX 12 offer roughly the same performance improvement over their predecessors with the big difference being that Vulkan doesn't lock you down to a singular operating system thus giving the user a choice.
Very low settings for low end computers? i guess i need it
With Bits and Pieces coming very soon and promising a full look over the balance of the game, I'm reminded of how much I really don't like how DRG displays the stats of its weapons.
The first thing that comes to mind for me is regarding the obfuscated or unhelpful descriptions or names of certain stats. The radiance mods on the flamer and cryo are the most infuriating examples, from my experience. The fact that these mods deal heavy elemental damage alongside inflicting heat is not communicated well at all. It's important to know about these stats, as well; they're much stronger upgrades with this in mind. Similar cases include poorly described mods like Magnetic Bearings, which doesn't decrease the rate of accuracy decay on the mini-gun at all despite implying otherwise, what exactly counts as "electrically affected" for the purposes of Conductive bullets, or any mention of the stats of abilities added to a weapon by some mod or overclock such as Ice Spear, Snowball, Turret Whip, Minelets, or Embedded Bullet weapons.
I feel these problems stem from the inherent presentation of stats on weapons; the display can be difficult to read, lacks information in some places, and gives a poor idea of ability in others. With that, I think a change to how general stats are shown on equipment would go a long way in opening up the learnability of the game, from my perspective. As this update plans to make a large balance pass, I think it's a good time to make a more digestible presentation of capabilities for the gear you're using to kill stuff with.
I don't really think the mod display system needs to be reworked, though. As in, the node system for each mod works perfectly fine and is a great way to quickly display statistical information on items. But, how the stats are shown affecting your weapon (in that grey box next to the model) is severely lacking, in my opinion, and should be updated.
Contentious as this may be: A re-rework of Iron Will. There are plenty of ways to reintroduce and rebalance the old Iron Will, and the new Iron Will.
-For starters, the current Iron Will will keep its current mechanics and synergies, and be renamed to Second Wind, as it is actually closer to an example of the definition of Second Wind than the current SW: "a person's ability to breathe freely during exercise, after having been out of breath."/"a new strength or energy to continue something that is an effort." You get knocked down, but get back up. A Second Wind. And since it's once per map, there won't be any Third Wind.
-Return of the old Iron Will, "great hardness, strength, or resolve. a will of iron." It's a display of your Strength of Will. "I will Not go down!" Rebalance will can be increased recharge time, 2-5 minute (5 minutes is already kinda pushing it for the fast action gameplay), can't heal to get back up (Red sugar, Vampire, and Ammo will not heal you and return you to your normal state.), Iron Will will simply be a delayed death. The only way to get back up is to be Picked back up by a teammate.
-Current Second Wind can be renamed to Runners High, and keep it's mechanics, as it seems more fitting
Credits to @spark dust for bringing this to my attention
Now that Elimination missions were reworked and Dreadnaughts and their new variants are far more difficult and tankier, the " Just Another Bug Hunt " (Kill 2 dreads within 30 seconds in H3+) is way, way harder than before. Can you please raise the time limit for it in order to compensate for the changes in the latest update?
||I'm not suggesting this because i am unable to get the achievement or anything, i got it long before this update. I just legitimately think it is currently too hard.||
My pitch for a 3rd special variant of grunt is a Glyphid Grunt Supporter: Essentially a juvenile Warden, it has slightly higher health than normal grunts (same as the Slasher's health) and applies the Warden's beam buff to a singular enemy in close proximity to it. Also priorities more powerful bugs over normal grunts. Not having entirely converted from a grunt into a Warden, it will still attack dwarves or anything else with normal grunt damage.
Lloyd tipping achievements would be cool like increasing demand by 10x . 5 For first time you get an achievement, then 50, 500, 5000. Also since it's basically the bosco model having cosmetics to customize Lloyd displayed by the hosts choice of Lloyd cosmetic would be neat but that's a bit more of a tall ask
Two words: Drinking Competitions
So I know that it's not the scout's job to deal with multiple targets as the same time but I feel like this idea can be fun so ... What if pheromone canister added the Volatile Guts debuff to affected targets for a long period of time ? It's either going to be completely useless (because enemies already much at each others) or too niche (because sometimes the munching is mostly harmless) but I really like the idea of phero nade doing a little bit more.
a even longer deep dive that’ll take you though all the biomes with Magma Core always being last as this deep dive takes you To The Core of Hoxxes IV. i was thinking on the last mission you have to protect a special drill as it cracks open the core and if it’s possible have the teams be a little bit larger since it’ll be a long and really hard dive but the resources from the core are worth it.
Maybe add a total damage count after missions along with the existing kill count, mineral count, revives and deaths. Probably been suggested before but didn't find anything. just to add to a bit more friendly competition
4 Suggestions for the Resource Bags:
1: If scanned with the Laser Pointer, it shows you what's in the bag.
2: Color code the resource bag with the class that dropped connection.
3: Make them a bit less round, might cause them to roll away if they're in a bad spot.
4: Give dwarves a voice line when pointing it out, something like "We gotta secure that resource bag!"
(there arent many suggestions regarding the bags in general, so these dont seem to have been posted before?)
I'd love to see Bosco able to have a zip line launcher or a platform gun
When I play driller by myself it sometimes gets really annoying not having a way down
I don't know if it's asking too much but I think it'd be pretty nice if you could reanimate the Warthog's reload animation, it's lacking in "oomph", I believe making the Engineer slam the drum in the shotgun and having it move upwards because of the slam, then having the engi grip the pump, bring the shotgun down and finish the reload animation as normal would look really nice.
A type of mission which is escort in the first half and pipe building in the second.Basically if doretta was a liquid morkite drop pod.
Update to Escort mission where it’s not always a heartstone fight at the end, but one of several possible options (like how there are three different dreadnoughts)
For example:
a giant Korlok weed
A random event spawn in caves (along the lines of Bet-C) that, upon completion, drops a linked pair of teleportation pads that corporate "experimented with" on an earlier failed expedition. Players can carry and place the teleportation pads, though they take a little hammering to activate. Once active, they'll teleport entities (players, enemies, resources) between them.
The event itself could spawn a swarm of variant enemies from another biome, maybe with some dialog from mission control about the teleporters being unstable and pulling in glyphids from elsewhere on Hoxxes.
Could we get some UI tweaks for the join mission screen? First, the one proper button being "back" trips peoples' "push the button to go" instinct and causes a lot of inadvertent leaving. Second, having the portraits be launch buttons and having you change class by hover is awkward. To pick a loadout, you have to hover (not press), then go around so you don't go over any other class, pick the loadout (from memory; a loadout display would be nice), then again not pass over anything to go back to the class portrait and this time click to launch. Could the portraits be select buttons (click to choose class, not hover, so you can move around the screen without worrying about changing the class), and a proper launch button be added? Maybe also move "back" to the upper right so it's super obvious and hard to hit by mistake.
On a similar note to this suggestion of mine :
Can you guys please see if you can do something similar about the Heartstone?
It makes my FPS drop whenever i look in it's general direction and it has a lot of particles floating around that may be the issue. Note how my FPS is stable whenever i look away from it. Speaking of particles, the thing explodes into tons of particles after one of it's phases is over and that drops my framerate even harder. I'd be glad if you could find a way to optimize this for people playing with minimum settings
Additionally, can y'all do something about the menace dealing massive damage to doretta? It brings it's health down much faster than the Tri-Jaws would back before the later were nerfed against the drilldozer, so i don't see a reason why not to nerf the menace if less damaging enemies were considered too strong.
https://cdn.discordapp.com/attachments/662538876241575968/817097703812628500/dumbassrock.mp4
https://cdn.discordapp.com/attachments/662538876241575968/817097220318429184/menacedozer.mp4
Mutators, but they apply to all players on a weekly basis, and trigger in all missions for that set amount of time. Some examples;
Benefits:
Exercise Regimen: All dwarves have a +x% health bonus
Mandatory Target Practice: All weapons have their recoil reduced by x%
Optimized Supply Lines: Supply Pods drop faster, and contain x% more health and ammo
Radar-Assisted Satellites: All regions are unlocked
Insider Trading: Resource trading is cheaper by xyz amount of credits
Hazards:
Missing Tools: Weapons fire x% slower
Radio Interference: Drop Pod always arrives on a timer regardless of mission
Delayed Shuttles: Today's Specials are unavailable
Misaligned Orbital Trajectories: Supply Pods drop with a xy% offset from the marker (ignores objects like Doretta and Mine Head to prevent pod from being permanently unreachable)
Copyright Strikes: Jukebox is disabled :c
goofy, not at all serious mutator suggestion inspired by the guy above me: "Managment's drunk again"- all pods (ammo supplies, objectives, incoming dwarves, escape pods, etc) all land several meters away from the marker point, sometimes behind schedule
More Omen modules! I know this has been suggested before, but i have different ideas for the modules:
Flak cannon - Top/middle - Constantly shoots out clumps of 3 - 5 scrap metal pieces that will deal lots of damage but easily avoidable
Missile launcher - Top - Shoots a bunch of micro homing missiles every 5 seconds. The missiles could be outrun by sprinting
Another idea i had: Make it so that the twin slicer can be at the bottom, it would just constantly shoot 2 rotating lasers
At the moment in the game, some ammos are rounded down when ressuplied (1x C4 when you have 3 max), and some others are rounded up (3x Fat Boy when you have 5 max).
I'm not sure about how, but that would be nice to put that information somewhere when we do our mods, instead of having to test it in game to know (at least for the gear that matter, not for weapons that have hundreds of ammos, where rounded up or down doesn't change anything).
Do not offer to reconnect when host ends multiplayer session.
please add a version of the Elaine Benes dance from Seinfeld https://www.youtube.com/watch?v=HQu_NLRvULM
Elaine Marie Benes (Julia Louis-Dreyfus) from Seinfeld dances her spaz dance. This always cracks me up because like me it's nice to see a women who can't dance either. What a Great actress, I love her!
Somewhat reduce the rotation speed of sentinels during the Hiveguard fight during solo missions.
At the moment it's extremely difficult (if not impossible) to hit the weak-points of sentinels during solo missions, as their rotation speed always matches the speed of the dwarf circling them in the same way the Hiveguard does.
This is an issue as, unlike the Hiveguard, there's no period where the Sentinels aren't attempting to face whichever dwarf they're targeting, which results in them having more effective health than they should have during solo as the weakpoints may as well not exist.
Idea: be able to name your lil’ drone buddy Bosco, we need to rename our pets/followers.
The dwarves should say a special line if you hit the "call MULE" button on Point Extraction or Refinery mission
Could we have a phrases for killing Grabber and Cave Leeches?
There are currently two dominant strategies in the game that allow players to bypass much of the conventional threats in Hoxxes right now:
Zipline Perching and Bunkering.
I personally don't dislike these strategies but I do think that there needs to be a proper and constantly present threat to validate these strategies as a part of the game.
For Zipline Perching, my suggestion is two things:
Dwarves on ziplines are 100% more attractive to Webspitters, Acidspitters, Macterra Spawn, Macterra Goo Bombers, and Macterra Grabbers.
Praetorians have a new 45° and 90° angle option for their breath attacks to hit perched dwarves.
Make Steve raise his paws if you rock'n'stone at him.
It will be cool if Lloyd has a unique animations, like wiping the mug (and throw it away if dwarf will ordering something in that moment), and some flairing tricks.
May be he'll beeping softly some song in this moment.
Picture of flairing to explain for someone who didn't know what is it:
I would like to see the loading screens used better since we spend some time looking at those. After missions, you could display the mission stats on the load screen instead of having it separately. Before the mission, I would like to see something fun. For instance, you could pick one the players and show off their gear and armor and moves, while the level loads. Staring at the load progress bar is kind of a waste of our attention
For bunkering, the current counters are inconsistent to spawn and can handily be dealt with by a competant team when they do. I think that bunkering needs a less extreme but more commonly present threat to the strategy.
My primary suggestion is giving Glyphid Guards the ability to tunnel - smaller tunnels, of course, but slightly faster than Oppressors and Bulks.
This ideally creates a more frenetic bunker experience - with teams shooting guards as they open holes in the bunker as the engi patches up behind them.
This could potentially lead to some unintended consequences with guards being able to dig holes elsewhere - which could be either interesting or irritating - and would likely require extensive playtesting. But I think it's an idea worth exploring.
EPC overclock where it charges up a shotgun blast instead of a single orb
An idea for a gamemode
Tectonic Stabilization
3/4 Tectonic Stabilizers are dotted throughout the maps (3 on lower Hazards), each of which tend to be in closed-off zones a good distance away from the others. They can be located via the Terrain Scanner. These Stabilizers are all inactive after Glyphids and whatnot mangled them, and Management wants them repaired, as the region is experiencing massive seismic activity that is damaging equipment and employees alike. This is represented by Magma Core earthquake ruptures being present no matter the scanner zone and are quite frequent. After you finish repairing a Stabilizer, a wave comes in. Once the final Stabilizer is finished repairing, exfiltration becomes available, but a Swarm comes in.
if you are planning nerf the cryo cannon maybe make it an ice spear overclock but base so that it can be the single target weapon choice for driller
i feel like brundles could use a sound amplification - its pretty hard to notice when they are attacking compared to trijaws and spawns
Make it so that subsequent promotions past legendary 3 include a number of how many promotions you've gone past legendary 3. Just a simple counter above it would be fine.
Make the error cube glow rainbow like blackreach blonde so its even more elusive and cool :)
give frozen maggots a frozen model.
The Memorial Hall message board says "Donations for the Memorial Fund are most welcome." So, incorporate a donation box for the Community Memorial Fund to maintain the Memorial Hall and honor the fallen beyond Observing Silence and No Running.
Give the flamethrower a new overclock that ramps up damage if you keep firing on the same target, balanced by some sort of downside (perhaps lowering its default damage), to make the flamethrower more capable of hurting beefy bugs with sustained fire.
Some kind of music "mood" setting. While I appreciate the dynamic music system, I much prefer the lonely atmosphere created by the ambient tracks. Also, growing experienced with the game has lead me to feel calm when fighting swarms; the combat music is often incongruous with my mood
Machine events should have a piece of unbreakable terrain beneath them that platforms can be attached to.
As it is now, a machine event can spawn in a bad spot and become unaccessible if the terrain surrounding it gets destroyed. This is particularly an issue with kursite grinders.
"Unstable orbit", a mutator that slowly changes the plane of gravity in the cave over time. all players, enemies, etc start to drift to the side and eventually you're standing on the ceilings. higher hazards could have sudden "jumps" in gravity.
Sorry guys I haven't thought much for this one, it started as a joke and it probably still is a joke. Make it so Microflechettes (BRRT's unstable oc) adds full auto on the weapon.
Getting scolded for screaming (V interaction) or burping (X interaction) on the memorial hall by mission control, as you are meant to keep silence there
⬆️ As an alternative, a few voice lines of hushed-tone/whispered "Rock and stone!"s while in the Memorial Hall
"Slogger" skin for Bosco - a some kind of reworked "War Veteran" skin, I mean reinforcered corpus in industrial style, a stylized miner's helmet that "attached" to the corpus, and some tools on a side.
The Impulse Trigger feature. Those are the vibration motors found in the triggers of official Xbox controllers, which provide more haptic feedback when using specific weapons. Not many titles use it and it would be a nice addition to feel more of the weapon impact, pickaxe hitting rock etc.
Salvage mission premise really feels a bit amiss for me. How could the miner team lose their droppod if it is completely managed by the mission control? Did that ugly bastard forgot to fuel the can and now pushes the blame on the dead or smth? Why did they necessarily use mini mules? Minimules feel like they slapped them in to give us a reason to explore the cave (not like we couldn't find a giant orange glowing combat arena without their help).
There are two ideas that use existing mechanics but split the arena battle and minimules part in two separate missions. Not necessary replacing the old salvage, not like we have enough variety to discard existing missons.
DECOY:
"All right miners, we are running a rescue mission in a nearby cave complex. The place is swarming with bugs now, and we need a distraction. The management has recognised you as a fine bait. We send a number of buzzers/ground stompers across the cave complex. Deploy it, fire it up, and protect it until it runs out of power. The rescue team is ready as you are.
Good luck miners. Let's not turn one lost team into three lost teams."
OIL RUN:
"Remember all the barrels you kicked into the launch bay? Well, now we are almost dry and the next shipment is in four weeks. Get to the cave and get as much crude oil as you can. You will get a few mini-mules: they will carry full canisters to the drop pod and then return back to molly for another load. By the way, don't forget your wrenches: mini-mules are just breaking sometimes."
Simple but effective game play loop improvement, change unloading minerals animation to be more satisfying, as it stands, its just a loading bar with a basic animation which can barely be seen sometimes. This unloading should be rewarding so miners look forward to collecting more minerals for the drop off. 1. More clinking minerals sound 2. physics based minerals fall into the tube (client side only) 3. Retro style lvl up like sound while unloading. These changes would vastly improve the mining loop with a satisfying and rewarding drop off.
"Look at this ugly thing." and similar voicelines when pinging teammates
black beanie
Need it to make a D-class costume
Half joke half actual suggestion for a mutator:
Mactera grabbers have started to cooperate with the nearby glyphids! Make sure to look up to avoid getting a glyphid dropped on your head!
I think gunk seeds are an awkward secondary objective for point extraction.
In a mission where you might find yourself delivering 7 heavy items to a stationary point, having to get 12 more doesn't feel worthwhile.
Maybe some change could be made to reduce the likelihood of this pairing, or further incentivize players.
Weapon mod for flare gun: you shoot a flare and any flying enemies will get attracted to the flare
A new mission or seperate category like trials. These trials are just waves of enemies that become increasingly harder and some waves have specific types of enemies . To complete the mission you have to kill the "mother" in the area to stop breeding of creatures in the area before it is overrun with enemies. Every few waves you will have a chance to damage the mother. The waves keep coming and getting harder until the mother reveals herself and is killed by the dwarves. There is no time limit, but you are likely to die from the waves becoming extremely tricky to handle if you don't kill the mother quick enough. This is the main idea that could add another combat based mission besides dreadnoughts. These missions will use a lot of ammo, so they will either need more nitra deposits or even an extra supply of ammo from something that the players are brought down with like an ammo reserve in a designated location.
My drills don't randomly jam. My platforms don't randomly disintegrate. My shield generator doesn't randomly fizzle out. So, why is it, that the flares I fire from my flare gun decide to randomly fall off the wall? Why is the Scout's support tool the only inconsistent one, when it is so integral to the team's survival?
I'd like to suggest the option to open people in your lobby's Steam profiles by right clicking on them in the esc menu. Much like when you right click on a username when browsing lobbies.
The reason being that due to using Proton, Steam doesn't log people you've played with. And that's a much faster fix than making a Linux version. As running the game under Proton, you don't log people you've played with on Steam.
"Buff" damage increasing overclocks (e.g Lead storm, Big Bertha, Jumbo Shells etc.) by replacing the shooting sound effects with chunkier and meatier versions. I want Jumbo Shells to sound like I'm firing a howitzer or something
what if there were some kind of silk collecting mission? i mean i know they're miners but it seemed interesting to me
Glyphid Tunnels are technically nests right?? Mostly Unpromoted Greenbeard by the way, but anyways, If we take it out as it is full of unmature Glyphids so, only a suggestion, Would it not technically cut down on Future Glyphids making them slightly less??
I would like to see an Oppressor equivalent of a Q'ronar: The Q'ronar Juggernaut. It's the size of four square-stacked mules and is covered in spikes that do even more damage and knockback than a Shellback.
🔼 going off of the idea from the post above this one, what about the giant Q'ronar squishing you into the ground and you have to button mash to get out just like being frozen or a teammate could help you out
Suggestion: We can rock and stone in the victory line up screen.
So a lot of weapon skins unlocked from matrix cores have this common issue that bothers me, namely they are very bright, the colours are under-saturated and just look rather washed out compared to other skins, armours and other equipment in general. I think this makes them feel rather out of place and difficult to make work with an outfit.
I suggest these skins get somewhat updated or "remastered" to make their colours a bit more vibrant as well as to darken some spots to give them a bit more contrast.
I made up some very quick and rough examples to illustrate what I mean
collaboration with Alien's Fireteam for new Alien's style guns or armor
Please dont remove the two doretta heads make it s feature
If the game gets more and more popular everyday, I'd suggest to make a real movie in the future.
Movie about 4 dwarves mining in the caves, fighting bugs and stuff.
"Stone Abyss"
Note: when I say "in the future" it doesn't mean something like making a movie in 2022 or something. Just in the future
With the stream of new weapons coming, and my love for the Fat boy Grenade launcher overclock, I just had to strap a nuke to something else.
MICRO MISSILE LAUNCHER (Theoretically Gunner)
"Little Man" Unstable Overclock
Large Damage and AOE increase
3x Secondary Weapon Ammunition
-94% Magazine size (drops from 50 to 3)
-80% Total Ammunition Count (drops from 300 to 60)
-50% Rate of fire
-30% Projectile Travel Speed and Turn rate
These are micro missiles, so the nuclear warheads are smaller than the Grenade Launcher, but you've got quite a few more and shoot 3 at a time before reloading!
A lot of people have suggested slightly increasing zipline incline speed. It occurred to me a balanced way to implement this would be to have slightly more speed the lesser the incline, instead of a flat upwards speed.
Also, please remove the inability to go at least a little faster down only slightly angled ziplines.
Cargo crates should be skewed to give you unlocks for the class that you are currently playing as. It's tiring getting zero scout cosmetics despite playing as scout almost exclusively
Can we have a nice and clean OC selection panel instead of a box with the overclocks displayed in a random order please ? Maybe something similar as the grenade selection screen, there is enough space to fit the description of the ocs and the changes on the weapon's stats
So I hope this has not been suggested before I feel like I saw something similar, or maybe ti's just my brain. Anyway I propose yet another change to Neurotoxin Grenade (again
). To make it a little better, maybe the cloud could's "elemental effect" could be changed after the explosion. For example, if fire is used to make it go boom, the cloud now persists for the normal duration (15 seconds max) but inflicts heat to enemies that are in the are of effect. Same for electricity. With this change in mind, maybe cold damage could trigger it too. I think this change plus some others already suggested (like reducing the opacity of the cloud) would make it more fun to use in combination with weapons
- According to lore of Hoxxes, it's get irradiate from near star Creus. There also a lot of asteroids nearby Space Rig. So, what if panoramic window gets a emergency shutters on top of it? May be there will be a button like Gravity Recalibration, that allows us to close window?
- May be there will be rare event on a Space Rig connected with planet? Mission Control announce, that "We detected some abnormal activity on the planet. RnD has no information about it. Prepare yourself"
Then, if you look on the planet, you'll se a pulsation of bright green light (may be inside the Divide, on a screenshot), that finished with green flash.
(or any other colour)
Dwarfs will say:
"Feel myself kinda...weird."
"What a heck was that?"
"Strange light."
"Is it local Aurora Borealis?"
"That was beautiful, but what was that?"
Just a small feature, that add a little life on a Space Rig, and a little mystery about Hoxxes.
Maybe the Double Barrel (boomtisck's oc) could be turned into a balanced or even an unstable oc with the option to shoot both barrels at once exactly like how m1k works. It would make it a little bit different than Stuffed Shells and the dev team could add more effects to it, may it be a buff or a debuff.
suggestion: a new mission type where it includes following an enemy and constantly shooting at it throughout caves, for example a mactera hive that is a big collection of mactera and you and your team have to shoot at it while also managing to mine minerals in the cave and when it gets to a certain amount of health it will fly into the next connected cave and you have to follow it, i feel this could have alot of potential as the caves can be like stages, and each cave could have new hazards like other bugs in the cave or the hive performing a new ability in each different cave, yes this is kind of an elimination mission but with the twist that you have to constantly keep up with the target, or that when the hive leaves the cave the cave starts to crumble and collapse, forcing you to make your way into the next cave, im not sure what the name of the mission would be, but im sure there will be a name that works
Please, somehwere in options make a "Defualt hazard level" for mission creation. I don't remember when was the last time I intended to create a hazard level 2 mission, yet this remains a default.
Mobula Cave Angel makes a very sad sound when we get on it, as if it hurts. I find this sound very irritating, so I hesitate to use it. I think a better sound can be made in its place.
I'm a new player, so feel free to disregard, but I was playing with a veteran player and I had the idea of some kind of item, grenade or something, that can collapse or close a tunnel. He loved the idea, so I thought I would share it.
Make lootbugs launch you back in a radius when popped,
This also prevents people from easily getting the loot, and it doesn’t get scattered everywhere.
+achievement: I believe I can fly!
Create a new type of crystal that was used in the gravity normalizer in the hub,
+achievement: Snap back to reality, oh, there goes gravity
+achievement: 3, 2, 1, liftoff! Pop a lootbug and be launched back when in zero-gravity.
Uses anti-g crystal + lootbug, seems fun to me.
Idk why I made this suggestion, but it seems hilarious.
When someone gets this in the last few seconds of a mission, give the kicked player full credit instead of letting the host be a troll and annihilate their hard work and contributions.
Not sure if it has been suggested before but, I think Pots o Gold should share with your whole team. Even if you joined late into lobby where they have it or you join with it, everyone will mine double gold.
Many things in this game can be done without words, but having to kick people because they dont listen when you say 'let me mine the gold' kind of sucks. I had to kick an assumably non english speaker just because they probably didnt understand when I said leave the gold to me, which doesnt feel right. If pots o gold shared with everyone as long as one person has it, this hassle would be gone.
All other special beers dont need to share, only pots o gold because it's the only one that requires that specific dwarf to do that job if you have it or not
Please make the enemy spawning less random, I don't want to go to a mission with no modifiers just to get destroyed by an army of Mactera and Exploders.
I would like the prototype of the "harpoon" weapon for the scout to have the effect of pushing on bugs (sorry, I am haunted by the desire to see the implementation of the stake thrower as in "painkiller" or something similar =)). This would make this weapon truly unique. That is, a shot at a bug, hitting, pushing it back several meters , for example 3 meters (depending on how large it is; well, in addition to stationary bugs, dreadnoughts and a detonator - for them you can add a short stun effect, regardless of the place of impact, that is, hitting vulnerable points is not required ). Plus, in a small area from the point of impact (bugs or ground), the same effect, but weaker would affect the nearest bugs.
Suggestion: Arachnophobia mode:
Changes the look of the bugs/enemies to have no wings/legs, making them look like expired bread, just, floating bread, nothing else.
Yes this is inspired by a TF2/DRG meme.
Add a big glyphid that carries glyphid grunts or the little baby glyphids, call it a glyphid mother or carrier or something
Uncorrupting a a BET-C will slightly reduce enemy spawns for the next few missions, as the BET-C will continue attacking enemies and reducing their populations even after the team which activated it has left.
I've come up a gag beer that would briefly double movement speed (about as long as any other gag beers) and I call it the Buzzy Buzzer, or something like that. It's a beer that's part beer and part coffee, made to give dwarves who are in a hurry a boost of speed.
New Cosmetic :looks like pip boy
A new cosmetic slot for weapons and armor that allows you to apply particle effects to it, having the guns or your armor look like they are on fire, have a plasma like glow or give off an eerie violet burning aura and stuff like that.
You are going to put a mod menu in as far as i can see but here's a massive suggestion, you do what vermintide 2 has, modded realm which is completely seperate from the normal realm and you ban anyone modding in the normal, when peeps are messing with things from what ive experienced things can get ridiculous in a second of a modder joining, yes its you're instance but the bugs going from 60 in a swarm to hundreds and all being super powerful like Krypton bugs, it's ridiculous. Things can go from danger lvl 2 to danger lvl 20 in an instant becaused of changed files.
Medbay drones salute back like bosco
A plant that removes drunkeness while mining. Sometimes I'll be unable to drink a leaf lover before the round starts and dealing with double vision and stumbling is very irritating when I'm trying to help my team
How about a Glyphid web spitter variant that causes drunkenness? Maybe it'd be unique to the Fungus Bogs. "Mold Spitter" or something.
The Cryo Cannon suffers from unclear visuals. It's very hard to tell what your real cone of fire is, or what your range is, and it can very easily obstruct vision in a wide area.
I think its effects could do with some changes to make it more obvious exactly where the gun is aimed, like a tighter stream of particles or something similar. And make sure they extend to whatever your range is, including any overclocks/upgrades.
OK how about a daily special that gave you better night vision? Its wouldn't make the flares useless, but just helps you miss less gold and secondary objectives.
I feel like terrain scanner's "pings" could use some improvement. I'm not talking about detailed pings or answer to them, but about the visibility of them.
An old strat in Elimination (for the original Dreadnought) was to maintain the dread's pinged to efficiently flee it, you saw how far from you it was, even if he was in your back.
Same applied to team mates, now you have to look around and do a 360° to locate them if they're not in your general fov.
I feel like we could use a toggleable option to get the "pinged" creatures and stuff on the sides of the screen, just for distance purposes.
Also, another annoyance with the pings, and especially on Driller, is that your pings doesn't show off when you're in the walls. (i.e. drilling)
I often get minerals and stuff in the walls with my drills, but ping suddenly disappear (either mine of allies' ones), and waypoint isn't "comfy" to use either, as you have to maintain the terrain scanner, so you cannot drill.
Can the pings be a little reworked to be more comfortable to use ?
Having an option in settings to do that allies are always highlighted without having to use the laserpointer would be a nice option. I often want to keep track of my friends but pulling out the pointer while you’re shooting/carrying an object cancels that action
Add a particle and noise effect when you deposit an aquarq in point extraction, somewhat similar to the depositing of kursite samples in the kursite grinder machine event. Just a cosmetic detail to make the mission more satisfying.
Don't leave eggs out of it too! Except with an egg smushing sound
We need no armor skin, pants only, we need to show our dwarf muscles. Rock and Stone miners !
Armor description: Skin made of iron, steel in our bones, who need armor anyways?
I miss when the space rig looked more like a spaceship than a space station. Made more sense as to why the interior was smaller too. Maybe we could see a bunch of these orbiting Hoxxes along with our usual rig as a nod to the beta?
Biome themed pickaxes/pickaxe parts
I just want a wall-eye pickaxe
Make medi-drones in Medbay scanning you when you come close to them.
It will make them more "alive", I think.
May be they'll could give their medical opinion using a hologram pictures (or small text clouds) above their "heads" like Bosco. Just a some joke stuff like "alcoholic intoxication", "possible cirrhosis of the liver", "facial hypertrichosis", "overwork" etc.
At least, scanning, please.
P.S. Inspired by Medical Operators from Prey.
bio-hazard themed cosmetics? there a lot of other dangerous things on Hoxxes besides bugs! and it'd fit with current events irl too
we have lots of biome varity but only thing that is missing is a very beach like tropical/pacific biome imo I think there were also some coral like enemy concept
Adding onto that, different voice lines when saluting normally and saluting with a mug of beer
Normal:
"Farewell, boys, may the heavenly mines be rich and kind."
"I kick myself every night for leaving you behind..."
[hushed] "Rock and Stone, brothers."
Beer:
"Here's to you, guys. I'll miss ya."
"One final pint, together."
"Lloyd says he misses you too..."
Maybe the statue in the middle could also be decorated with vigils, shells, bullets, empty tankards, and random minerals, with more appearing as you rank your dwarves up.
When scout gets m1000 kills past a certain distance he should have memey voicelines announcing the kills. "Just like Carlos Halfrock" or "look at me, im Chris Calcite!"
When a player joins the game, have another notification of how many times you have played together and how long its been since you last played together.
Being able to save and quit solo games in order to finish them the next time you boot up the game would be very useful. Some people don't have the time to crank out a full mission in their free time.
Minor damage buff to Turret Whip, but make it activate upon hitting a turret with a pickaxe attack? Making roaming around your turrets that much more advantageous.
For the CRISPR flamerthrower, can the ammo needle be glowing somewhat, and/or the fuel reading behind it glow slightly depending on where the needle is? I feel like I sometimes can't keep track of my ammunition at a glance as well as I can compared to other weapons in this game.
Can we get an Xbox series x/s optimization update that makes the systems run better as hosts?
The manual could use an expansion into a mineral and resource compendium. We all know gold is valuable, but why is DRG gunning so hard for stuff like Morkite? What are the properties of Magnite? Why are Enor Pearls perfectly round? Is Umanite conductive or used in electronics? What the hell does DRG do with all those eggs and what are they? Some lampshades need to be set.
golden drills
Scale Brigade weapon paintjob?
Also had an idea for Crystal cavern bugs, Like the Lightning bomber, Thunderous Praetorain, and EMP detonator/exploders. Thoughts?
In addition to this post from December 12th, I would love it if the large text banner of what mission control is saying had an option to take up less of the screen and not be in the center of it. Maybe icons representing when a swarm is in progress etc? Those two things would solve pretty much my only frequent annoyances in this game.
A tier of sentry gun modifications dedicated to adjusting its automatic targeting behavior (while not under the influence of manual targeting via Hawkeye System).
-
Primer System: The sentry gun attempts to prioritize the enemy with the most health within its range. Each shot inflicts a debuff which causes them to take slightly increased damage from all sources for a few seconds. Useful for helping team members to take down higher-value targets more efficiently.
-
Clearance System: The sentry gun attempts to prioritize enemies with low health and deals increased direct damage to enemies below 50% of their max health. Ideal for finishing off stragglers and further enhances the sentry gun's natural effectiveness against swarmers and shockers.
I wanna make aquarq towers again, pls revert that change GSG pretty ples 😭 Screenshot by @willow orchid from one of our sessions
drinking Burning Love and Arkenstout together knocks you out from thermal shock
OMEN exploding drones make a continuous beeping/whining noise that changes in pitch as they get closer to their target
Since the devs are working on a bunch of new weapon ideas maybe we could have a vote for what goes into the game. Kinda like what Minecraft does with the mob/biome vote.
not all of it is going in the game, that's why i suggested a vote
Having Dorretta's (the drilldozer) head have a highlight either on the map or pressing the ping tool when it flies off after the heartstone is mined out so it's easier to find.
Gunner's incendiary grenades are a little weak at the moment, especially since they're a 4 count grenade.
At the very least the flames should proc sticky fuel level slowdown, considering that at the moment 10 ammo of CRISPR sticky fuel will do you more good than one of said grenades.
Add more specific voicelines on Point Extraction missions, telling the player that waves will be harder the longer they stay on the mission.
Something like mission control telling you at the start: "Don't loiter, the more you wait the more bugs will show up"
and after 5/10/15 minutes dwarves saying stuff like "hurry up, the bugs are really getting angry" or "If we wait any longer, we're going to drown in insects"
I think the mission's "fight with the clock" premise is really cool, but it's poorly communicated to players which can lead to frustration and bug reports, since it can be viewed as game error and not a deliberate design choice.
a skin for Bosco that makes him Lloyd and make hi rockets beer bottles and his bullets just a stream of beer 🍺
Can you edit magnite so it doesn't look like dog poo anymore please?
New mission type: Budget run
DRG doesnt have the budget to afford losing thousands of materials on each mission that something is left behind even after that mission is succesful.
You go in with a special MOLE or something else entirely, to dismantle and recover leftover things like the different types of platforms, turrets and dorettas.
Pets that just follow you in the space rig , like space cat, glyphid, furry duck, or Bosco
A option to play creature sounds on Bestiary.
a new UI could make the game more appealing while playing
love your work btw
since there was a video contest recently what if there was a music one for the jukebox or something?
remove haz 1
haz 2 becomes haz 1
haz 3 becomes haz 2
haz 3.5 becomes haz 3
haz 4 stays haz 4
haz 5 stays haz 5
A "light shove" button that lets you push your friends a little (for shenanigans). I want to push my dear friends into holes / out of the drop pod
Hello there! I wonder if you guys thought about making the handguns two handed, instead one.
I would love if drg modles came out and you can paint them how you want to like warhammer models
A new daily special that gives a small movement buff
Let lost equipment pull from the cargo crate loot pool after you get all its unlocks. I’ve been playing for quite a bit before lost equipment was added and I’ve got all of its unlocks but I’m still missing a lot of cargo crate unlocks and it’s quite annoying to find helmets that don’t give anything every other level when cargo crates are more uncommon.
Seems obvious but could not find a previous suggestion. Can we not have algorithmicaly generated bugs? For every species, you could generate a leader of that swarm with slightly differing abilities / color / shape. Could be only on missions with a mutation symbol or something like that. At the beginning you generate one type of leader for every species and it stays the same for every swarm of that type for the length of the mission, or assignment.then you have the length of the mission to learn their traits and how to fight them.
Special perk for the Engineer's Gemini: Twin Link
If both turrets are placed down building / refilling one of them will refill the other turret (could balance it out by having a range cap, the further it is the slower it refills)
Could we have the option to change the key bind push to talk is set to? Dunno if this has been suggested yet.
Add specific voicelines for highlighting a Silicate Harvester. At the moment they're the same as when you highlight a hostile alien, e.g. "Attack this enemy!"
An upgrade/QoL change that displays the name and perhaps health of the sentry gun's target on your hud, like maybe somewhere near or below the ammo counter? Would be useful for those times when you're not actively looking at what your sentry(ies) are shooting so you know to either recall them or force them to switch targets instead of wasting ammo on the front end of a dreadnought or praetorian
Heat minelets overclock for the Subata. Maximum of -5 mag size, less damage, and slightly less ammo. Only activates once but has high heat gain.
Seen a lot of suggestions for mutators on here, but couldn't find a suggestion for a mechanism to dynamically apply them to a mission before it starts. So basically this is a suggestion for a mutation vendor - but wait, there's more.
I know where it should go; it should live in the room between the crawlspaces under the drop pod and the barrel hoop. But why there? Because it's hidden, it's a run-down interface droid sent by a group that seeks to undermine (heh) DRG's interests. But why would the Dwarves consider being party to this? Well firstly, they're Dwarves and to them there's nothing this organisation could do that the Dwarves couldn't overcome (more on that later). Secondly, due to their contract with DRG, they get paid better for succeeding in extenuating circumstances (like for example, sabotage by an opposed organisation). Finally, for enabling their (failed) attempts to undo DRG's operation, this organisation begrudgingly gives the Dwarves access to black market items of various forms, maybe through a currency associated with them.
So we've got the exploitative DRG, an Interplanetary Miner's Guild acting in the Dwarves' interests (with free beer), and the inference of a malign eldritch intelligence underlying the fauna of Hoxxes IV. So without further ado, whose interests would this mutation vendor droid and these sabotage mutations represent?
My suggestion within the suggestion is the inclusion of a fictional organisation of Elven Eco-Terrorists called GreenSpace. They at GreenSpace want to paint the creatures of Hoxxes IV as a misunderstood extension of natural beauty, but our miners aren't buying that dendrophilic discourse one little bit. Because they've been there. They've seen enough to infer the evil of what sends those hordes of monsters at them, and there's nothing a leaf-lover could possibly say to convince them otherwise. So why not entertain GreenSpace's folly, and get paid more by both sides for doing so?
I have a pretty simple suggestion that I think would help a lot of people out. As I get older it's getting harder and harder for me to discern what is going on in a game the more stuff there is. Something like being able to toggle outlines and possibly something like auras or halos above your teammates would help out quite a bit. Recently got the game and I can't get enough. Only issue is it's just hard to make out what is what from time to time.
Recently engie turrets were fixed to not shoot the Hiveguard until it was vulnerable, and they're pretty good at only shooting the weakpoint.
Can you transfer this behavior over to targeting Oppressors? It's mildly annoying that turrets just dump ammo into their unbreakable armor. Especially when there are valid targets anyway.
What if the dwarves complained about mission control after he gives his mission barks.
Example, MC: Blah blah blah, all pipes connected. Drengbrazi: WE KNOW! WE ARE WORKING ON IT!
MC: Blah blah, Protect the drill!. Drengbrazi: I'm covered in bugs juice! I know!
Could the scale brigade flamethrower have that dragon-head-like-helm design at the end? The mouth could open when firing. Could be applied to the other guns too.
Pinging teammates will give them compliments
"No bug wants to face that gunner!"
"That driller really knows how to bring the pain!"
"Good job scout! working hard for the team like always!"
"Thanks for keeping the bugs off my beard brother!"
sometimes my internet will fail and I will be booted out of a game. It would be nice to have a "recently joined servers" option for game selection so you can rejoin a game easier
Give the Drillers C4 a chargeable throw distance and have that throw distance Scale based on whether or not you have that strong arm passive perk equipped. This would go good with whatever Nerf you guys have in the works for thin particle field mining. It would let the driller have at least some level of at range mining while being balanced around the amount of C-4 you can carry and the fact that if you mess up your throw picking up your C-4 is going to be a hell of a hassle
reflect existence of supply pod (hotkeyed at 5) in UI
a photo of the 4 dwarves, steeve, bosco, Loid, molly, and the head of dotty; stuck on the abysse bar fridge with a magnet
Dunno if I'm the only one with this but l get pretty annoyed by Doretta's voice aka her screaming. I suggest an optional checkmark in the audio settings to turn that off, since we have that beeping warning signal on the lower half of the screen as well what is infinitely more chill
Can the developers do some little fixing so that the scout's left hand won't clip through the glyphid trophy hunter bits on the Boom stick's Glyphid Trophy hunter framework? Maybe just remove the Bug parts that are on the left hand? 🤔
What if the glyphid praetorian in the crystalline cavern had special armour that was more tough but when broken it would shatter in a cone in the opposite direction of where it was broken deal damage to dwarves or creatures
please add bestiary pages for the Unknown Horror and Glyphid Sentinel, and update the Horror's visuals to be unique instead of an almost-invisible bulk detonator. This is probably too petty of a thing to request but i want it anyway
This is a merch suggestion rather than a gameplay suggestion, but I really want a glyphid grunt steeve plushie. Please?
You should be able to place the Acorns in the Hollow Bough next to shot vines to keep them from growing back. Sometimes there's just those 1-2 vines that stretch 50 meters and you want to get them permanently out of your way, and this way you could do it with a simple tap of a gun!
When you're scout with the pheromone bomb, you should be able to pheromone yourself to distract glyphids and get them away from your team, maybe even get a Dread to aggro to you instead of the engineer with three HP left trying to reload their sentries.
I have a suggestion for an armor paint job or skin, (that was probably already suggested, although if it was I couldn't find it) it makes your dwarf or the dwarf's armor appear frozen. But this time, of course, you can move. Again, sorry if this was already suggested.
Crassus Detonator explosions should turn Bittergems and Jadiz into Compressed Gold
I was thinking about having sidearms (not secondary weapons cause some are really big) showing up holstered/hanging from the hips of our dwarves (M1000 could stay hanging vertical from backpack though).
Really no change gameplaywise but a cool addition. Plus, Gunner, Engineer and Driller with those hundred pounds weapons could use a gunsling? Cheers
New mission type suggestion: Distraction, with emphasis on large enemy swarms. We're here to distract and maintain attention of a huge swarm so some other dwarves can get ores without being inundated by tides of bugs.
We have one heavy driller, with 5 empty slots in it, and one filled slot with a turret thats basically infinite ammo, and a low but decent damage. Nitra(maybe with combinations of other ores for upgrading slots) we get in this mission then can be used to either call a supply pod, ensuring our ammo don't run out, or skip the ammo and upgrade one slot on the driller for an extra turret that has infinite ammo, but only decent damage compared to waht we can do. Last slot on the driller is an autocannon turret, but that takes upgrading all the other slots first, and may result in ammo shortage if we're not careful.
main mission structure is protecting the tougher driller as it calls a huge swarm of bugs, before it drills to another room(s) depending on mission length. Each swarm event need to be manually started so we can gather ores with only low amounts of enemies before calling in the swarm for real.
suggestion: an option to promoted dwarf not to pay insurance and get 1.25x loot from mission but he gets nothing if he dies
Give Lloyd a daily mission where he asks for a specific ingredient and compensates you with credits and/or materials
Pls giff Gloomstalker Mk4 o.o (I made a quick mockup of the best helmet + free beard action) https://i.imgur.com/Dmv2wVk.png
Some of you are going to roll your eyes on this one, but I had an idea for a promotion tier above Legendary, as a final capstone in the line. Possibly only with a single rank - but gives the player the option to customize the "banner" around their player hex with colors and segments to just the way they like it. Could have a unique icon instead of a ⭐ to highlight it and differentiate it, should the player choose to revert the visuals to a lower promotion tier for the sake of pretty visuals. That's all!
Some kind of explosive ammo overclock for the minigun, for its downsides it could have a lot less ammo, around 900 less because the bullets would be expensive
Please give players the possibility to make poses while grinding on pipelines 😳
Add an 'energy field' on the enterance of the drop pod during extraction, similar to the deployable shield that the gunner has. This would make sense as to why players cannot be attacked inside of the pod and there won't be problems with bugs miraculously floating in the air
Add an accessibility option or visible cue for noises like battery pings for the deaf or hard of hearing - they're missing out on some loot if they can't hear the pinging noise! 
Remove Shield Disruption. Just get rid of it. Erase all records of it ever having existed. I HAVE NEVER, EVER GONE ON A SHIELD DISRUPTION MISSION THAT WENT WELL AND SUCCEEDED. I DESPISE IT WHOLE HEARTEDLY. I SURE LOVE THE PART WHERE MY TEAM AND I GET REPEATEDLY LOCKED INTO A CYCLE OF REVIVING EACH OTHER BECAUSE WE ALL SPAWN WITH ONE HEALTH IN THE MIDDLE OF A SWARM ON SALVAGE MISSIONS. GET RID OF IT.
The health and damage of enemies scales according to hazard level, but they always had a same appearance. So, could be cool, if there will be a new models of glyphids on Haz 4 and 5 (or, at least, on Haz 5). Some tough, brutal bugs (like a new Macteras). Or, at least, a new colour for them.
UPD: I talking about only models or colour. For example, in Payday 2 there are a new models of enemies on every level of difficulty. They don't have any new abilities, if it scares you :\
Better hyper propellant hitbox for Opressors on their backs.I miss 3 out of 5 shots point blank
make it so that you can order multiple different kinds of beers at once like at a real bar, I want to be courteous to my crewmates who don't understand what a godsend Mactera Brew is
When you take a resupply as Gunner, it should automatically regenerate your shield, instead of having to wait.
How about this: one final upgrade to the longer flare / heavy objects throw distance perk where the new final addition allows you to just yeet another dwarf in the direction you're facing
sort of a question as well, are there not any flare mods? because personally I think there should be, maybe faster recharge, +1 flare, brighter flares, etc, could have 3 slots all with the same upgrades to either let you round it out of just focus on one upgrade
To further explain my “suggestion”it was just an Idea of a Different type of mission noting more didn’t expect to get it deleted honestly. Idk maybe this channels more for suggestions of things that are already implemented idk
Steeve plushes to toss around after a mission, quantity correlating to steeves tamed in the last mission
Cosmetic overclock icons should be colored differently in the wardrobe, to denote which ones you purchased from the shop and which ones you forged
"Its a bug thing" Will also kill maggots and corpse feeders. The bane of non hostile bugs everywhere
For the love of Karl, change the button for pipe surfing from "E" to something else.
There are 3 actions for "E" - repair, revive and pipe surfing.
So, so...What possibly can go wrong?
UPD: Yeah, there are 4, actually. I forget "pet". So, thing a little more worse for it .-.
I believe that aesthetic wise, the new maps such as the dense biozone and azure weald are getting a bit out of hand.
Namely, they feel more like traversing a dense forest or the surface of a fantasy world instead of actively being funneled through cramped, dusty caves.
I believe that although the older rock maps like radioactive exclusion zone, crystal caves, and sandpits do feel a bit barren and uniform compared to the rather beautiful newer maps, they adhere a lot closer to the "mining and spelunking through ancient dusty cave systems".
Perhaps it's better to tone down the vibrancy and clutter of the new maps, or make the newer maps go back to the rocky cavern aesthetic?
Hell, maybe even spruce up the older caves so they have the same amount of visual variants without looking too colorful and non-rocky
(reposted here since turns out this hasn't been made)
Tiny tiny aesthetic addition I'd like:
Crunchy grinders
When I deposit directly into the launch pod, or the on-site refinery (the ones with the big grinders) I'd love just some colourful particle effects and dust giving the impression that stuff is actually being ground. This should of course NOT be a priority of any sort, but if you find the time and think it would work, I'd love it at least!
An added bonus would be if depositing big gems (Jadiz, Enor Pearl, etc.) Gave a proper crunchy sound.
Rock and Stone - Like Honey
Another weapon idea:
Black hole gun from Enter the Gungeon
Gonna be be balanced by extremely low ammo
It would be nice to have the special beers/today’s special in the miners manual so you could read their descriptions without having to wait for em to be available
make the ping on the m1k louder
If we are dead on a low O2 mission from O2, please give up an option to turn off that low O2 sound.
Suggestion: Once the last player enters the drop pod, there should be a 3 second count down so that the last dwarf to enter can sit in a seat with everyone else instead standing in the middle of the drop pod.
What about different messages for each tier of promotions? instead of the same few stuff every time. You know like 'congratulations, you have been promoted to the silver tier, management is proud of you, keep up the good work!
Pour out a beer as Libations for the Fallen. Let's hear it for the Dwarves that didn't make it back. Rock and Stone.
A warden variant that increases the speed of enemies rather than their defense, and is also faster itself
can't think of a good name for it
Could engineer has an alternative design for his turret that based on this one, from Mine Head?
I liked it sooo much, very industrial and robust. I want it as "skin" for upgraded turret. May be a smaller version with different colour, to avoid confusion? Or just a smaller version.
Please, I want it as a "skin"
P.S. It just a skin, I don't ask "replace current turret on this one". You can choose it if you want, like an "armor skin".
Some kind of voting system when breaking the eggs in elimination missions, and other things that can trigger bug waves, because sometimes you're playing with random people online and they decide to just ignore the chat and will start the events when not everyone is ready
Differentiate the way unbuilt pipes and built pipes look in the terrain scanner for on site refinery missions. This will make it easier to identify where is the unbuilt section without manually finding them in the cave (Example for 'dashed' visual in the pic).
update the statues in the memorial hall, to use the new weapons and such, they're so outdated, the weapons and armor have been the same since I started playing around 2 years ago and even then the player armor was different to what the statues have
An AFK animations (may be only in a Space Rig), when dwarf reads a tablet PC (may be with Miner's Manual), sharpens a pickaxe, cleans one of his weapons or just sitting on a floor and naps.
May be other ones. It just examples. May be you could choose it as victory pose.
It is not a bug I suppose so here I go : maybe the models of the hanging vines in some biomes (Fungos Bogs and Azure Weald are the biggest examples in my mind) could use a little" addition" (best world I could find). When they are generated near thin terrain it looks like they were cut with a razor blade. Maybe the "base" of the model could look like the various herbs we can see on the ground so it never looks like a generation bug ? I know this is itty bitty tiny and no one cares though 
health reactive cosmetics? for example a helmet with lights that look green when your have full hp but gets gradually more red the more health you loose or in general cosmetics that react to stuff and situations
add an archievement for kicking a normal (blue barrel) barrel into the barrel game ... try it its actually very hard
add an archievement for bringing a barrel to the trophy hall generally just add more archievemnts for the space rig
A BEC-C style event (Similar in challange, spawn rate and reward) where you stumble upon some sort of semi-tamed Praetorian with armour bolted onto it and a makeshift saddle mounted onto its abdomen, event involves shooting off some wrongly welded armour or restaints rather than out-right killing it, burrows away after too long, success gives you a Pratorian ally that follows you for the mission and is ridable, similar to a Mobula Cave angel but can scale walls. Riding the beast for too long causes increased numbers of Macteria to spawn, similar to riding a zipline for too long, to try and dislodge you.
New voicelines when a dwarf is exposed to radiation from either a nuke or the uranium crystals in the irradiated strata
"That green glow... is it a Jadiz?"
"Maybe i grow a second beard from this!"
"Oh great... now i need a decontamination shower..."
"If i start glowing in the dark, i won't need any flares anymore"
if youre still sprinting while grabbing onto a downwards zipline, you should speed up automatically
Can we maybe make it so we can increase difficulty on normal deep dives. I find anything below hazard 4 not intense enough and kinda boring. it makes me not want to do deep dives. So can we have a choice to increase the difficulty in deep dives
make it easier to see through clouds of neurotoxin
Alright, so I have 2 ideas for the error objects that coincide with one another.
One idea that just recently started floating around my head is the concept of an "Error ruins" structure, so to speak. I had to forms of the ruins in my head, both being a rare occurrence like the error cube and helix. This is all given that the helix and cube are related to an ancient alien civilization, as I haven't looked into any lore, if there is any.
The main idea is that the ruins are made of a similar material to both error objects, but are not able to be broken, forcing a more thorough exploration, and come with a more natural light source in the form of white lines like that of the error cube. In terms of purpose of exploring, these structures could be home to large mineral caches, along with new error items that could either pay out handsomely when turned in, or count as minerals, which will go into something I'll discuss with the second idea.
My idea is there would be two forms of these ruins. The first form would be that of a selectable mission, with the twist that you need an error cube to enter. These would be the most intact, and possibly bigger ruins, which would house more minerals of both the regular and error variety. The objective could be to locate a specific error item exclusive to this mission, with secondary objectives possibly starting the same as others, or collecting likewise exclusive, smaller error items. This could also include fighting an error automaton that, like the hearthstone, is stationary, but has telepathic powers to grab objects to try hitting the dwarves with.
The second form would be a rare occurrence where you can come across some ruins in regular missions, but on a smaller scale, and with less abundant mineral caches. There would be no boss or secondary objectives tied to it, and possibly at most only half of the mission ruin's size.
The second idea is the addition of error upgrades/overclocks, and possibly cosmetics, which you would use the error materials from the ruins to make. These could be either their own overclocks, or options to upgrade an overclock you already have, giving it an extra boost in whatever way the devs deem balanced.
This is of course a more endgame idea, with the mention of boosted overclocks, so it could be rank or promotion locked, with maybe needing a two-star copper character, or whatever works. Like I said, this was just an idea I had floating in my head, and needed to get it written down somehow.
A simple one. Allow the Driller to strap his C4 to Steeve, making him explode upon death! Let your little buddy go out with a bang!
I think each tamed grunt type should have their own names. The original grunt would be called Steeve, the slasher would be called Charlee, and the guard would be called Barley (to name a few).
Give the Breach Cutter a bit more visual / physical impact - atm it feels more like a purple line than a destructive wave of plasma
It feels like the Crispr flamethrower has a lack of feedback when it kills things, it’s hard to tell when things actually die. It’d be nice if enemies made the normal ’splat’ sound even if they die to fire, or a variation of it
Possible addition to tracking missiles prototype gun for update 35: projectile does more damage/higher splash area the longer it stays in the air.
Basically I thought that an issue with the tracking missiles might be that players could often just automatically default to shooting your projectiles straight at targets, meaning the gun ends up relatively similar to other weapons, such as the burst missile prototype for example. So to change it up there could be an actual incentive to keep your projectiles in the air for as long as possible, each projectile increasing damage with more air time, after a while it can max out airtime and and explode midair or something. The specifics of what the increased airtime does could be tweaked and changed in the modifications menu and with overclocks. Now that Im thinking about it manoeuvrability of the projectiles and size/splash on impact could be tweaked in the menu aswell.
All assuming that the weapon gets past prototype stage of course. (Also I think it would be a cool engi gun)
Suggestion for a new beer of the day, possibly to replace the dark morkite brew that honestly only does good on morkite missions, (and honestly, I don't think I've ever had trouble finding enough morkite to finish): Shiner ROCK!
Effect: Gives you "bright eyes". All minerals now glow in the dark slightly (similar to how morkite shimmers even when there's no light), making it easier to notice them. Morkite is even easier to spot.
A small suggestion: Change the symbols in the scale brigade set to be golden no matter the color scheme, so they match the fourth relic skin for the guns
I feel like they should add variants of the Exploders and Detonator that implode instead of exploding. Like the small ones would implode and pull the miners towards it for a few seconds, and then the bigger ones could do the same but perhaps be like a mini blackhole that slowly eats up the ground around it in the same radius as a normal Detonator but while also pulling in and damaging miners .
Deep Dives Hall of Infamy: A book in the memorial hall listing past Deep Dives, and displaying the top ten deadliest - those with the lowest success rates. By interacting with the book you can re-attempt these historically awful deep dives.
The book displays the biome, the objectives and modifiers for each stage, the fastest ever completion time, the number of teams who attempted the dives and the number that actually survived.
Subtitle translations for our robot companions like Bosco or Molly
a 'clank clank' metal sound when clapping with a golden skin (devil's in the details!)
Now i know "campaign" mode is a dead horse around here, but i would very much like to see story-based assignment chains. Nothing Karl-related obviously, but it might be a good way to tell interesting mini-tales and expand the world without making radical changes through the game. When i say that, I mean like an entirely self-contained mini-story told through an assignment series of slightly reworked missions and unique mission control/dwarf dialogue (like about a wayward Drilldozer that you have to track down and recover or something.) The goal here is to have cool little narratives while using as many assets as possible. NO KARL, NO GLYPHID QUEEN, NO RADICALLY NEW STUFF, NO ACTUAL "STORY MODE". that's what i'm going for.
able to heal a tamed glyphid grunt with your own hp
@devs , remove the freaking Escord duty linear shitty maps , i's sick and tired of trying to refuel the dumb dozer every freakng time 2-3 times , the most unfun map desigen i had even seen ... Please for the love of Karl
Let me be clear , i do not want to see those maps in my assignment lists anymore. Let me pick my assignments mission.... i know you took your time to make those Escort Duty maps , but they are just to linear .. stop it.. the dozer is enough buggy slow and weak already , you are trying to make it even harder with the longer reful misions , i do not wan to waste 30 + min in a linear level .
Haz4 , thanks a lot for your linear missions design.
It'd be nice if the trophy hunter skins were updated to match the dawn of the dread armor
New Mission Type Suggestion:
Tectonic Restabilization.
We all know that Hoxxes IV is notorious for tectonic instibility. Hell, a large chunk of the planet has fallen off of the planet.
But, we also know that Deep Rock Galactic is too stubborn to give up one of their biggest cash cows, so they will also ensure that Hoxxes doesn't continue to fall apart.
The goal of this mission is to apply a form of infrastructure to a fault line in order to keep it it "legally just safe enough of a working environment not to lose our licenses"
Mission Part 1: Haul a Stability [maguffin] to a specific site (Option 1: Its a heavy item like gunk seeds or jadis that you carry, but slowly. Option 2: Its strapped to the M.U.L.E. like the Ommoran Heartstone. Option 3: It is its own device that follows you around, like the salvage minimules or BET-C).
Mission Part 2: Once the Stability [maguffin] has been brought to the site, you must build it up, and connect stability points to specific locations (not unlike refinery pipes).
Mission part 3: Once connected, defend the device from being chewed up by glyphids while it stabilizes the fault line. (Like the drilldozer, it can be destroyed and repaired)
After that, go home, and drink beer knowing you just improved your own job security.
Bias the spawn of oil shale to prefer low altitude.
Whenever the cannister eats a hole into the oil shale, the oil shale should make a "shloop" sound and reconfigure its geometry to be a new, smaller, contiguous piece of oil shale. This way we can harvest an entire deposit by keeping our crosshair on the center of mass instead of having to comb out the edges.
a leaderboard showing the fastest 4 man clear times of the current DD and EDD
Endscreen shows percentage of total minerals generated on the map that were collected by the team! Will allow us Dirt Diggers to see how efficient we are!
I didn't look at the achievement list when i first started the game. I was genuinely surprised there wasn't one when i first blacked out. Or even just my first drink.
Certain overclocks/cosmetics should be unlocked through promotions/ranks, whilst more exotic and rare mods must be locked to deep dives, an example would be if there was an "ancient machinery" boss located at the end of stage 3, upon their "doom" or completion of a task you would be able to get said mods, as if a gift given by gods from the within
easy one - on the end of each mission, show the play time for each miner. When dropping into public matches, sometimes you enter 1/2 way through mission yet score more kills or minerals. Seeing overall playtime for each member would be cool
Anyone remember the Bouncy Plasma mod on EPC ? I feel like it would be fun and potentially good on Flying Nightmare. I hadn't thought much about this suggestion though, sorry if it ends up sounding ridiculous.
Limited Oxygen... I despise limited oxygen almost as much as i get annoyed during escorts. I think LO should be removed and unable to spawn for certain mission types, I absolutely refuse to do a On-Site Refining that has a LO modifier, and it just feels bad to play with.
really, really small, insignificant thing, but maybe change the bough cones to say "bough cones" or just "bough cone" when you highlight them with the ping tool before knocking one off the branch? it's strange that the scanner is unable to recognize it until you hit one.
video below showcases this odd difference; might have to go full screen to read the text.
New weapon: stationary turret that can be mounted and loaded on any horizontal surface. Cannot be fired until mounted somewhere.
nerf omen
Baked shadows in the Space Rig. If you disable shadows in game settings (which is something that most people with low end PCs do) the Space Rig looks extremely ugly. Now since all the light sources in it are static and most of the Space Rig doesn't move, you could pre-render the shadows of all static objects and overlay them onto it as a texture so that it looks decent with shadows off. Plus the fact that it's a waste of computing power to render all of the shadows when they are enabled if they aren't moving anyway
Swap the HE grenade and pheromone canister between Driller and Scout.
Pheromone canister on Scout isn't very good. The glyphids don't do much damage to each other, and since the Scout has no AoE weapons, there's no real benefit to getting enemies grouped up like that. Cryo is better for killing things and IFG is better for controlling them.
On driller, the HE grenade is kind of boring and the bounciness makes it an unreliable source of area damage - of which the driller already has more than enough.
Basically no-one uses either of these grenades as they are. Swap them, though, and they both become good choices. The driller benefits a lot from getting enemies confused and grouped up, because both his primary weapons are short ranged and great against crowds. The Scout, meanwhile, would just love a way to deal area damage, and the unreliable bounciness of the HE grenade would ensure it wouldn't compete with other class's swarm deletion tools.
"Replace HE grenade" is a very common suggestion - this lets you do it without actually having to code and test any additional grenades.
If the devs are considering new mods for the pickaxe I would like to suggest some ideas. I hope it is different enough from other suggestions sorry if it too similar. So what about a mod that fear close enemies when you use your power attack 💪🏻 and a mod that allows the dwarf to do a quick reload of the weapon he currently yields if the power attack kills the target ? I know it can be incredibly strong when paired with berserker but that perk has a certain cooldown so I hope it does not sound too stupidly op.
SDR implementation
Currently, playing DRG broadcasts your raw IP to everyone in the lobby. Implementing the SDR will allow the steam network to mask your IP from potential bad actors
a platinum achievement
for the love of zeus, add a way to see the perks of other players (and cooldowns)
fucking host without hesitation killed the server because he though I had no iron will when i got grabbed by a leech
A foam grenade (or bomb) for Engineer. It could be used as a tool (to close so,e holes in a walls), or as support weapon (to cement and stop a couple of glyphids).
I've said this before, like months ago, but we should have some fantasy themed outfits! We already have voice lines now about "keeping up the tradition" so why not some authentic dwarven armor?
Us console players could use a different way to select weapons. Instead of using the D-pad put a quick switch weapon wheel like doom style on the Y button then switch calling mule to the one of the D-pads and you then have 3 other directions you could re-map.
New mission type suggestion: [Bug Wrangling]
What do you do when theres grubs that shit out enriched morkite but cant live outside of Hoxxes atmosphere? Send out dwarves to feed it and make it poop pure profit of course.
You corral grubbier versions of the lootbugs into a special rig dropped into an area, attaching the siphon pipes to the cargo rocket, before mining ores to feed them to make them poop out enriched morkite. While defending the corral dwarves need to do things(ala the repairs on onsite refinement), but more corralling things like repair the feeders, fix the rig's wiring, make sure the pump connects correctly to the carrier rocket etc.
Ability to slap the very top part of the ceiling in the drop pod hangar in the space rig with one or two voice lines for when you do it, it would make banging your head against it while re-calibrating gravity even more fun and would make for yet another fun little detail in the lobby area
I have a great idea that is really easy to implement and will increase the creativity and usefulness of the platform gun.
The idea:
Instead of building a limited amount of platforms, the platform cannon would be replaced with a build cannon meaning that you can build freely with ammo based of time. Very similar to the build tool in the game Astroneer!
Now you can use it to build bridges, block paths and whatever your creativity brings you. And it would still work with all of the current upgrades. To make it somewhat more useful to cath yoursef with you could also make it form out a bit on the ground when firing there for the first time to build platforms to land on.
This would increase the usefullnes of the platform gun at the same time that it would increase the creativity and make the different classes even more unique. I would love to see this ingame!
Yeah I got a suggestion.
STOP MAKING ENEMIES HAVE AOE ATTACKS
IT'S UNNECESSARY
Increase the max ammo penalty of Experimental Rounds for the BRT7 by 6 so that when you use it with 6-round burst you don't have 3 rounds leftover after a resupply.
It really agitates my OCD. 😃 (Somewhat a joke suggestion)
Mini-Game at the Dropship: Gem Faceting
It wouldn't be anything too difficult, just a couple minute mini-game where you cut down some 'good fragments' of the "Worthless but fun" crystals that would randomly drop when breaking those crystals. In that case, they 'literally' are worthless until cut. Alternatively, you could also cut some of your specialty gems (Bittergems, or the Err Crystals, or any of those) to make those more gold then the gem is normally worth.
The mechanics of the mini-game would be a "Hit the spot" type of mini-game where you just got to click/press a button when in the good range. The closer to the 'Sweet spot', the better the facet. Design templates could be bought on the space rig for gold (not too expensive), or found for fun. You would cut however many cuts are required for the specific design template until you have cut the finalized stone (as an example full finished gem would be 5 Minutes max for a complex design) and the amount of gold you get depends on how 'Good' you cut the gem (amount would depend on balance).
It would be a fun way to make a tiny bit of extra gold while waiting for friends to join, or levels to re-spawn.
Finally for fun, maybe armor sets could have slots where you could put your "Quality Cuts" that you would want to show off in your armor for customization. (Potentially could also eventually make the gems have special armor stats like the weapon mods. with the stats being how well you cut the stone, but this is a bit of a stretch.)
Thoughts?
I would really like to see a new mission modifier that biases spawn pools to spawn several powerful enemies, instead of hordes of weaker ones.
Think how you occasionally get praetorian waves, except this modifier would just make most waves consist of any of the powerful enemies that normally spawn. Grunts would just be here and there.
TL;DR Add a mission modifier that makes more HVTs spawn instead of hordes of weak enemies.
A new random event similar to secret bonus levels in classic games. With some low probability hide a drop pod on a map that's separate from other caverns but discoverable on the terrain scanner. If dwarves repair (some difficulty) it, it replaces the evac pod and goes to a bonus level with extra minerals, special objectives, or someother nice reward.
Not that it's cool to induce penalties all the time, but what if slaying too many hexawings in a mission causes them to turn hostile and fight back? Or maybe slaying them has a chance of issuing a dying screech, attracting a sudden swarm?
Extend the reach of the Fuel Canisters by a factor of 2 times, and escort missions wouldn't be so obnoxious.
fix the cannister typo
New overclock tier:
Cursed
Huge downsides but at the benefit of radical mechanical changes to the weapon along with a single major stat buff that pushes the weapon towards the niche that the mechanic provides
Example:
Crspr, afterburner
-0 direct damage
-50% sticky flame duration
+the flamethrower provides knockback on the wielder, allowing driller to fly.
I would like a freedom of perspective while reviving someone. To elaborate, when I revive someone, it sometimes bugs out and stops reviving when I move the mouse even slightly. This has costed me some deaths in games. I'd like to just be able to hold down "E" while looking around, giving myself the opportunity to better react to enemies while successfully reviving my friends. I don't know if anyone else has had this issue where the bar goes up a little bit and just cuts off, but I'd like some kind of fix for this.
When a dwarf is downed, display an icon above them indicating if they have See You In Hell available. Knowing someone has this perk greatly affects the decision of whether to risk a revive in the middle of a wave.
Edit: Do the same thing for Iron Will.
I know I've said that removing Thin Containment Field but it was mostly a joke. Nevertheless this mod needs some work because it is simply better in any way compare to (my poor baby) Flying Nightmare and Plasma Burn. To balance things up, remove the charging speed reduction from Flying Nightmare and put it onto TCF. Same for the lower heat generated from normal shots coming from TCF, it would be better on Plasma Burn.
Small suggestion. I don't remember was it here or not, but it could be cool if sits in a Drop Pod has a special safety crossbar. When mission begins and DP landing, they rise, and when it ends (and dwarfs sit down), they go down. Something like safety crossbar in a cars on a roller coaster. Simple feature for a little bit immersive.
Extra exp for killing maggots? It doesn't have to be much, the entry for it says that they are more than just maggots, and that they should be killed or something (iirc).
An option to set a certain party, so like if you want a mission of only scout, or all 4 different classes, or 2 drillers and 2 gunners, the host can set that. It would replace the button that doesn't allow duplicated classes on missions.
Let us use the pheromone canister on ourselves. Not on teammates, too much griefing potential, but it would be a great utility if you could douse yourself to get enemies' attentions away from your team and onto you, especially enemies like Oppressors and Dreadnaughts who are invulnerable from the front.
I don't know if it has been suggested yet, but an overclock for the engineer shotgun that turns the multiple pellets into a single slug. There already is one that decreases pellet spread though so it might be somewhat redundant
Add some sort of audio notifier when your sentry guns run out of ammo, either a distinctive beep, or have the engineer exclaim it or something
Add the option to copy loadouts to another slot
Minimal HUD user here. Love not having as much on the screen BUT would like a third crosshair selection to be added which could simply be referred to as "simple". The default cross hair is nice, however I think it would be nice to have an option for a simple dot, even if it doesn't take into account accuracy. Right now the only options are the regular crosshair, or off entirely. Not sure if others would want this but I don't think it would hurt, haven't seen it suggested though.
Also would be nice to have an opacity slider for the crosshair or hud entirely, as I have heard some say that the crosshair is too difficult to see at times, though this has probably been suggested.
My name in game is "MontrealSmokedSchmeat"... Or atleast it WOULD BE, if names were allowed to be 1 character longer! Please fix this as 'MontrealSmokedSchmea" is stupid and indignifying
The ability to rename the turrets. In stead of "Turret 1" and "Turret 2" the engineers should be able to name them individually.
Make machine events able to payout a skin/paint if a person does not have a blank matrix core.
Voicelines for unpromoted dwarves when they ping machine events to say they need a tritilyte key/promotion first,to find out what treasures hide inside
Is there any way to change HUD transparency? I like to have HUD visible but getting it or parts of it more transparent (30%) would be great. The game only allows it On or Off. :/
Modify the 'Breathing Room' T4 Armour gear mod to instead give the dwarf doing the reviving a short invulnerability after successfully reviving an ally. Timer likely would need to be reduced from 3 seconds to 1 second.
Also display the damage values, stun values, and range of the other two T4 mods so players can properly assess their effectiveness without having to use the wiki.
A somewhat half baked idea that a lot of people liked when I kinda joked about it in a nother channel, a "Behemoth Bait" Warning for missions. Provides higher chances and rates for bulks and random dreads to spawn. However, dreads are weakend by the long trip, and have less health. Mainly there because having multiple large bugs on a map at once is a pretty fun and tense situation
Omen is so overwhelming strong then other machine events. Nerf omen please
BIGGER TEXT in levels description. Come on guys... I can control chat text but I cannot see bigger text in HUD? I already wear glasses..
It looks like a squished font with no space to expand. but wait! There is twice the space for that text below. So why? Why make it so small?
16:9 size of that font is 9 pixels - 30% bigger than on 16:10 (around 6 pixels).
For these resolutions of 16:10 there is corresponding number of steam players (since it is the biggest platform out there it is safe to assume that it is similar on other platforms):
1280×800
1440×900 1,26%
1680×1050 1,37%
1920×1200 0,67%
2560×1600
So 3,3% of all players would experience the same problem it is not much until you realise that 16:10 is the most popular proportion of screens used by professionals - ergo grown ups that have enough money to buy pro tools (screens like mine are around 2500$ and up), are gamers and/or are demanding to get the best image quality.
Than this share of 3,3% sounds like a pretty decent niche to fill up with small adjustment of text scaling.
Right now (middle of a day and Tuesday so not a good example) there are just over 14500 players online on Steam. This means that around 500 players are probably experiencing the issue.
Out of 2000000 sold copies that would be 66000 players. It is A LOT. For a price of 29,99$ on steam times 66k = 1979340$... almost two million dollars of customer investment for that simple pleasure to see what is written on the screen seems reasonable.
And the other issue is the HUD transparency. Having it smaller or off does not do the job. Having it more or less transparent tho would be nice.
I have no idea what are these numbers.This text is literally 6 pixels high.
Switch the screens inside the drop pod so that the ones near the chairs display mission info, instead of at the exit perhaps? or maybe both? Not sure, just think it'd be easier to look at the hazards etc as you descend rather than when you are exiting.
let me pet the cave vines pls
Here's a simple, but interesting Overclock idea for the grenade launcher.
Neurotoxin Rounds (balanced):
Flavor text: "R&D put some neurotoxin into your 40mm rounds, now those buggers will be both blown to bits and poisoned at the same time. Also if you put some incendiary filler in, they'll be on fire too, haha."
Effects:
- Enemies caught in the blast radius are afflicted with Neurotoxin.
-2 ammo
fewer deep dives in the dense biozone, please. objectively the worst biome.
As "Elemental Resistance" perk - for Low Oxygen to allow you to hold your breath longer been suggested? I'm searching...🤿
Additional mission control voice packs on sale. Some could include:
- Female manager - A slightly more/less serious MC
- Bosco - BWEEP!
- Steeve - Chchchch!
- Old Veteran - Keeps saying he'd done it by now and reminisces how things used to be "better" and asks why beards are so short these days
- Rogue AI - Someone suggested GLaDOS, but this could go in many directions
- Other indie title voices? Voltar from Awesomenauts comes to mind
The plasma burn upgrade on experimental plasma charger is a fun idea, but it has relatively little impact & poor ammo efficiency for a capstone (especially when compared to flying nightmare/thin containment field). If the "on fire"-status effect it applied dealt more damage than normal (ie. +25-35%) and/or it applied a new type of dot effect that could stack with "on fire" it would be more useful.
A way to upgrade the secondary mission objective for greater rewards. Such as finding Morkite in a mission where it isn't a mission objective and it gets added to the mission "to do list" on the fly.
Give the shield link active a speed boost as well.
Either upgrade the perk or add as a separate perk. It would be nice to be able to give your stumpy brothers a speed boost, particularly when one person is behind (as usual) to help them get out.
On the magma core can player made explosions (guns and grenades) not cause the affected ground to become eruptive rock. It's already by far one of if not the most dangerous biomes in the game with over 3 sources that cause the burning rock (not counting earthquakes), having player explosives not cause it would make them more viable on the biome and make it a little easier to play one (not by much tho so it'd still be challenging)
Suggestion BLUF: Add Mobula Cave Angels to the Dense Biozone region.
Reasoning: Dense Biozone is typically a very difficult biome to traverse vertically and the Angels provide another means of traveling to higher places. Secondly, Angels do not feel out of place at the Dense Biozone, as they would at the Salt Pits or Magma Core, and their addition would add more wildlife diversity to the existing regions. Lastly and most importantly, I think they are pretty and enjoy flying with them 😁 Thanks for your time and R&S!
The Scientist? Idk what they'd do.
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1st Primary: Tooth Spiker: Slow firing, hard hitting, percision weapon. Long range.
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2nd Primary: Adaptive Biogun: kill an enemy and gain its ability. Like spitting poison, or just a mele bite.
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1st Secondary: Buck Fang: Fires a close rang fragging of shell.
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2nd Secondary: Genetic ehancement Device: Can be used on stagnant plants like apocablooms and ebonuts or scenery plants to make some sorta friendly turret
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1st Special: Leash: Tame a glyphid (select ones), Including loot bugs (which could act like a molley till killed)
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2nd Special: Biotracker. A pulse is sent out and all enemies are tagged and tracked.
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1st grenade: Goop 'Nade: grenade that makes that green slime gunk
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2nd grenade: Confusion cloud: Pink cloud that stuns, confuses, or turns enemies against eachother. Rare chance to boost their dmg and hurt you more.
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3d grenade: Classic frag grenade, shoots needles out of a little bio ball
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For fun, their scanner will show the monster manual when scanning a creature.
add a adidas jacket
Rare Single-Mission guns findable in game. Similar to finding a cosmetics helmet. IDK if there'd just be 1, or maybe 4, one for each dward. To prevent fighting, each dwarf gets what they get.
Though perhaps for Deep Dives this could be changed so that teams could more competitively optimize and trade guns.
New to this server, but I'm 96 hours into DRG. Love it. Absolutely love it. Bought a copy for my best friend while it was on sale. He was hesitant, but I have him hooked. I have a feature request that I think would be a swell addition to the game, and it may have been considered before, but in-game emotes. I'm thinking it could be that a single tap to the 'V' key (or whatever your binding is) will do the salute, but pressing and holding 'V' will bring up a radial menu for choosing different emotes that can be activated at any time during the game. I'm thinking emotional context emotes like laughing, sadness, anger, joy, etc. And you could buy different variances of singular emotions. For instance, laughing: it could have a short chuckle, or a full-on belly laugh, or maybe a knee-slap laugh. Obviously, you wouldn't be able to do an emote in the air or on a zip-line (unless you made a zip-line specific emote).
Make boss raid, kinda "Our reconnaissance squad
discovered new threat, and it killed them. But your our one of the greatest worker and were chosen in mandgmet contest, like victims.. not this line. Like brevets dwarfs for this mission"
And on this raid you and boiz start on 1-3 levels levels with simple mission like reaper mules, mine morcite, kill dreadnought etc were you collect nitra and gold. For boss fight my first boss concept is worm giant dude wich lived in planet core and eating minerals, but drg work forced it to go upper, and after detecting this giant loot-worm, our corporation of beer and beards(and some mining stuff), decided to kill parasite, but rocky skin cant be destroyed with regular equipment, but they have weak point's, but regeneration can heals a wound, so after destroying shell you must use nanites bombs to damaged flesh. And from complexity dive number of boss phases increase. But more phases mean new cosmetic overclock, and more xp and credits. Of course after mission ending you gain specific weapon overclocks with new mechanics. And after finish that way you guaranteed get weapon and armor skin, cold Great Devourer.
And the closer to the boss, the more locations will like cheese with holes, also for stimulation dwarfs with
a warning signal from the filled hole can it appear and if them hit player will immediately fall with 0 hp. The final battle will be on the mechanism were landing drop pods wit bombs.
Or just make giant enemy spider
Replace Dystrum in Azure Weald and Glacial Strata with a more visible yellow ore. Not gold though.
Suggestion: Better accessibility input options concerning weapons requiring multiple clicks + holding to activate toggles
Possible scenarios:
- Have a setting which would enable a user to press E once to start the activation button, and it auto starts then press E again to cancel (as long as it hasn't completed) instead of requiring the player to hold E during the entire animation
- Allow the Subata to be fired at the same rate as the fastest clicks when holding the mouse1 button. Click spamming repetitively can cause RSI to flare up. For example, if the max fire rate is 5 bullets per second when clicking at the fastest rate, allow the player to hold the Fire button and shoot at the equivalent rate. Note: This should not impact the full auto overclock on the Subata.
Boss rush mode where you fight endless bosses until you inevitably die.
Have the dwarves alcohol tolerance rise as the promotion tier of each dwarf rises, with the highest tiered dwarves being capable of overcoming the blackout stout
Somehow rework Nayaka Trawlers so that they always have to have some of their hitbox exposed, or at least before attacking. The real problem with them at the moment is that they effectively have i-frames most of the time, and can basically be untouchable even the moment before they grab someone which makes them hard to counter in any consistent fashion.
If they at least had to be exposed before attacking, they would still be dangerous without being able to tackle out of what are essentially i-frames.
Maybe they should allow for a lift/small elevator like with molly or like a small zip-line for the drop pod when it drops down in a high place so it could be easier for the team to get up to the holding area and not die from fall damage or have to have panicked rush leaving drop teamates behind
Ever since i got my first Neon skin for a gun, i was a little disappointed that it wasn't a energy gun, it screams plasma and lasers but it's still the same gun firing sound and projectile. Now that isn't bad or anything, love the skins but it got me thinking into a overclock for Kinetic weapons
Overclock:
Plasma Munitions: Increased Damage, slighly less ammo,the projectile is no longer hitscan but rather like a EPC projectile and has a small ammount of splash. Firing sound altered. Weapon can overheat/Heats faster
Laser Munitions: More Ammo, Less Damage, all shots inflict heat. Shots are now laser beams. Firing sound altered. Weapon can overheat/Heats faster
You can order a set of "mystery beers" where each beer in the set has a random different effect but have the same mug. So one person could get a blackout stout while another gets a moonrider.
An auditory notification sound that you can turn on or off for new chat, some times i get so engrossed in the game i dont even notice my team yealling at me
Swapping the Gunners Sticky Grenade with the Drillers HE Grenade. Not just to say that the HE Grenade fits more with a gunners playstyle and class, but specifically because builds with the Cryo Cannon could benefit greatly from a more precise grenade to destroy frozen targets(As opposed to the ever bouncy HE Grenade, and the Neurotoxin that does no extra damage vs frozen, leaving only the Axes as a decent synergy). It also might benefit the current HE Grenade as it sees little use over the other options for Driller.
for the Deepcore GK2, what if 1 damage was moved from tier 2 to the main weapon, or otherwise buffing the base damage for it by 1-2, the Subata 120 shouldn't be able to output higher damage than the Deepcore with any modification setup, IMO
Little rework/upgrade for gas grenade: little glyphid soldiers die immeditaly, but a dwarf can get hurt too and gas have smaller radius + driller have only 2 grenades with this modification(and create this like special modification) (P.S sry for bad eng.)
new secondary for driller: crossbow, have supa strong damage. and remake second and third grenade. Other grenades are all stupid for driller
Special beer idea
Dwarfs under the effect of this special brew will be sliding across the spacerig as if they are walking on the smooth ice you find in the glacial strata for a little bit
potential names ive thought of for the beer but aint really all that important i just wanna iceskate on the dancefloor are
Dashing Dandy
Smooth Operator
Slicks Drough
New Beer: Dreadnought Larger
20% Glyphid dreadnought scale combined. Huge taste of strength. You could actually make it by combining your killed-in-10-minutes-ago dreadnought scale + 1 cup of glyphid slammer. ( You could get scale 1 in haz 1, 2 in haz 2 etc.... when you played dreadnought mission and adding topping (the scale) in glyphid slammer)
- 20% more 'huge thing' throwing power
The picture of beer: Glyphid dreadnought head yelling, and has orange colours are used in picture. name of beer is on top of picture. The font looks like graffiti
With that suggestion, I would like to add new thing called "topping options". It could enhance the ability of the beer, or you could make a new beer with original beers.
For example...
Blue salt: makes beer colder, bigger it enhances. (10% more ability power, like Red rock blaster changes to 40%)
Dash of Rockanilla: The taste of vanilla makes beer fresher (Beer ability goes on 2 game)
Ebonut crust: Crust of Ebonut, Deeper taste of Beer(used in special recipes)
New Beer: Bulk Head - it's 99% foam and ensures maximum level of complaining...it's also the same price as Leaf Lover's.
New beer: Stone lover special. Elves cant eat lol
In Haunted missions, make the Horror only appear on the map periodically (after some sort of global sound effect/ warning) but be decently fast and have it just do passive aoe damage to any dwarfs near it. (Like the radioactive exclusion zone pretorians)
I don’t mind it as is, personally, but I feel more can be done to make it more “scary” and less punishing to accidentally misstep
Please add a Dotty emoji to the discord. We have
, which I haven't seen in use once. Nobody would notice if one of them would be missing but if there were a dotty instead.
(long post ahead)
So ive seen a few suggestion about trying to keep hoxxes stable with support links on fault lines (which is great idea and sound like a interesting mission) but either my pyro side is coming out as i play more and more of this game or i just like seen things blow up in huge area but i think there should be a demolition mission.
Due to the fact that the deeper and deeper we get into hoxxes the fast we want to get in and out of the planet with less time wasted getting the ore from it so maybe there could be a mission that goes deeper into hoxxes with darker caves areas where even scout flare wouldn't do much but enough to kinda help along with maybe more dangerous and somewhat larger enemy. but the the idea or suggestion is that we need to sent up lines of explosive to open up travel tunnels or system to get to hoxxes deeper cave system and ore so it be easier for the drops pod and escaped pod to get down their along with maybe add (another mission)... idea for another time ) but just the thought of drilling and set up large explosion sounds fun as well as having to travel to a set zone with the mule or mules (maybe making several trips to get the equipment down to the area) carrying large amount of explosive on them self that the team needs to protect and make sure get to the zone.
Let me know if anyone has anything to add to this.
EPC Overclock idea:
The EPC will always fire charged shots, without requiring to charge up the shot, at the cost of slower firerate and halved battery capacity.
Cosmetic ideas to consider:
- Biker Bandana rag with hair in back (similar to Cowpoke)
- Flattop Buzzcut (optional Sunglasses with it)
- Ponytail or Braided Ponytail (Like a Viking)
- Metalhead Hair (Nathan Explosion esq)
- Norse Mohawk (Like Ragnar Lothbrok)
Or more facial cosmetic ideas like, Noserings, Piercings, Earrings, Monocles, Reading Glasses or Sunglasses
Sometimes Gold Rush had a ludicrous amount of gold. Could it had a higher chance to spawn of golden lootbugs and compressed gold (3, sometimes 4 pieces)? May be a little bit higher chance to spawn Crassus Detonator? It seems suitable.
Gold isn't cost so much, and at the higher levels you need a lot of credits and resources for promotion. Let us feel lucky at least for a some times.
The basic beers are a fun thing that's just a nice thing to do with the lads in between missions. It makes sense that the power up and buff beers cost materials, but things like oily oafs shouldn't cost anything. They're just a nice little thing to have fun with and don't provide any actual advantage in combat or missions. I actively don't want to buy them now, even though they don't cost very much. The complimentary free beer poster was amazing and it was a nice touch to the hub world too. Make the beers free again.
May be some kind "thankful" beeping sound for Doretta when it's got fully repaired? At least sometimes, or when we repair a lot of damage. There also could be a some kind of "happy beeping" or a "short beeping song", when we rescued it.
Cause most of the sounds that it makes sounds like a screams or disturbance. Want to hear something "enjoyable" from our beauty.
With this, More toppings guys!
Feaster flea Honey. Makes Beer more tasteful. (If you add this to funny beers, the funny ability goes longer)
And i guess side quests items are able to be my toppings
Gunkrisp (yes. absolutely gunk seed crisp), Makes beer more nutty. Best for Driller. (adding this to oily oaf gives driller's drill 20% more stronger)
( i cant think more for another fellow dwarf freinds lol sorry bout that)
and much more than this, discord unit toppings! Don't worry, you could get other protein powder's by other fellow dwarves.
Cave crawler special = Makes Dwarf bullet much more critical (10%+ weakness damage, get this as Cave crawler award.)
Mighty Miner special= Makes Dwarf can held more ammo in every 1 2 3 4 weapons and tool! (15% more ammo. Award for Mighty miners.)
Dirt digger special = Discussion guys my brain cant hold it any more
(yes the name sucks someone help me for unit protein powders)
Allow the petting of Huuli Hoarders of you get up close. This calms them and they no longer are afraid, unless shot at of course.
Dark morkite could use the ability to allow The pumpjacks to pump slightly faster maybe by like 10% on liquid Morkite Mining missions. It is still Morkite after all. (Didn't see it as a suggestion)
I brought this up earlier today, but IRL got int he way so I wasn't able to discuss it properly:
I had an idea a week or two (or more?) ago involving a slight alteration to special beers. Basically, instead of 'today's special' it's 'happy hour' which functioned identically to today's special, but added on is a 'standard' menu where you could buy all of the OTHER beers at exorbitant prices.
If you want to see the full description, you can just Ctrl+F Happy hour. There are only 2 suggestions there (And the second one is just about half priced normal drinks, nothing to do with my suggestion)
Why don’t we have green beer for St. Patrick’s week/day
Resource bags should show on the minimap. Had some rounds where I was looking for some resources to finish the mission and it was on the bag from a player that quit it.
If the laser cannon showed off in the anniversary stream gets added and it doesn't sound as cool as the lasergewehr in wolfenstein II i'll be really sad https://www.youtube.com/watch?v=DRaShgVyz5U
Error beer that doesn’t use error cubes because why not
Edit: beer themed after the error cube in game, would probably have a cool cosmetic effect. Maybe hint to the lore of the error cubes in the beer’s description? Or just say that Lloyd has no idea what it is...
Also mass beer buying at a discount, randomize each draft from the barrel to prevent abuse
Can you add swamp If we get into it pull us down only our friends can save us
Beer POTENCY selection for the 'Today's Special'.
3 Options for Light, Moderate, or Strong brew, increasing the buffs and Barley Bulb costs (Between 1, 2, and 3). So beers would have increasing effects depending on how strong of a beer you choose. For example Tunnel Rat would increase the fall damage reduction between 3 levels depending on potency of the beer (EX 20%/40%/60% reduction to fall damage)
New Mission Type based on On-Site Refining. Pipeline Repair!
A long cave similar to Mining Expedition, but full of a large decrepit pipeline that is in dire need of repairs. The players move through the cave fixing damage in the line, including destroying (possibly hostile) growths and blockages in/on the pipeline. At the end of the mission can ride the pipeline back to the top, like a rail shooter, to escape in the pod!
suggestion. have natural hair color combos like the black/grey beard. i have blonde hair but my beard grows in red, etc etc
On NEON BAND skin maybe give it more bloom?
New Mission Suggestion: The Ratte race/The Motherlode
Escort on steroids and illegal drugs. Why? The mother of all pearls is hidden inside a massive heartstone, and it isn't playing nice. The solution is a massive driller platform with a 4 self defence turrets. Larger swarms than normal would be expected, because of the noisier and larger driller.
We start on a huge driller, larger than even the normal drilldozer. The larger driller that I'll call the Ratte, will have 4 turrets on it ala the minehead. There is a small main bridge thingy in the middle with a deposit box, and there are grind pipes for dwarves to go from front to back or vice versa on the edges. It cannot be damaged by the bugs, and it will not stop for refuels. However, it will stop for recalibrating like how the normal drilldozer stops for fuel, allowing for players to take a breather, explore and gather minerals. The small main bridge thingy will be where the players calibrate the sensors to proceed once theyre done with the stop.
While in operation, it may suffer malfunctions ala the random pipe repairs, which players must repair. For example, it might have a shortcircuit in its wirings, turning off the turrets, needing us to repair before getting the turrets back, or malfunctions in the pipes leading it to move much slower etc. The end fight will be massively different in that the rocks will aim for the players instead of the driller since its invincible. The beams would be moving slowly towards the player as the phase progresses. Perhaps other different attacks like a periodic shockwave the dwarves must jump over.
https://1drv.ms/p/s!AqP6CnBsebp0gVN0-_YAZ-g_tYRr?e=LwtWOo Here's a short piece on an extensive idea I've had
You should add when a player does not have a promoted character they can preview the deep dives and forge by seeing a description of what they do so they can look forward to them
I was thinking about drawing a bunch of concept art for suggestions about the old biomes to try to make them even more unique. The first biome I will look into is Sandblasted corridors, and here is the first concept art. I feel like a bunch of cactus would really fit in this biome and make it feel a bit more lived-in and varied.
I searched through the suggestions and didn't see anything about this but basically I feel that the big bullets leading into the thunderhead should go in once every time it fires. Right now its just a static model that doesn't move into the gun. Just a little detail I noticed while playing.
It would be cool to see more loot bugs on missions with mineral mania and maybe even gold rush since they eat minerals and in these missions there's a lot of them
A passive perk which increases mineral pickup range - perhaps a secondary effect of It's a bug thing
- Oases for Sandblasted Corridors, just to make them more unique. May be with some functionality like little heal or something else.
- Could you make a Dense Biozone, i dunno, more...dense? More grass and greenery, may be something like giant "cave seaweed" etc.
Hello, I have a Seen here a Post before and it Inspired me to an Idea For an New Mission Type New Map Idea and some other Stuff, The Idea Came from an User that wanted to have a Mission Type where the Glyphid Dreadnought Cocoon Hatches and i had some further suggestions. Tell Me What You think. ELITE MISSION: MONARCH ELIMINATION Due to our Excessive mining operations and the countless disturbing's of Glyphid Dreadnought Cocoon eggs we have been noticing an decline of eggs appearing's around our Mining sites all over Hoxxes. We Found out that the Glyphids have discovered a new place where they are pupating, a wide huge wasteland in the border parts from Hoxxies Biomes, We cannot let them reach their final stage .....in Case it happens....however we cannot also located them lightly with our scanners and unlucky the area they located is extremely wide and deserted mostly from bug life. In case of an Emergency we will be sending BET-C with you to take care of that thing before it reaches the final stage. Good Luck Team. Mission Details: The Size of the Egg is Bigger this time and the only indicator on how to find it is the heart beat of the Beast inside of it Optionally a ammunition pod and BET-C will be send with us. The Design of the finished Dreadnought should be similar to their original base just bigger and also have the ability to fly like dragons with similar wings we also need a mechanic where we need to shoot its wings to bring it down to make further damage There needs also to be a certain timer if we don't find the egg that it hatches and comes out with more health and damage bd Map Design: The map should look similar to the Biome just that it would consist of a single Giant room and all the enemies spawn at the end of the caves.
Be able to use various hair styles (Afro, etc.) on top of accessories like the Industrial Goggles, which does not have a hat that goes with it.
Can we have Glyphid cocoons with a different model/color based on the dreadnought you deal with?
For Example:
Twin - Two Double Malformed eggs
Dreadnought Hiveguard - A Bigger Egg than a normal Dreadnaught with multiple Eggs surrounding it resembling her childeren/reinforcements
Currently they all have just one Egg model , i think also it would be far more fun/realistic if you can prepare what dreadnaught you are dealing with in that particular cocoon.
Perk Mastery idea
This'll allow you to further upgrade your perks via mastery points. The fuck are mastery points?
Something you can claim after you've maxed out all perks, gotta get rid of some of those loose perk points at least
It costs 20 perk points to unlock a passive mastery point and 30 to unlock an active mastery point
These mastery points can then be toggled on one active and one passive perk at a time via the equipment terminal
If OP: Perhaps equipping a mastery point decreases the 'power' by 20% of the other perks from the same category?
Now these mastery points don't let you just stay up for 3 extra seconds on Iron Will, they instead offer a (mostly) unique addition to said perks
I actually did all the potential mastery perk upgrades and unironically think some of them are decent balancing solutions for the underused: https://pastebin.com/dNxMWPH6
some mastery upgrade highlights from the pastebin:
Vampire
You are able to overheal yourself by up to 50 health points via vampire
Overheals slowly decay after 5 seconds of the last heal
Decay rate: 1hp per second
Berzerker
Upon activation: Power Attacks produce a ranged "pickaxe wave" attack, which looks like a floating pickaxe-shaped hologram (think master sword type shit)
"pickaxe wave" is only summoned when the power attack would normally miss
"pickaxe wave" stats: deals 75% damage of the player's current power attack dmg, can reach up to 12m before dissipating, counts as melee damage
See You In Hell
Able to crawl on the ground for 10 seconds when downed```
Would be neat if Bosco could carry Doretta's head once the arkenstone is secured
Not sure about specific ideas but I would love for more of the upcoming weapons is for more mining equipment with jury rigged modifications literally taped and clipped on in a desperate attempt to weaponnize it, signs of broken off safety regulators slapped on capacitors/ shoddily thrown on copper coils to make the equipment a viable defence in the caves of Hoaxes. Would be a good reason to open up to more really unusual and unexpected weapons to be added, maybe more experimental untested equipment, just the more it looks and feels like it will explode in your hands the better, would also really blast open the Overclocks into really interesting possibilities. Just was an idea to allow for more unusual weapon concepts to be explored. Not much in specific ideas cause I of keeping each to prevent mistaking weapons for each other
Stone Accelerator: A weapon that uses dirt for ammo. Base gun can be configured to either spew a lot of rocks in a wide arc or accelerate a smaller number into a narrow stream. The gun could suck the dirt from around the player or from a box with a feed hose. I think there's a lot of things you could do with this idea. Were I an artist I'd draw up something, picture a dwarf caring something vaguely resembling a wood-chipper or snowblower which they direct at the glyphids.
Edit: This is not the foam gun. A better comparison would be the gunner's main.
Doretta should have an Easter egg where if she gets hit or dies it would instead play the Pac-Man death noise
Customizable promotion badges. I.e. one based on scale brigade would have scale brigade themed designs, and with appropriate colored stars for the dwarf's current promotion rank. Just to personalize your miners a bit more.
An option to increase subtitle size so that I won't need to use a magnifying glass anymore
new mission type: SOS REQUEST, one of RNDs outposts on hoxxes has gone offline go down onto the planet and get it back online. this mission will be a sort of mash of most of the current missions, you will drop down onto a relatively open cave system with a dome structure in the middle of it, this is the outpost and needs to be repaired or all of the employees will die (worst part is that they are sober and need a drink yesterday) dispatch will send in 3 stations, the oxygen generation that needs to be set up aswell as needing some oxyplants that can be found around the area, next is the generator this will need to be set up and connected to a nearby thermal vent (works like the pumpjack), finally the most impotently the kegs! but sadly it seems to have taken some damage on the way down and will need some parts around the cave system (works like the minimuels). after all 3 of the stations have been set up you must protect them and the outpost for a set time (time depend on the hazard level) after the time limit has ended the outposts auto turrets and shield will activate and the drop pod will be called (luckly RND lets you keep all of the materials that you have found)
Why can't we have a roughneck gunner armour like the one on the main screen art?? Like come oon, the one true badaass that should have short sleeves!!!
Can you please add mod support for the Gamepass version of the game on pc. Or at the very least officially add the twitch integration into the game on all platforms. Love that mod and want to use it with my viewers but most of my friends are on xbox so I can't play with them if I use the steam version. 😦
How about a new voice line when you kill a bulk detonator. The voiceline is "skadoosh!". I think that'd be a funny little improvement!
Id also kill for a simple "We're Rich!* When a crassus detonates, same line used for compressed gold
- Phrases for marking piles of resources (already mined ore) and piles of red sugar.
- Phrases for marking supply pod.
Didn't know why this still isn't in game .-.
A perk to sprint backwards
Respec for a cost? 
2nd Option for slot 4 on all classes
some ideas:
Scout: cute light robot (like bosco but only light)
Gunner: slow pulse buff tower
Engineer: Nanocyte like attack drone
Driller: Sticky fluid activated with the main weapon
If new grenades are to ever be added, a implosion grenade (maybe kinda like the one from SW: battlefront?) would be interesting and this game can't have too many cool explosions.
Just simple fixes when mixing different cosmetics like helmets clipping into chest pieces or causing some armor skins to causing weapon clipping, just simple fixes to make the game a bit more polished
Different loading animations for whatever biome you are going to. I’m not sure rn if it’s random or is already implemented.
When using the scanner, team mates who are down should appear as an X of their respective color instead of an arrow.
@ Devs: The game is great and with mod support i will be even happier
Here are two small suggestion from my point of view:
Molly:
Please make Molly more static or let a single port open when she moves. In MP its a pain when others call Molly right before you can deposit your stuff and in SP even when close she starts following you and is inaccessible while the old loc you are currently running to, was easily accessible.
For SP: it would be great, if the call button would be time sensitive. Press "C" to call Molly to your location (like normal) but Molly is forced to stay there. If you want to change the pos either hit "C" again or hold "C" to revert her back to follow mode.
For MP: keep one bin open or let us stop Molly for 5 seconds via "kicking" her. *run towards molly *molly starts walking because she was called "what the eff" *kick molly *molly instantly sits down for 5 seconds *deposit ore "now you can go" *after 5 seconds molly gets back up and follows the last order
Movement:
I would love if the dwarfes would be able to crouch to get through tighter spaces and maybe also to reduce the fall hight by 10%.
Elemental Warden Variants that boost damage resistance to nearby bugs for a given element. You can determine the type of damage resistance by the color of the Warden (Fire=Red, Shock=Blue, Frost=White, Neurotoxin=Beige, Radiation=Green). Elemental Wardens are weak to not-their-element, and this weakness is shared to nearby bugs as well (introduce a strategic element of when to kill a Warden and when to keep it alive to weaken other bugs).
Noted: Might be too strong of a debuff to bugs. Needs to be workshopped.
I feel like we need some more memes. A voice line "Time's up, let's do this" for mission start. Like, you know, somebody is going to ruin everything by recklessly running onward and aggroing all the bugs of the level. ||LEEEEEEROOOOY JEEEENKIIINS||
Is this the right place to suggest a DRG TTRPG?
I can suggest a new cosmetic: nurse dwarf!
Since the scale brigade armour is super nice and matches the weapon set matching armours for the other weapon skins would be appreciated.
mission type - raid
what is this you might ask, well a mission type where a group of N dwarfs go on the mission where they have to kill 5-8 different bosses with different mechanics. One example of a boss mechanic is he releases different types of minerals out every class has to mine the correct on (scout = morkite, driller = nitre ...). the bigger the hazard lvl the more mechanics the bosses have and better items. what are the items you might ask well overclocks, cosmetics and beer licences
Let us Xbox/controller players use LB and RB to change class loadouts and keep LT and RT for changing classes. I would prefer this but it could be the opposite with the bumbers changing classes and triggers changing loadouts
Machine Event idea: Neadocyte Harvesting
The Core Infuser needs power to be activated, but a lack of charged fuel cells nearby means you will have to improvise. Using specially-designed harvesting guns, shoot oncoming waves of Neadocytes to harvest electricity from them to charge the cells and insert them into the machine (like harvesting oil shale for Doretta). Upon full charge, the Core Infuser is activated, and the waves stop.
taller platforms upgrade for platform gun
Exactly as it sounds. This upgrade makes your platforms 2-3 times taller than average. Makes platform towers more viable.
how about a smart-gun mod or ability for the Gunner. maybe a timed ability for use with the minigun lasting 30 seconds and then recharge. this game just feels like the reactor scene in ALIENS to me sometimes and i'd love to have a swarm incoming and just flip target tracking on and yell "LET'S ROCK AND STONE!!!!!" before shredding bugs.
when under the effects of Malt Rockbearer, the giant dwarf is able to kick others around like barrels
could the objective resources show the amount you have over collected and not stop at the value that is required.. because it still counts toward experience.. so for example if you already have min 200 Morkite but collected 100 more could it say 300/200 instead of 200/200
You can see how much money you’ll get for doing a mission but I’d like you to add a similar counter but for the XP the mission will give you
More Rick and Stone voice lines 😎
( Head up Rough necks long post ahead ) Well talking with @floral sparrow i thought of an idea.
( First type ) of capture mission would start as like any other we go in and collect ore as we are set down with other supply pods but they are a bit different due to the fact they have larger dart machine guns and net rods that can be used or set up to trap the bugs or get a better shoot or just used by hand or we have like a platform that lands and has maybe a few smaller mules or just maybe three cage/carrier kinds of mules that have nets or like a towing system to carry them to the platform that has a large enough cage to hold them.
Than the second part or the main part is what do we shout to sleep or capture well just a small list that can be add to if any has any ideas but i was thinking ( loot bugs, mobula Cave angel, hexawing gniffer, maggots, mactera Goo Bomber, and maybe glyphid explode) but here the kicker if we do this we dont just get payed in gold; instead the R&D team has also managed to set up a small work area or stage area where they can now pitched in directly to the team and made some new weapons or gear form what we brought them form the planet some ideas would be
( A new grenade that can be used to cover the dwarfs in a smell that makes us almost invisible to the bug- Made by collect loot bugs or maggots
( B a type of glider that some “ lighter weight dwarfs” can use to glide from place to place without get hurt from fall damage and can be used in dangerous area to move faster or get out of the way- Made by either hexawing gniffer or Mobula cave angel
(C a type of parachute for heavier dwarfs so that if they fall form high area they can safely float down to safety or in the case they need to jump of form some where to get away from bugs or just run a solo mission. - Made by Mobula cave angel
(D maybe another grenades that either goo up the area or has a big bang for your duck- Made by mactera Goo Bomber, and maybe glyphid exploder
Remove the current "Attempt to reconnect" feature because it doesn't work, and instead put the "last connected server" at the top of the server browser or deep dive browser with a reserved slot for you for as long as the "attempt to reconnect" feature currently gives you time
This way, whether the game detected your disconnection or not, you will be able to reconnect
bloopy fruit should reduce fall damage slightly when landed on
So, here is the second suggestion for sandblasted corridors. A new semi passive creature : the deeptora scavenger ! Normally, it would just hang around, fly around from time to time. But when a dwarf would get downed, they would converge to this dwarf and start to "eat" it (number 1 and 2 in the sketch, this would do nothing to the downed dwarf, like with the others enemies of the game). And whenever another dwarf would try to raise the downed dwarf, the deeptora scavengers would attack him (number 3) until one of them is killed (number 4). When one of them is killed, the rest of the scavengers flee and go back to their "passive" stance where they just fly around and the downed dwarf can be easily raised by his teammates (number 5).
Two things that have been discussed to some extent before regarding Steve retrieval, but with added twist:
-Would be neat for them to follow into the drop pod, even if they didn’t have any meaningful follow up — kind of like retrieving Doretta. Perhaps with a voice line regarding how Management will/did execute them afterwards anyway, but it’d be nice to have the last moments with my boy before they are taken from me.
-Would also be neat to have either a zoo area in Memorial Hall with either statues of each type of Steeve (achieved by recovering each type) or living (stationary) Steeves. But given this has been discussed before, and goes directly against management, how about a sneaky named memorial plushy or sketch that is displayed in the bedrooms?
add normal short hair types.
but make the hairline normal not like business man thing
Listen I know it will be strong on paper (and maybe elsewhere) but I think that the burning status should do something else than "just damage". I mean, electrified and poisoned targets are slowed and frozen enemies take more damage and are stunned (I'm only talking about elemental status). I know that burning enemies spread heat too but I don't think it is enough. I might be wrong ofc. So I propose that everything that can ignite enemies gets a chance to fear the targets for a short duration, like the It Burns mod from the flamethrower. With this kind of control on fire damage, mods and ocs that inflict fire could improve this effect further.
A voice line for when a scout kills a bug with a flare gun, example but not limited to: "Lights up both caves, and enemies!"
The following modifications for support tools offer basically no value, and need to be reworked:
- Supercharged Feed Mechanism (+1 RoF) for the platform gun. Nobody needs to fire platforms faster, especially not when the alternative is more ammo. Even the high capacity mags are better. Better options: Glow-in-the-dark platforms; larger platforms; exploder-proof formula.
- Both of the tier 2 upgrades (Supercharged Feed Mechanism and High Capacity Magazine) for the flare gun are very boring indeed. Better options: Brighter flares; flares set enemies on fire; spent flares can be recovered and recycled (one fresh flare for every two spent ones recovered).
Driller rework "Amount off drill fuel , consumption"
Would it be possible to give driller way less fuel for he's drills? Every game people just drill out off what should be a challenge ... even when the pod is over 300M away he still has enough to just drill all the way to the pod. I never , ever needed to refill my drills just once because off the ridiculous amount off storage for the drills and overall consumption off it while drilling.
The old times in DRG people where backtracking caves , learning there way out and using the 3D scanner to figure it out like a puzzle. Now i never ever seen a game where the driller does not go "brrrrrrrt" to the pod when ending the mission , ending the entire mission in pure boredom while the timer still has 3 min left before running out.
A new mission modifier that makes it that whenever a dwarf goes down, they create a bulk detonator explosion around them, destroying friend or foe
Has there been any discussion about changing the color of Morkite?
It's an absolute chore to find it on Azure Wealds because it is essentially invisible, especially compared to gold/nitra.
It also seems to be relatively annoying to find on other missions as well, but especially Azure.
Nitra and Gold stick out very well, but Morkite is so muted that it blends in.
It could also just be making it stick out of the wall more, similar to nitra and gold, rather than being nearly flush with it.
Yes, it has a slight glow to it, but so do a ton of other assets in the caves.
Or it could be a lighting issue with Azure, but either way that map with an Extract Morkite mission is a chore.
Allow the dwarf to manually stop Doretta, to let us gather minerals in the caves it usually skips and/or also refuel a little bit. Everytime you stop doretta, it will cost a little bit more fuel to restart her.
I had an idea for a weird, but peaceful way for "squeeze" lootbugs: force feed them a maggot, so they get a "indigestion" and threw up a resources, than get thinner and dig in ground like a Huuli Hoarder and disappear.
Kinda strange, I know, but a peaceful alternative to take resources from fatty bois.
Please, I killed 3240 lootbugs, I'm dead inside and my beard already as metal scrubber
Access to the pre alpha builds! We want to see and discover for ourselves the evolution of DRG
electric rocks need to be investigated, they've caused a few crashes when damaged with aoe attacks like cluster nades and epc implosions. I'm not entirely sure how to recreate it, but I'm 99% certain its the electric rocks causing crashes. edit: perhaps damaging enemies at the same time as the rock causes it, thats my best guess
Minor visual touch up, tri jaws' projectiles spawn quite noticeably far from their acual mouth. It would look much better if you could actually see them emerging from the little holes.
I'd like to petition to have golden detonators enter the spawn pool during the final stage of the mission. AKA when you are in a countdown to leave.
Why?
Edit:
So it looks like I've mixed up memories, I think it was a frantic rush to mine Crassus gold when someone had called early for a drop pod while fighting off constant spawns. Crazy, and very fun and memorable.
The point I'm trying to make is having that extra risk-reward at the end of a dive made it fun. If there was a seperate 3% spawn chance on haz 4 or 5 for a Crassus to spawn, I honestly think it would lead to a lot of fun missions.
Make the ghost bulk go faster on higher hazard levels
Game mode suggestion:
Infinite dives
Imagine deep dives, but with potentially infinite stages. Each stage will add a new, cumulative negative modifier (parasites, lethal enemies, etc.). It'll have Who Wants to Be a Millionaire rules, where you decide if you want to take your rewards and surface, or risk it all for even greater rewards. Maybe with a special reward every other, or every 5 caves.
It's a very dwarf compatible gamemode I feel, where you can keep greeding until you drop.
Suggestion for an enemy variant:
Crassus Q'ronar Shellback
Slightly bigger then a regular Shellback
Slightly faster
Explodes on death in a deadly gold explosion, that creates gold in a small explosion radius.
New names for new dreadnought: Dreadnought Nautilus, Dreadnought Panzerschiff, Dreadnought Catapulta
On the homepage, if you keep hovering the DLC pack enought times, it unscrews and falls down and a dwarf/bosco/bug comes with another one to replace it.
Suggestion: Deployable antennae to search cave for Events/Cargo crate/Helmet.
At a certain level, you could get an assignment to unlock a deployable radar. Buying one would cost gold, or gold and minerals. This means if you think there's an event somewhere in the cave you're in, you can deploy the radar, set it up like with turrets, then it beeps to find either event, cargo crate or helmet. After use it's destroyed.
I have 38 cores, and all weapon overclocks. Im sure there others like me with too much money just going into missions for cargo crates and cosmetics.
A new type of exploder that climbs mostly on ceiling and walls (like web and acid spitters) that will try to drop down on to players. Once it starts exploding it drops straight down and explodes on contact with terrain or players. They should probably have a sound like exploders do so you don't die without warning
Right now, the promotions assignments for classes is:
Engi Scout Gunner share the same 3 missions, then have an "exclusive one" for the last one
Driller have a totally different set of mission himself, so you cannot progress on the promo assignement along the other one, for no real reason
Can this be tweaked for more fairness ?
Add a stat to show how many times we've brought back Doretta! She's an honorary dwarf and deserves not to be left behind :)
on very rare occasion doretta should actually come in black
Make the doretta radiate heat so you dont get frozen in the glacial strata
When parts of doretta permanently break have some sort of negative effect from standing on that leg. Fire or electricity or something. Puts more pressure to keep Doretta healthy, because suddenly your mobile platform has no-step-zones!
This sounds repost, but there could be chance to be not repost
I want some pvp, uh-uh not gun fights. There is red team and blu team, and you guys go into same map but server is different.
Red and Blu compete with:
Time (drop pod)
Completed Sub Mission? (Choosing sub or time, that is problem for both team)
Minerals
Kills
and loses score when your health be 0 and get revived or calling resupply pods
- leaving dwarf behind, also.
but you guys could drink & dance together in space rig before game starts.
(this could be fun when this combined with Deep dive)
+It could be competitive when you get alarmed how another team's mission going, like 25% 50% like left 4 dead
Habitat Disruption, hazard warning 
All enemy types are present, regardless of their natural habitats. (ex: sand shark would be present in molten biome) Exception is dreadnought, they'll have the usual background chance as any other mission.
In short, no enemy selection for the mission, as all would be selected.
update the engineer's dancing grenade to include the new dances :)
Not necessarily adding active pvp but more of a passive pvp, where instead of competing for kd, its for a high score. I suggest adding some sort of shooting-gallery esc mini-game into the space-rig.
-The gallery would have cutouts of glyphids that would move from side to side. A score counter would be displayed on top of the machine and a high-score list would be added to the left or right hand side of the machine
-As a gun for the shooting gallery i think the m100 classic would work great cause of its classic, almost toy gun look.
-The player would be restricted to a certain area until the game would fail and you would have to restart the gallery
-you would pay with 10 credits (like you do to tip lloyd) and you would get 25 shots or so to get as many points as possible. (with different bugs gain more or less points.)
-once you have used all 25 shots, you get to see your final score and it would be put as the “New high-score” until someone else comes along and tries to beat it. Similar to the barrel hoops scoring system.
It adds some friendly competition with no actual shooting other players, just shooting for the new high score.
I really love Steeve and i'm sure a lot of you also love Steeve. So much so that every glyphid we tame ends up being named Steeve. Now don't get me wrong i love this it's hilarious but i feel it would be super cute to add 3 more names so that way even if all four dwarves pick up Beastmaster we all get our own special bois
The Good
-Steeve gets some friends! I'm sure he'll be thrilled to not have to figure out which Steeve is being called
-More names means more funny jokes, i personally would love to have one named Bugsco so even in multiplayer i can think of my boy Bosco
The Bad
-Not everyone is named Steeve... a tragic loss....
Electronic boogaloo
One should be able to kick other dwarves into the barrel hoop (more ways to get your friends into bad situations in the lobby it's always good)
When ever someone's suggetion is taken down they should be given a link to it being previously mentioned, if you can find such an instance you can easily show us
Show damage dealt to dreadnought in the end of the elimination missions
have a little message pop up telling everyone who got the finishing blow on a powerful glyphid.
I know several people have mentioned that some paint jobs aren't very appealing, but one that sticks out to me is Beyond the Circuit. The name sounds really interesting, like some circuitboard or cyber theme, and the actual colors just look muted and ill-paired.
Please redo this paintjob.
When a new update rolls out, this channel should be cleared in order to keep suggestions relevant
since April fools is coming up, i suggest a limited-time clown cosmetic, but make sure that you can honk the nose, that's important.
edit; maybe clown beard as well, who knows
UI Improvements:
- More visible pings - it's far too easy to miss someone pinging something.
- Better differentiation between teammates. It's very difficult to tell two teammates of the same class apart.
- A command-wheel for the pointer, and possibly even for general comms (see: CS:GO). First of all, it'd be great to be able to say "Thanks", "No problem", "Follow me", "Lead the way!", etc. easily, possibly across language barriers, and second, it'd be very useful to be able to ping different messages at things, e.g. "Dig here", "Platform here", "Focus fire", "Go that way", and so on. Control wise it's pretty simple, the right mouse button is unused when using the laser pointer on coop, just pop up a wheel with 4-8 options, drag to select, release to send.
fix the glyphid praetorian steam trading card (is currently misspelled as "pretorian")
Maybe change the "Double XP" anomaly title to "Uncharted" or "Unmapped" because as of right now it's the only one that breaks immersion. The description could read like "Our scanners can't get a rock solid read on this place so expect a significant experience gain" or something to that effect.
Referring to specialty beers (this has probably been suggested but here goes) maybe make 2 random ones available (only 1 active) so the players have to choose as opposed to just getting it. Follow ups with the beers, maybe allow the players to brew their own beers and even have a 5th (HA!) class called a "Brewer" who can't really do much combat wise but increases brewing ingredients when harvested by the Brewer (or even anyone on the team if you feel like being nice).* And maybe some unique harvests that only the brewer weapon can do. I see a lot of flora that might be able to be utilized.
- Make a primary weapon that each dwarf has access too to allow the harvest of alternate flora/fauna for custom beer.
TL;DR ::
-Change Double XP to Unmapped/Uncharted for immersion reasons.
-Multiple specialty beers for tough decisions.
-Custom beers.
-Brewer Class.
QoL boost for Glacial Strata I've been dying to see: instead of snow forcing you to walk, have snow make your run speed the same as walking.
This would keep the intended debuff but would make movement soooo much more bearable. I always spam shift wondering whether or not I can run again, stop running when I think I'm not, run again, get stopped by more snow, have to run again. Gonna get arthritis just in my left pinky if this change isn't made.
Mod Suggestion: Allow Turret Whip to empower the next x amount of shots fired by the turret.
Currently, Turret Whip sees very little play because it requires an ammo investment (1 shotgun shell and 10 turret ammo) disproportionate to its effect. The projectile it fires is slow, does modest damage, and often misses its target. By allowing Turret Whip to empower the turret’s next several shots, Engineers could get far more value out of spending their ammo (and diverting their attention to their turret) for Turret Whip.
Small gag cosmetic suggestion for the medical bay: add a sign that says "In case of Mission Fiasco, bang head here to relieve stress", since a great number of players in this game at one point or another will want to hit something after a exceptionally awful round. Maybe make it interactable.
on missions that require users to repair things (escort, salvage, liquid morkite) - end screen could also show amount of repair done by each player, I am usually the repair guy on escort - which is fine, but I feel bad when my enemy count or mineral count isn't as high as othera who didn't bother with main mission objective - guard and repair doretta
There’s a profanity filter on game chat (enabled by default, haven’t checked though). I love a cussing dwarf as much as the next guy, but doesn’t it kinda undermine the purpose of the filter if the dwarves still shout obscenities at glyphids even with it on? So, if the filter is enabled, disable dwarf banter with profanities in them, and enable them when the filter is disabled.
Edit: This is, in fact, a repost sadly, since the devstreams apparently addressed it a few weeks back in the Q&A Document that was pinned up.
When you promote, mission control tells you to take a moment to bask in it. The screen automatically ends and returns you to your room quickly. Would like to have the game allow you a moment on the screen and then let you click to progress back to rig again.
Bestiary Suggestion: More Biological Connections
Deeper development into evolution / life cycle lore. What molts from what? What evolves into what? Examples of ideas are as follows:
- Specify EXACTLY what molts/evolves into what! (Ex. are wardens a molt of a Grunt or A special molt of the Swarmer?? We don't know).
- Loot bugs as a pupal stage of the Hoarder
- Make maggots the larva of a species and not their own species and not multiple organisms. What are the "Multiple organisms" that constitute them and have we seen them separately?
- Change carnivorous larva from that debuff the into larval stage of the Nayaka Trawler
- Add Xynarch parasites in the Neadocyte family, given their similar octo/jelly morphology and attraction to electricity.
- Connect the Deeptora and Festerfleas to the Mactera lineage
- Make the spitballer related to the
plant - Relate the strange purple creep that grows on cave walls with eyeballs to the Brood Nexi.
- Connect the Ebonut plant to the Ebonite infection. Maybe have Ebonuts (secondary objectove or not) grow around the machine event for this.
- Add Kursite mobs to the bestiary, and maybe have cursite maggots / crystals encrust this machine event.
- Relate the Korlok Tyrant to the stabber vines, or just give us more lore on the vines instead of saying "no one knows what it is ooo"
- Specify whether the exploders are an infection or an evolution.
Nothing special about this suggestion, just maybe a way to turn a mission into a solo in case something goes wrong with your connection, like hardcore in Minecraft, once it's on you cant turn it off (for the mission)
I wanted to bump a particular idea from a few years back. It's sometimes hard to navigate in the Fungus Bog with all the obnoxious foliage dangling from the ceiling. So, let's burn it away with flamethrowers and incendiary grenades.
Maybe have specialized terrain scanners for the different dwarves, eg. scout has a scanner that can detect valuable minerals (short range, or maybe unable to distinguish mineral types?) and driller gets a clearer/larger terrain scanner, gunner maybe can see areas where enemies will most likely spawn in a swarm, etc. edit: possibly have technology upgrades available overall, to change things like the behavior of one's pickaxe (eg. faster digging but less damage) or maybe regenerating but reduced max health?
Fairly unrefined idea but: What if there was a chance for an unique type of Loot crate which has loot and minerals (Perhaps a low chance for Blank Matrix Cores to make up for the risk behind it. Though maybe a little overkill)- but with the quirk that it will only open when you've clicked on Molly, initiating the escape sequence. It will only spawn on missions where you have Molly with you
This would be a pretty nasty (but tempting) new element for greedy miners, as it can force you to take a little detour before you run headfirst to the Dropship. A pretty sweet reward... if you can handle the stress to make it back in time.
Perhaps a little inspired by Wario Land 4's escape sequence where some treasure is only obtainable when you've activated the escape sequence timer
dwarves in glacial strata say they could go for a hot brew instead of a cold one
just a few thoughts i hope they are helpful
Class weapons
The unlockables for the engineer and the driller are just super weak comparatively to their starting variants you have to work super hard to unlock them so they should be naturally better
Resources
Enor pearl is way too rare or it doesn't give enough per chunk you decide
Magnetite i can just never find it
Credits are way too difficult to get even when playing on haz 3 if feels like the credits scarcity is just padding out playtime and it doesn't feel good either that or the prices for everything is just too high
Perks
It would be cool to see a final tier perk that makes you swing your pickaxe faster
Overclock balancing (i am aware that this is planned i just wanted to share my thoughts)
The way i see it all overclocks should just be a solid advantage due to both their rarity and cost most of them (at least the ones ive gotten) are just kinda interesting and give a major disadvantage
would be nice if the inn game bestiary displayed hp in numbers and how it scales to hazard level!
This is just a small suggestion but I really want it to count it as discovering an enemy if the enemy explodes. I still haven't "discovered" Bulk Detonators or Cracuses because whenever I do find one, they end up exploding, not counting as a kill
be able to rename your weapons with custom name (i would rename my platform gun to pancake launcher) 
Add a voice line to one of the dwarfs to call a bulk detonator “bubba” and exploders “bubblings”
Make bestiary entry’s for all the special enemies not just the radiation praetorian and a few others
Please please please add an option to remove the maggots *corpse feeders from the hallows biome (the ones in the dead trees).
as somebody who hates them it invokes genuine repulsion and discomfort in me.
it's not something that would make me completely stop playing the game but i would massively appreciate if you could do this for a fellow miner as currently i try to desperately avoid this biome at all costs. Thank you in advance, rock and stone
edit: I have been informed that these "maggots" are called "corpse feeders" and I hate them even more now!
an idea to get more out of the 4 new weapons coming in the fall update what if the dwarves shared them such as scout and engie sharing a primary or driller/gunner sharing a secondary with i or alterations to the perk tree (in the case of engie/scout engie would get more ammo/sustain perks while scout would get more burst/precision perks)
but the non general perks would remain the same (stuff like conductive bullets or electrocution chance)
New type of core: Corrupted cores. Can be gained by shooting the core infuser, or randomly by claiming a normal core. What is does is apply a visual effect. Example: Crystal, makes the weapon semi-transparent, and make a crystal sound when fired. I don’t have many ideas for the effects. Also, they provide a random buff/debuff at that start of the mission, which dosnt have to be related to the weapon, like you could get bigger explosion radius but less ammo on a mini gun, or more bullets per shot on a pistol. You could also get multiple buffs or debuffs, or none at all.
New enemy: the Snitch.
Does not attack. If startled, runs away screaming. If not killed quickly, it spawns a mini-swarm by calling for help.
New Planet: Hoxxes III
A slightly different ecosystem but only 2 Areas have been found this planet is unlocked at Player Level 30 and every 10 Player Levels from then a new area on the planet is unlocked this place will have Certain Species from Hoxxes IV but some species from Hoxxes IV will not be present and a new type of hostile alien species is discovered on Hoxxes III and new materials for new weapon overclocks
There's little incentive to walk like a normal Dwarf. Everywhere I go, I see dwarves sprinting along as fast as their legs can carry them. If everyone is running all the time, there's no reason to have a walking speed at all. Perhaps include a mechanic to incentivize moving slowly and steadily when necessary? Perhaps walking could be quieter than running, thus reducing the chance of aggro-ing bugs? (Could be used in tandem with turning off your headlamp to not shine light on them when you are trying to move quietly)
Note to self: Sneaking about is not a very Dwarfish way of doing things...

One thing that would mean allot to me and my friends is to be able to have other players in your server whilst you promote. I know it sounds like a small thing but when we first got the game and one of us was ready to promote we all bought beers and flanked the terminal ready to salute as he promoted. we were gutted when we found out we could not. even now after having 6 promotions, going to that terminal still seems as much as an achievement as it did the first time and it would be great to be able to have my team there with me.
Ebonite Bulk Detonator
Continuing from this:
Crassus detonators could be called bling/shiny bubba
Player rank should keep increasing anytime and not being linked by class levels. I consider player rank a way to show how much you've spent playing the game, but if you play with a dwarf that is level 25, you gain nothing. I've reached max promotion with every dwarf and I find pointless to being forced to keep "promoting" them and wasting resources just for increase my player rank.
Can the Microflechettes OC reduce the base spread too ? I know this particular suggestion is not going to make the oc better but I feel like it fits the whole idea of Microflechettes
More DLC. I want to spend more money on this game and company
Basically what I'm saying is: shut up and take my money
This is a silly suggestion on a whim very super unlikely to get implimented but im going to suggest it anyway some form of voicepack for mission control or the dwarfs voiced by Brian Blessed an even if the answers a big fat no for many understandable reasons........ Just imagining Brian yelling Rock and Stone makes me cry tears of joy
suggestion: maybe make a way to add the movement type system that's similar to what was in tribes ascend
When pinging Steeve maybe some new quips instead of the “glyphid guard here” “bugs!”
potential lines:(?)
“That’s my bug!”
“Steeve’s a good boy!”
“Steeve’s friendly! don’t shoot!”
“Steeve!”
“look at him go!”
Hi I have a complaint that I'd like to file. Fuck the normal Kursite Infection event (not the Praetorian variant). That's it.
I dont know if this has been suggested but would it be possible when you're drinking beer you(if you have a helmet or something covering your face) lift the helmet or mask out of the way or just let it spill over you like a shower and it stain the mask just for a little bit as well as maybe if you drink too much beer you have foam and mixed color of the beer you were drunking to much.
Can we play fetch with Steeve using throwable objects? Like if there's no hostiles nearby, throwing stuff will cause Steeve to grab it and return it to you.
More yellow stuff in Hollow Bough because Red + Brown is grotesque
Brighten up Azure Weald a bit because its way too dark and kind of stinky if you are Colourblind
No idea what the legal implications would be but i'm really surprised that no one has mentioned our very close cousins in Age of Wonders: Planetfall - The incredible Dvar race, i'd adore some Dvar styled cosmetics and super heavy industrial weapons/looks, for those wondering, please see a screenshot of their units
Doretta head cosmetic for saving dorettas head a bunch of times with an achievement attached to it
maybe we should get mug holder in the drop pods
Supercooling Chamber rework : Even less ammo but a focus shot consumes one bullet instead of two. The rest of the OC functions as usual.
Hipster rebalance : the OC stays mostly the same but the damage reduction is a flat -10 instead of 60% of the original damage. Allowing it to reach significant breakpoints (108 on a Grunt head with T1 ammo and T4 weakpoint, 110 with T1 damage and T4 Blowthrough), and maybe give it the same 75% damage reduction EFS has on focus shots.
If someone has a large beard equipped and they put on a helmet that removes it, the armor should bulge because of them having to stuff the beard down their shirt
suggesting subata rework instead of scout buff 😦
- main idea: subata amplifies the dps
- each shot stocks the 'stack'
- driller can explode the 'stack' by using only other equipments
- when he explodes it, 'stack' gives extra damage based on how many it stocked
(ex: 7 stack gives 35 extra damage)
-can shot 3 ammos at sigle finger pumping
(for better stocking) (likes burstfire)
- reworked subata overclocks
balanced
🔺 can shot ammos automatically
🔻 decrease the explode damage of 'stack'
balanced
🔺 stack exploding gives splash damage when the monster is dead
🔻 decrease the ammo amount
unstable
🔺 increase the magazine
🔺 change ammo as tracer (lights slightly)
🔺 teammates can explode the 'stack'
🔻 decrease the explode damage of 'stack'
unstable
🔻 change shooting method to 'charging'
🔺 can explode 'stack' when it's stocked 10
🔺 can shoot many bullets in proportion to the charged
clean
🔺 increase the magazine
🔺 monsters become slower whenever they got 'stacked'
Add health bars for Silicate Harvester, Hexawing Gniffer, and possibly Naedocyte Cave Cruiser (didn't have time to check if it had one) to keep them consistent with other passive creatures which do have health bars.
I know that most of people here hate an idea of Medic as class, but what about cosmetics for all classes that named "Rescue Team"?
You know, the dwarfs that rescued failed teams from the caves.
Armor could have a "Medbay cross" on it (on a back or shoulders, may be both), and a medical suppliments that attached to suit - like few flasks of "revive solution" that we used to revive our teammates, may be some sci-fi injectors or futuristic syrings etc.
Colours could be same as a medical drones, and could be cool to have that skin for Bosko, may be with some improvements.
It could be attached to some ingame achievement or statistics, like "revive teamamates 100 times".
i hope that we can display beer glasses
each glass can be gained by drinking them certain times
(ex: if u want get Mactera-Brew glass, u have to drink 5time)
the glasses are display on the exhibition stand, whiches are
next to jukebox, we can grab and cheers anytim if we got
those glasses
I tried to see if this has been suggested already and I couldnt find anything, so im sorry if it has.
Suggestion: An enemy that activates an emp in maybe like a 30m radius. Every 20 seconds or so it would activate its emp and get rid of your shield, maybe mess with a few of your weapons or abilities, it could possibly shock you with some electric damage, turn off your headlamp, dim or turn off throwable flares/scouts flares, mess with your terrain scanner, mess with engineers turrets, etc.
It could also affect nonplayers such as molly, betc, or bosco. Maybe even some other enemies such as shockers.
Again this seems like a very likely suggestion, and im sorry if something similar has been posted already.
Keep up the awesome work y'all.
Adding onto the suggestion above, It would be a part of the naedocyte family and be called the naedocyte stunner? Lobber? Basically a bigger version of the naedocyte shocker
Suggestion: Not sure if possible but it would be nice to get the messages posted in #patch-notes-steam and #announcements to be set to be pushed out to all following channels. I follow those 2 in my friend group's deep rock discord and the messages never get pushed out. Apparently it is an option that discord server admins need to allow when choosing which announcement posts are getting sent.
Relocate and reskin the resource trading terminal to be some type of ore refinery - rather than a random computer screen - as depicted in @wispy marten 's fan art
https://www.newgrounds.com/art/view/hekillzalot/fanart-drg-refinery-concept-final
Make the mule a little faster
let us rock and stone on the stats screen
https://youtu.be/MkRuRJbZGkM
imagine that beercan is Glyphid Slammer and stored enough on the fridge
am I the only one who wants beer cans? seems like those beers are good for can either
- Why do u think like that?
-I like beercans
-the refrigerator which fully stuffed with beer cans is makes me comfortable
-those brand symbols are worth to reborn as various design, like can or emblem etc...
- What's the difference between bar?
-add beer refrigerator
-have to pay 5 to unlock the refrigerator
-dwarves can take a can of their favorite beer instantly (without daily special)
-beercan contains less beer than glass, may good for experiencing various beer
at the same time
-the sound of can opening and carbonic acid
SUBSCRIBE IF YOU LIKE BEER LOL!!
Opening a beer can in the middle of the night. Best sound your can hear when you're thirsty
Okay so I've had this idea for a little while now and I'm not sure if this was said before. But I think it would be a super cute detail and shouldn't be hard to do.. but hear me out.. you know the show deal or no deal. They have the banker up in the "office" but you really only see the silhouette of the banker. You should do that in the station up top by the drill so we can see a silhouette of the boss moving around and yelling at us.
I can't wait to get back into the game. I havent played in a little bit and the new updates look amazing.
Perhaps a new rare event robot like BET-C, that you are able to acquire as a sub objective, that would persist through a mission and potentially follow you down in deep dives. Maybe a prototype robot dwarf they sent down into the mines. Similar to recovering a mini-mile or black box, have a gathering component, where you get the pieces together in the same area, then a repair element, and end with a boot up period in which you have to protect the new bot from a larger than average swarm or something. Give it the ability to assist the players. All of the dwarves have high-medium intensity flares. Maybe this bot can have access to a low intensity lamp or flood light that looks at priority targets like minerals or bosses. Maybe it could have the ability to mine minerals as long as they are connected to a walkable surface, or carry eggs/compressed minerals. A Bosco, with purely utility focus, no combat ability, that might help the beard in some of the harder dives/deep dives in a multiplayer environment. Optionally, it has fuel cells that it can replenish from the environment, like oil shale or red sugar. Maybe it could refuel at a supply drop, potentially at the expense of one less resumption for a fellow dwarf.