#suggestions

1 messages · Page 94 of 1

flat gorge
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A 4 VS 1 Game Mode would be pretty cool, like you've got a typical 4 Miners Team and the Solo Enemy is some kind of Hive-Brain who can spawn and control the Glyphids.

storm wedge
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Can y'all please work on drop pod spawns? They've been really janky recently if they can find a tiny bump in wall they will try to land on it even if its somewhere way up.

Please and Thank you.

jovial charm
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More types of dreadnaught's would be interesting. Maybe a web spitter dreadnaught or a warden dreadnaught?

flat gorge
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Generally more different Types of Glyphids/Enemy's would be nice, it kinda gets boring to always fight like the same 4 types of Bugs. Maybe some Biom-Specific Enemys?

vast pebble
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instead of requiring full shield for the damage bonus, shield booster OC for the plasma carbine should be more shield = more damage bonus

midnight zinc
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skins for traversal item like the grapple gun and platform gun, also skins for other items like the gunners shield ( different colors, patterns ) flar gun for scout, drill skins for the driller, all could be the exact same skins as the weapon skins and framworks. im almost sure this has been said, but feedback is feedback

stone briar
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A way to unlock overclocks

molten birch
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Virtual Reality Chamber for creating and playing custom missions (without any rewards as penalty)

delicate cedar
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Add magma glyphids, there are already glacier area glyphids.

fiery vigil
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Let all our flares recharge when we resupply, please.

abstract trail
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I think some type of horde mode or endless mode would be cool probably has been said before but I just think it would be really fun

digital vigil
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New engi secondary idea: Gust cannon

A weapon that shoots out a giant concussive blast of air that knocks bugs back. Could do stun on the base weapon or provide the option in higher tiers. Mods could change how far out the blast goes, the knockback power, damage, ammo, how wide the gust is, and maybe even add statuses. Some potential overclocks could add cold damage in exchange for ammo and damage, remove knockback for increased stun and damage, make the shot wide and short or long and thin. Anything, just blow away all the bugs you want.

sleek river
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would be super cool to see all the weapons shown in the equipment area and have rotating skins and frameworks similar to how the pickaxe station works

craggy garden
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When are we going to get skins for MOLLYYYYYY?!?

spice heron
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Some kind of overclock for engi turrets could be fun. Like turning them into Bosco-like flying turrets or different ammo types

tight rock
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Surely its been suggested before, but the ability to copy loadouts, specifically pickaxes, would like to be able to just copy my main pickaxe to all loadouts of a class

wild grotto
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please add an opt in feature for hourly pay instead of commission

misty bridge
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Drak: Shied Battery Booster OC could also be adjusted so its 75%+, instead of full shield. Gives room for error for those pesky spiky roots, tiny lava spots, and other minor environmental inconveniences

near glacier
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alternate power attacks for pick
i have no clue what to call it but it would just double your swing speed for, say, 2.5 seconds. the other perks may need to be reworded for this to make sense, but alternate power attacks would be pretty fun

tall stone
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goo radiance

flat gorge
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Damage statistics after Games like not only Mines, Kills, Revives and Deaths but also Damage. Would be interesting after Dreadnought Missions or something.

golden kernel
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Please give us a mission history terminal, I'd like to be able to look farther than last mission's basic info in the Medbay.

nimble stream
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Overclock Rework: Double Barrel

While I really adore Double Barrel and enjoy the fun aspect of the OC, it's quite weak
compared to other OCs. Even shaped shells has it's special niche.

The overclock, being reworked, will be Balanced

Reworked Stats:
rocknstone Fire both barrels at once (duh)
rocknstone Increased Damage by 2
tothebone +50% Spread
tothebone +50% reload time

opaque elbow
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Slight buff to the perk Resupplier: Now replenishes all flares.

cinder swan
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QoL: Hold [key] for "shouting" when inside lobbies, or alternatively some kind of indicator for when you can use shout again to avoid unnecessarily spamming the key.

opaque elbow
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Change to the Lok 1 Smart Rifle: An upgrade or OC that allows it to interact with the sentries in some way, i believe that all engineer primaries should be able to interact with sentries for those that want that playstyle.

cinder swan
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Add an achievement for taking Doretta back with you.

fathom bay
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Error Cubes are used to buy crossover items

winter python
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let me buy error cubes with error cubes

icy bluff
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I myself would prefer a option for players who play Duos with an added benefit of bosco im not sure myself if it would be balanced per se but i can see it being a big change for players who lack the players for a full lobby and prefer to keep a low playercount

eternal burrow
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The DRAK has a particular balance problem with its mods:
At tier 2 the choice between damage and ammo egregiously favors damage. On most weapons, ammo provides more overall damage potential across all ammo, while damage increases DPS and potential damage per magazine. On the DRAK, choosing damage gives you significantly more potential damage for your 800 rounds, making choosing ammo an objectively inferior option. Increasing the ammo mod from +250 rounds to at least +400 rounds would bring the two into parity, as is the case for the same tier 2 choice on the minigun.

jovial charm
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A hair cosmetic I thought of is the superman hair. It would be funny to see any class wear it. "Look! Up in the sky! It's a bird, it's a plane! It's Superdwarf!"

wary imp
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Add a vending machine and a bathroom to the space rig just for fun.

edgy tinsel
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All right so you drop down in your drop pod with the modified mule where are you then have to go through a series of caves full of enemies. The caves get harder and harder and more hive/flesh like where The cave will split into two parts containing two heart like objects that you have to destroy/disable to get to the center of the hive. The center of the hive is entirely biomass and it’s a spiracle large cave with some sort of pulsing abomination in the middle. This is where you can then activate the nuke and have to fight off massive waves of enemies and/or A hard Bossfight. And after this objective is complete you have to run back out the way you came to get to the drop pod while the cave is collapsing around you.

rose sequoia
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Here's my hot take: Gold should have more value, even if just a bit. It's barely worth it to take your time mining gold.

stone briar
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More ways to get overclocks

strong plume
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Rival tech armors someday maybe? people would love these

unreal jetty
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Rival Tech Bosco Framework?
👉 👈

boreal rune
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Here's an idea my friend suggested: trade four overclocks for one of a chosen class. The four you traded in go back into the random unlock pool.

hollow shoal
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Halloween suggestion : turn cave leech tentacles into hands
yoink

turbid scaffold
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So just a small idea I got will play a few games alone but, could we maybe have a Sonar system that echoes through and marks ore veins in the larger cave system and (only large cave system) for just a minute.

Additional idea: if this would be possible and works out I would say to add a limit on this sonar system to, maybe 3 or 4 depending if you are in a team or doing solo missions. As well as to activate this sonar system you would need to pull out your scanner and press maybe ( T or Q ).

simple crag
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As I recently played a Haunted Cave mission, I would like to be able to see the Horror when I pull out my pointer. I am glad I can see it on the 3D map, but having to check it constantly to know where it is breaks the pace I feel. Idk if it should tell the distance, but I do want it automatically highlighted similar to Molly and other DRG equipment, not just when we manually highlight it.
Putting a unique take for it, the outline is replaced by a glitchy texture, so we can gauge how close it is and the direction it is taking (the bigger the glitchy texture is, the closer it is getting) on the fly. If you do manually highlight it, it'll be highlighted like a normal enemy, but will still have a glitchy texture when looking with the pointer.

limpid dawn
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While using the lok-1, instead of saying "lock and load", the engineer should say "Lock-on and load"

plain grove
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A texture change to engineers platforms when they have the Plastcrete MKII modification active on their platform gun. This way it takes the risk out of deciding to chance a jump onto a ally's platform. So you can make an informed decision if you want to jump or not. Especially important when in the midst of a dreadnaught fight or swarm and you have to make splitsecond decisions, or there's multiple engineers on the team who may not have the mod on.

Also please make Glyhpid Exploder's and the toxic variants make some kind of noise signaling their presence like the Mactera Grabber. It's highly frustrating to suddenly be immediately taken from full health to incapacitation by exploders ninja'ing their way up to you without as even a peep or chance to react until a lot of times, it's too late, or just about too late.

trim hull
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Option to enable a heat gauge around your crosshair. (side note plasma carbine's heat gauge makes you squint to see it. its awful)

limpid dawn
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new mutator idea: Mission Control is on break

No announcement that swarms are coming, no announcement that objectives are complete, drop pod location and resupply locations are completely random

thin fractal
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Stubby t5 upgrade suggestion
Inter Exchangable Ammo
You modified the stubby to fit sentry rounds. This is definetly breaking the warranty so don't tell management.
The stubby shares ammo pool with your turrets and by shooting the sentrys with the stubby you refill their ammo.
By pressing r while reloading or while unable to reload (out of extra ammo or full magazine) your sentrys target you and refill your ammo.
fire rate--
damage = turret damage (can be stacked with upgrades)
recoil ++

LOK-1 t5 upgrade suggestion
Sentry assisted ai targeting
LOK-1 gets help from the sentry ai module to lock onto enemies
LOK-1 locks onto enemies targeted by a sentry faster(stacks with itself and team mates sentrys).

I like turret whip and would like to have more interplay between turret and primary for the stubby and LOK-1
If anyone has any idea of another way the LOK-1 could have interplay with the sentrys please suggest it I think this one is really boring and its not original.

lime vault
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2 suggestions for turrets -

  1. Turrets completely out of ammo should turn off their searchlight, and turn it on again when refilled. To increase empty turrets' visibility by players in the dark with the searchlight off, the blinking red LED indicator at the back should cast more light. Overall this change would create a distinctive difference between an empty or full turret, take less time to diagnose, and be less ambiguous in terms of "is it empty, or just pointing at the ground not acquiring targets?"

  2. There should be a T4/T5 upgrade that allows turrets to automatically start assembling themselves when placed. This could be balanced in a few possible ways: A. making them construct themselves at half speed thus doubling the deploy time, B. not allowing the engineer to speed up the building process, or C. keeping it as a T4 upgrade so the player has to choose between that and Hawkye/Defender systems.

placid igloo
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lootbugs dont react at all when u hit them except for a sound, maybe let them flee when being hit. And it would be nice to have the flare react when u throw it on magma (dissolve or explode or something)

winter python
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make flares not cast light (and visually sink into it and despawn) when on sticky goo - not the stuff from the sludge pump, just the goo bomber and sentinel goo (temporarily, obviously) and the permanent goo in the fungus bogs and maybe snow in glacial strata. That way you have to be careful where you place them and it's more dynamic, making it less of a 'oh I'm mildly slower now' thing to ignore and more of a thing to consider

lapis quiver
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I don't know, just maybe a balanced or unstable overclock, probably a stupid idea. But basically makes the lead storm a gau 8 machine gun, with a longer rev up and builds up heat faster, but slight aoe, increase in damage and faster fire rate. Probably won't make it as an overclock-

runic jacinth
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Could the Pickaxe Toss end mission pose use your custom pickaxe? I'm sure this has been said a lot but that would be neat

stable sparrow
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Boss idea: Lootbug that ate an ommoran heartstone after some dwarves broke the shell but never made it off planet
Just an idea you could build a mission or something around

stone briar
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Oh, how about you can unlock overclocks through progression, like getting a new gun. You know what your gonna get and you can build for it instead of getting random useless items

steel drift
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make the industrial face mask a beard instead of headwear. bald dwarves look weird

shell crest
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would love to see a damage number indicator (can be switched off and on) sort of how borderlands works would be nice to know when i hit my weak spots as well as overall shot damage would love to see something of the sort in the game!

ruby geyser
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maybe put DRG on Mac pls

buoyant lodge
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As a avid enjoyer of sometimes playing with no hud i was thinking that being able to use the terrain scanner while wanting to enjoy the beauties of hoxes would be nice. I often find myself thinking that im only going to keep it on for a few seconds but i keep the hud off until i need to use my terrain scanner

brisk canyon
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  • Ability to request / suggest / vote on next mission, rather than it just being on the host to choose.
  • Auto round-robin assignment selection for all players in lobby.
hasty loom
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add a large book next to the bosco terminal labeled "APDs for dummies: 100 ways to make use of your friendly drone in missions" with a pic of a leech reaching for a dwarf but being shot at by an APD

little monolith
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**Hovering over Engineers foam platforms with the scanner should give you an idea of what type it is. **Would be nice to know in case a player entering my game doesn't disclose this information. Landing on platforms from a great height sometimes feels like a gamble.

misty bridge
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Alter the Industrial Facemask cosmetic so it equips under the "Beard" slot, similar to the Neck Guard. By Karl, I might want to keep Hoxxes' nasty toxins out of my lungs, but I want to compensate a lack of beard with a flowing mane!

silver cairn
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pressing X should make your icon/outline visible to other players for a moment even if they're not holding Ctrl

near glacier
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is there a rock and stone replacement for merry and christmas yet? i dont really know

civic forge
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A spot on the roadmap for more cave generation types based on the biome

little monolith
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There should be a small Christmas hat on top of Molly. We need to share our appreciation for all the hard work she's done for us. Jiggle physics for the hat if possible. And tons of Jingle bells. The prospector could also be turned into a Christmas themed sleigh.

echo path
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if you fail to connect to a server, can it immediately go back to the server list instead of reloading and putting you back in the starting room?

polar temple
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prestiges could have a reward of a 1.2x multiplier to money made, so there is some kind of insentive over just bragging, and there could be a new beer that unlocks after the 2nd prestiger that cost 10k to keep gold being somewhat usefull. The beer would be called "rich mans beer" and it would make you glow more yellow the more money you have.

nimble stream
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I may be a tiny bit biased when I say this, but add more overclocks the the OG weapons. We've been playing the weapons the same for so long now we need variety!

split juniper
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Have the team leave behind a square slip of cardboard on the empty Data Rack chamber after pilfering it. A calling card with nothing but a ROCK AND STONE symbol left purely to taunt your would be rivals.

gray stirrup
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Can we have a cross-platform save?

warped nymph
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don't remove the content from the season when the season changes. Don't want to lose the robot enemies

gray stirrup
rose sequoia
copper storm
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Community quota events; players have a month to mine (x) amount of certain minerals or do certain missions to earn bonus xp. This would function different than assignments, as it would track all dwarves and all missions for these deposits for its own separate progression meter. You could even have a leaderboard for who contributes the most towards the quota

near glacier
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A lootbug hat

snow remnant
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So a suggestion about the Homebrew Powder overclocks for the Subata, GK2 and Bulldog (even if reworking them properly would be a better idea in my opinion but anyway) : make it so hitting a weakpoint increases the chance of having a greater positive damage so it is rewarding to actually aim correctly. Also it would allow a little bit more interaction with this brand of ocs.
This would not work entirely with the PGL though.

near glacier
midnight zinc
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a new operator " The Demoliton Expert"

primary, rocket launcher/rpg type weapon, self explanatory but not to OP cause you would have to play smart so you dont destroy team mates

secondary, melee weapon, a dwarven hammer with energy (almost like a mix of energy sword and grav hammer from halo) once energy runs out you can still use it but does the same damage your pick axe would, "skull crusher" does NOT increase damage of the hammer like it would pick axe, making the pickaxe still the better option if skull crusher is available before mission and you run out of energy.

traversal could be a rock climber, can set up a series or carabiners and rope going straight up a wall making a person that can get to really high places on walls and ceilings with a bit less risk of fall damage (can be knocked off by damage just like you can be hit off the zipline with enough damage.

throwable, T>N>T or Dynamite..... this one will win fights,

would have to put a bit more thought into other waepons to unlock and use with chracter but this could be the base items

amber scarab
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More in depth explanation of one of my suggestions/changes: At the start of a msision, the drop pod digs down into the mission area. When it lands and the gates open up, the dwarf or dwarve(s) say a voice line. This voice line has a random pitch (no rich atmosphere). Such as when me and my brother are both scout, the gate opens, and our dwarves say voice lines with deep pitch like that of driller.
Now it would be nice to see this changed to the corresponding voice pitches, as a scout should not be deep like a driller when getting off the drop pod and regular the rest of the time.

near glacier
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Maybe a overclock or skins for tools?
Why not, gonna make these tools feels better aswell.

icy bluff
tall stone
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Once again I am asking for goo radiance

north shale
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How about the table just to the right of the bar entrance? what if the dwarfs can play cards? use the resources from missions to play? or maybe just a glypheid chess set if gambling isnt desirable? me and my friends frequently get stuck waiting for other friends and would love to have something small and multiplayer to wait or even just as a tie breaker lol

azure frost
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secondary objectives need balancing. hollomite is so easy. whoever invented gunk seeds: stop!
or balance them. make the harder ones easier, instead of the easier ones harder please.

hollow shoal
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T5 mod for platform gun: 3 round burst, +2 magazine capacity

near glacier
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New armors for season 2. It’s been awhile

copper storm
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option to turn off sound from drg when alt tabbed

high forge
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EN текст

azure geode
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Please allow bosco to retrieve secondary mission objectives like fossils. For some classes playing solo it's very difficult (if not impossible) to reach some secondary objective items that are stuck on the roof (unless you want to spend an hour or more digging to get 1). Thanks! rocknstone

willow cloak
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adding missions in space itself, be it defending the space rig or fixing broken stuff in a puzzle like manner

warped moth
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I would like a way to report players for griefing in game. I'm getting tired of this.

plucky leaf
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I already suggested but, cyborg-like cosmetics, because THE FLESH IS WEAK!
Also more stuff like the Waster Frameworks, a-lá Mad Max, it's so fucking cool, maybe even some armor like that? Picture that, damn.
Yeah I love cosmetics, how do you know?

fiery vigil
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I'd like to suggest alternative mission goals for some of the missions we have. Some of the missions are neat but I feel it'd be nice if it randomized up a bit what exactly there was, don't got ideas for all of them but here we go for the ones I do-
Salvage: Salvage BOSCOs, guard BOSCOs repairing the drop pod, call down Hack-C and set up a link to get it back online.
Escort: Guard Drillzo as they mine down, this mission would just be featuring downward movement to reach a heartstone (or maybe something different?), followed by riding Drillzo back up as a larger swarm tries to halt the ascent to safety.
Elimination: Eliminate Mactera bosses from Mactera cocoons instead of on the ground Dreadnoughts.
Industrial Sabotage: Destroy the Rival Spiderminer (a giant, mobile spider like robot with lasers and drills) by first finding coding stations, hacking them, and then taking the chips from the hacked stations, climbing onto the Spiderminer, and inserting them to make it drop its shields and allow itself to be destroyable (this unfortunately also turns its hostile elimination protocols on, so it will fight back.)
Just some ideas I had to have each mission type not just be the same thing, since as fun as they are I feel some variety between them like what exactly is being eliminated and what exactly is being escorted could be cool.

#

Also, this may just be me but I feel like jadiz is a lot rarer than the other minerals, could we possibly get a bit more? Maybe I just think it's the case but I feel I end up having a lot less jadiz at the end of a mission than any other resource.

winged tangle
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After firing a fat boy the engie should have a chance to say “Almost as deadly as Karl’s fists”
Also for hyper propellant.

next iron
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I saw someone in general suggest a special powder oc for the mini gun, it was probably a joke, but I think it could actually work. Of course gunner shouldn’t have anything near scout’s special powder, but a toned down version would be pretty fun. I’m thinking about a push force that would make shooting the ground and jumping feel sort of like low gravity, allowing gunner to get vertical mobility relatively quickly at a decent ammo cost. Doing typical jump-revs to back up and shoot would get you more distance and shooting the floor while you’re falling could reduce or negate fall damage with enough time shooting. I don’t imagine this would be a clean overclock like special powder, maybe as a balanced oc to reduce its dps in exchange for extra ammo or faster spin-up time. Also watching gunners get some sick air like it’s jet pack joyride would be hilarious

lapis quiver
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Sludge overclock that detonates in midair, or maybe for the autocannon like AA guns-

stone briar
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Instead of unlocking weapons through a mission tree, maybe just give them out at random for a random dwarf after missions

velvet moat
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sometimes on PC (Steam) i join a party and get stuck on the loading screen indefinitely. is there any elegant way to get back out? esc does nothing. i end up having to Alt-F4 every time.

ebon badger
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A way to preview Cosmetic Cores in the Forge would be nice, like in the Shop

winged tangle
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A new weapon for Bet-C that’s a proper mortar (Fires upward and uses the arc to hit) that fires incendiary grenades that detonate on impact.

main sage
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More lore on what minerals are and what they're used for, for example, I'd love to know why an ommoran hearthstone is so valuable or what aquarks are for.

winged tangle
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A few DRG drones floating about the space rig maintaining it, just to make it a bit more lively outside the window.

arctic sleet
#

A perk or upgrade that grants one shot protection from bulk detonators

barren arch
#

how about a vaccum cleaner to get the minerals from the grounds 😄

stone briar
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Give a reward for bringing Steeve back after a mission

soft osprey
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driller drill
mine Ores

why is it not a thing yet even?

#

also why doesnt the flamethrower light up the cave! whats wrong withthat?

civic plank
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The perk system needs to be completely reworked. Compared to other parts of the game, the perk system is very boring. I think taking some of the existing perks and attaching them to armor upgrades may be neat, but most of them are either quality of life that should already exist or useless.

ember pendant
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as someone whos got everything out of the crate and lost pack i suggest this when you have everything out of the cargo crat and or lost pack you get extra credits out of them like how you get mineral cores when you have everything from the cores system

trail bear
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With industrial sabotage existing now, a dedicated "+Heat" matrix core for the flamethrower would actually be good.. Highest heat per sec right now is 3.2x base heat/s (+30% fire rate face melter, +30% fire rate from mod, +100% heat from mod). This build comes at a big cost to range or magazine size, (depends on whichever it is you pick in the first mod slot). A heat core would allow something similar without that drawback (but not have direct damage like face melter). Maybe the game doesn't need a +heat core because industrial sabotage would become too easy. Just thought experimenting.

untold knot
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hurricane overclock:
Air Strike

Rockets deal additional damage when hitting enemies from above them
Increased rocket speed
decreased fire rate

stone briar
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4v4 Team Deathmatch mode
It'd be fun with the destructible terrain

winged tangle
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Hurricane overclock that makes the missiles very slow moving, slow firing, less maneuverability, less ammo, but the missiles are now very small nukes, like a quarter the size of the engine’s fat boy.

frank kindle
silver cairn
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a lightning gun would make for a really cool weapon

split juniper
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A new beard: the muffler. A disgusting mess of tangles and knots that reaches down to your dwarf's ankles. Carries the passive effect of rendering all your dwarf's voicelines into muffled, inarticulate muttering. The only voiceline recognisable is mushroom.

onyx gate
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Trying to get the game to work for my friend who just bought it. He played it for an hour, then the second time he tried playing it crashes after the title screen. Anyone know how to fix it so he can play with me?

unkempt robin
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add a 🥣

desert jetty
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Replaced/New Upgrade for Engineer's Turrets
Currently, I personally find the Expanded Ammo capacity (+30 ammo loaded in turrets) very lackluster, especially in comparison to the alternatives of armor breaking or stun rounds
I would replace it with an upgrade that greatly increases the range from which you can refill a turret's ammo, to help give engineer more options in moving around more while still using their turrets
Engineers could maneuver around to weakspots, assist other engineers, and use peculiar sentry spots all more easily without needing to make constant rounds back to their exact spot, which I feel would be more fitting as an alternative to choosing stun rounds.

winged mortar
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just need girl dwarves then we got ourselves the perfect game 😎

glacial bramble
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guys all i have to say deep dive December

near glacier
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allow breach cutter plasma trail to blow up poison cloud like it used to?

shrewd mesa
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How about overclocks for tools? Maybe OCd drills that actually do heavy damage and break armor but carry lowered fuel, Mini turrets that do less damage but allow multiple ones to be deployed, Ziplines with much longer reach or sharper angle but with limited lifespan, flares that highlight enemies in red or longer durations en exchange for less illumination. stuff like that

ebon badger
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weapon DLC pack in which all guns appear to have been carved from stone and inlaid with gold and iron. How do they work if they're solid rock? Magic; the might of the dwarves of old.

dreamy portal
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Could we change the promotion to not cut off the Memorial Hall music when you go into the menu? It plays it while you're in the Memorial Hall, cuts out while you choose which dwarf to promote, and then starts playing again on the Promotion Awaits screen. Promoting is absolutely one of my favorite parts of DRG, the grandeur of promotion is amazing and the whole situation really gives me a sense of pride, that's just the one tiny thing that breaks away my immersion. Thank you!

hot onyx
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Patrol bots need more feedback during battle.

The current iteration of the patrol bot feels very frustrating and unrewarding to fight (especially on hazard 5) compared to the normal denizens of hoxxes

Most ranged enemies in DRG have some kind of windup/telegrap to show to the player they're about to fire (the mactera spawn inflating their bellies, goo bomers and acid spitters staying still).
The patrol bots could use either a windup animation, or some kind of particle effect of them charging their beam before firing to telegraph to the player.

The way they swap between flying mode and ground mode is also very jarring, as they can do it on a dime, making them very erratic and difficult to hit, but not in a good way. Some kind of animation where they hold still as they swap between modes would help out with this issue immensely
Another feedback issue is the way damage is communicated.
All enemies in DRG typically show some kind of battle damage (like grunt armor being destroyed), and weakpoint hit sounds that generally communicate to the player they did extra damage. Patrol bots do this, but their sounds dont do a good job communicating to the player.
a more satisfying weakpoint damage sound would help. Potentially also increase their weakpoint damage to help communicate this.

in short; Patrol bots need windup/telegraphs for their projectile attacks, when switching between flying/ground movement, and more feedback on taking damage

gray gyro
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New driller secondary: Gravity gun

turbid nest
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Elephant Rounds overclock for the revolver uses a 3 round cylinder, but while reloading you can still tell it’s a 4 round cylinder. I know it’s a minor visual thing but I’d love to see upgrades bringing visual or audio changes to the weapons

small fossil
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Ping voice lines for Plascrete Foam. Simple suggestion. I came up with a few ideas as examples.

“Platform over here!”
“There is a platform!”
“Plascrete platform!”
“Check out the pancake!”
“Don’t eat the plascrete foam!”
“Platform!” (Re-used)
“Who cut the cheese?!”
“Pancake!” (You need that meme line somewhere)
“Cheese!”
“This looks pretty cheesy!”

gray gyro
glad zealot
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they should add being able to brake your fall by landing on(and squishing) lootbugs

grave jay
#

I would like to ask for more turrets for the engineer. Besides the awesome mk1 and mk2 I was thinking engineers could get a turret that can fire rockets or a rotary barreled one (1 for each and a third that does both would be amazing). I was also thinking in terms of balancing for a deployable ground based turret that can move around on tracks. Even if it's just a mk1 on wheels, that would be a cool mid tier turret for engineers imo. Another idea was a wall deployer upgrade for the platform launcher or as a different weapon for the platform launcher.

copper fox
#

Take another pass at enemy spawn rate when playing solo. I was Gunner with plenty of AoE, I never stopped for any side objectives or anything of the like, and had Bosco mine every Aquarq I could, and I was consistently overwhelmed with enemy spawns. At the end, I had to throw down a shield to simply PICK UP an Aquarq. Died five times, Alt + F4'd. Please do something about solo play, I don't always get people to join... consistent Haz 5 player.

near glacier
#

(Made for fun, but could be a suggestion)
A nuclear grenade for engineer
It deals massive damage and spawns radiation in large radius but it only carry like 2-3 of them, maybe more
Its model should resembling a small atomatic bomb.
Name it: Hydro-grenade
Description: We made a pocket nuclear bomb designed to clear lots of bug at once! It is made with finest uranium and other elements to make such powerful grenade. HANDLE WITH EXTREME CARE

signal goblet
#

Just restarting the idea, nearly 1 (or 2?) years later. seeing how there was some new voicelines for some small stuff like when you call molly in a mission type where you don't have her, maybe for the next update add one or two for dead steeve when pet. I don't know how the code works (and i'm thinking petting dead steeve is more like a bug?) but if the game knows steeve is dead, having a "rest well, steeve" or "goodbye friend" would be a great addition to the game. our dwarves are very attached to steeve for some reason, so it feels a little awkward to pet the corpse without any clear voicelines on what the dwarves are thinking atm (we know they're sad but still). glyphid_smol

gleaming lodge
#

Bugs with red sugar mode for deep dives (replace all red sugar with random spawned bugs)

supple acorn
#

A new passive perk that allows you to negate falling damage by landing on bugs (maybe damaging them in the process)

#

Mechanical limbs / cyborg augments cosmetics

proven sandal
#

Secondary idea, maybe for scout or engie

An electric arc rifle / pistol that has good crowd control and damage but very limited range.
When firing arcs of electricity will automatically attach to enemies within range, maybe have a limit on the amount of arcs that can be active or drain ammo faster / overheat faster the more enemies being targeted

Maybe a mod or overclock that microwaves them on the inside and causes them to explode nice

Not a fully fleshed out suggestion but I hope you get the general idea of what I'm conveying

rose sable
#

An arcade mode of sorts, where you get 2 resupply pods to hold put for as long as you can, with selectable hazard levels

junior elk
#

spotting cave leeches really needs its own unique voice line, i can imagine the despise dwarves would feel against them ^^

sage kraken
#

I hope we can get some more unique daily challenges. something like "kill menaces" or "complete salvage missions"

hard rover
#

Honestly, all of the new season 1 primaries need a buff (namely a base max ammo increase) but the one that is the weakest in execution is the LOK-1, between the fact that some of its mods are downgrades in most situations (SMRT Targeting for example) and only really two of its overclocks are actually notable. It would benefit from some increases and/or changes to base functionality. Here are a couple of ideas:
-Some feedback from the gun itself for when you can actually target a weakspot. I saw a post that suggested that the targeting line could turn green when it is targeting a weakspot. That, however is just one idea.
-SMRT targeting needs a rework, or at least a buff or some type of change, since it currently actively hinders the weapon.
-Definitely an increase to base ammo.
-Some of the Overclocks need work. Neuro-Lasso's slow doesn't last after the weapon is fired, rendering the overclock impractical for actual crowd control. Seeker Rounds, from what I've been told, don't really work, so fixing their armor-bypassing mechanic could make them more viable

I don't really know what else to say, so I'll make leave it there.

near glacier
#

Abandoned Forward Operating Bases that would have floodlights or turrets akin to the point extract ones where you would need to track down broken generator parts or ammo drums to give you a little defensible area

rain burrow
#

The Volatile Bullets mod for the Subata 120 should be changed so that it deals bonus damage to enemies with any negative status effect. That way the mod can be relevant when using weapons other than the flamethrower.

north shale
#

Purchasable upgradeable resource slots to carry more nitra/gold/morkite in missions? kinda like borderlands and ammo upgrades. im aware of the perk but i feel it gives next to nothing.

river lodge
#

Fix armor break mods

gaunt needle
#

i had a thought on how to do armor overclocks, so make all the safe overclocks universal but more expensive then average, so if you get an overclock that gives health or elemental damage resistance let it be made once and done, but make the balanced and unstable unique to each charecter, so an example for a balanced would be for gunner "walking tank" increase his health and sheilds by ten each but decreases movement speed while shooting by an additional 10% making him feel more like a heavy combatant, and a good example unstable for driller would be "wading in bugs" in bug decreased max ammo for primary and secondary by 30% but increase drill fuel by 50% and power attack timer decreased by 30% leveraging him to playing much more melee combat focused.

#

did i put this in the wrong channel by chance i didnt know if i should put this heer or in discussion

glossy rampart
#

New t5 upgrade for subata. Rn the only options are very uninteresting and upgrade A is only really good with the flamethrower. I'd like to see something that works without the flamethrower and isn't just a damage increase against specific enemies.

formal cloak
#

Hello developers, I really like your game, but during the playthrough I always wondered how the injured dwarves are delivered back to the space rig from the planet. There is a big blue mule at the station, and it would be very cool if you added a mission to rescue the dwarves that were left behind. They would have to be found by using the scanner, picked up and stuffed into a big blue mule. It would be very cool and fit seamlessly into the gameplay

dusk mango
#

Are there plans for more perks? I have a ton of unspent points and unlocked all of them. Or, maybe rework it to be class specific so they're more like traditional class talents?

fiery raven
#

Suggestion for future season stuff versus union stuff. As follows: The Prospector becomes a recurring rare event, dropping a bunch of minerals when killed, as usual, and potentially even a Union objective. Small Suggestion, but I thought it'd make for a cool CC or MM objective in the future.

hasty loom
last wasp
#

Suggestion, let the goo gun's initial hits leave a puddle under the main target hit (and for charged shots, maybe a couple extra below the others nearby) for easier wall/ceiling puddles, and general consistency

tribal dome
#

Some players getting a dictators and will be end game kicked players random pls fix this problem t!!! İ dont want kicked !!!!!! remove player kick button in game but space rig is okay / do i have to beg ?

wispy pier
#

subata should be the new secondary stock weapon for all classes for the next secondary weapons update patch

worldly yoke
#

We could really use some accessibility options for hearing impaired and color blind users.
There are a lot of audio queues that are relied on, and the robots turning from red to green is extremely difficult for many color blind people. Theres a lot of UX stuff like this that could use more options for coloring differently considering how important color coding seems to be in this game

wary imp
#

The speech given by control should change in tone each honor badge level the player progresses to (e.g. bronze, gold, platinum, etc.).
Essentially, control progressively treats you with a little more reverence and less like a green-beard with each honor badge gained.

p.s. Apologies if this has already been mentioned. I haven't seen anything like it while searching "promotions"

strong plume
#

Balanced minigun overclock: Unstable uranium rounds:
-Aoe with range same as what drak can have
-Direct dmg: decreased by 2 or 4
-Splash dmg: 4 (making total base dmg be 14)
-Decreased total ammo by 400 (can be 600 if its not enough)
-Can penetrate with blowthrough t3 mod, resulting in double explosion potential
-Explosions apply stun at half chance of the direct hit, improved stun increases both stun chances by 50% of the base value
-Does self and team dmg when shot close (the explosion)

short summary: minigun with potential for more stuns, and potential at dealing possible 18 or 16 dmg at base, with the drawback of having less ammo and possibility of doing lots of self dmg up close. Less single target dps than other overclocks, for the price of being better at swarm clearing

near glacier
#

please lower spawn rate of enemies in higher difficulties i was doing the missions where you fix the mule bots and i ended up failing cause i couldnt stay in the uplink range and when i got downed there was like 30 enemies surrounding me not to mention the web shooters constantly slowing me down id wipe a whole crowd of them but couple seconds later another horde its litterally none stop hordes and no brakes

thick sand
#

An Engineer Secondary which explodes an area centred on the Dwarf: Perhaps a Portable Shockwave Generator or Electrical Discharger.
This would allow the engi to take a more aggressive playstyle during swarms, as the Breach Cutter and Grenade Launcher often aren't effective if you are stuck in the middle of a group of enemies; and this would encourage wading in amongst the swarm - I would imagine that this might do lower damage but inflict debuffs or have a low fire rate to prevent spamming it to save your life should you overextend

Some OC's or Mods could be dealing No friendly fire damage, Damage over Time in the area, Repelling or arcing between enemies, or some utility mod, such as instantly refilling a portion of the shield. A delayed detonation could also encourage kiting into the area.

spark spoke
#
  • See currently available missions in a web browser
  • This would enable me to decide if a mission I would want to go on is available before starting the game.
  • I think this might have upsides and downsides. It might lead to everybody waiting for a double XP or gold bug mission or something. OTOH, I've booted the game more than once, looked at the available missions, and decided there weren't any I wanted to do at the moment.
cold loom
#

I suggest adding Season 1 Pass items to Mining Helmet event after Season 2 pass comes out.

  • This will give renewed purpose to the event for those who have already claimed everything from the Mining Helmet.
  • All unclaimed nodes from the season pass will be claimable in the Mining Helmet event OR all nodes except mineral resources.
  • Since Mining Helmet is a random event with random loot, it will incentivize players to want to complete the Season Pass before the Season ends.
lime gulch
#

Suggestion that woke me from a cold af sweat at 4 in the afternoon:

Management should install a sort of Chao Garden type segment of the Space Rig where you can raise Lootbugs for personal use outside of actual missions. Rewards and collectibles from missions could go towards customizing your little ones among other things.

hard rover
# hard rover Honestly, all of the new season 1 primaries need a buff (namely a base max ammo ...

I forgot about one more idea that I wanted to add onto this: A Tracking Shot!
The functionality of the Tracking Shot is quite simple: it is an addition to the base functionality of the LOK-1, adding new use to the tap-fire! In short, tap-firing now fires a Tracker Bullet that tags the bug you hit! While the tagged bug is in your lock-on area, the gun will prioritize applying locks to the tagged enemy over applying locks to untagged enemies. This would allow for focused targeting of specific enemies and opens the gate for new upgrades and overclocks that affect the tracking shot!

near glacier
#

I Honestly think its about time we had some more drinks

winged tangle
#

A rival walker, a big ol’ lad with 2 burst turret guns and a orange shield thing emitter.
Also a big fancy alien jet pack so it doesn’t get bullied by dwarves with the high ground.

mighty matrix
#

so this is going to sound really dumb, but maybe add a stock market minigame at the mineral market terminal that refreshes after each mission?
it could give the news ticker a purpose other than comedy, although it can be that too
"<good/bad> news for ticker <xyz>" = after next mission, ticker <xyz> goes <up/down> by a random percent
"Forest fire destroys supply lines to Leaf Lover (LEAF) factory" > after next mission, LEAF -30%
"New exploder drone extract discovered by Flintlocke (XPLD) researchers" > after next mission, XPLD +20%
nice way to earn some extra credits, engages with the theme of rampant capitalism, bonus comedy potential, and makes credits an actual decision on whether to spend now or get more for future use

midnight steeple
#

pls give steam cross platform availability : D

mighty matrix
#

i hope they make the season passes eternal, but the incentive to do the current one is that the mission and random event type is available
just add an additional 10 levels to the end of the pass after it becomes "old" content to allow the missed scrip from the random events to be obtainable
also make the repeatable "infinity" levels for extra credits only available on the current pass

autumn quail
#

fun Idea would be to pull what MCC did for their season rewards, where in if you started playing in season 8 or 9 as of right now. You can still acquire season one rewards if those cosmetics are to your liking.

last wasp
#

Make the lacerator and arbalest more visually distinct besides yellow vs orange

rough dawn
#

Leeched Naedocytes, enemy type between Naedocytes and Grabbers (with possibility for Leech lore)
"A recent mutation has been observed to be stirring within the docile Naedocyte Cruisers, causing them to stray outside of their native region before their outside physiology is transformed by a parasitic creature, identified to be cousins to what we know as Cave Leeches. These suckers will stick with you to induce a relatively harmless shock similar to the usual Naedocyte. Unlike Cave Leeches, you won't be rendered entirely helpless once one of these attach to you. However, your headlight may sometimes turn off as your shield is unable to recharge while this thing sticks to your back, attracting any bugs within sight using it's hypnotic pulse. You may need another set of guns, pickaxes, or teeth to help relieve you of this dead weight, due to the difficulty in prying it off."
COMBAT TIP: They don't make a sound until they attach to someone, but their slow speed allows paranoid eyes to spot them before they attach.
COMBAT TIP: Glyphids bites are also capable of freeing you, all you need to do is turn your backs to them.
(All Dwarf attacks on you will be halved when attacked from the front, and nullified if attacked with melee or from the back. Damage you don't take from Friendly Fire or self-DMG is dealt to the Leeched Naedocyte. Bosco and Steeve will also "attack you," Bet-C, Sentries, and Patrol Bots will not.)
(Dwarves that are Attached gain more attention from Bugs, like the LURE or Pheromones)

ATTACK: Super Low
DEFENSE: Low
SPEED: Low-Mid

Family: Naedocyte
Type: Flying
Attack: Attach (Grab, Electrical)
Special: Strobe (Pheromones)
Armor: Light (Body)
Weakpoint: None (Maybe the bright bottom thing?)

Could be used as another encouragement to keep the team together, maybe more numerous than Grabbers, by a little, but more forgiving/alternatively threatening. It can also encourage newer dwarves to look around caves more often!

hidden thicket
#

I wish the "Collect a Data Rack" season challenge was either less common or rewarded something else. I have everything I want from the Cosmetic Tree, and will have everything altogether by the time I finish the 100 levels of seasonal pass. So more Scrip is literally worthless, but +2500xp or +3750xp is valuable for finishing the pass. So of course, at least half the time I get a new challenge, it's "Collect a Data Rack" again and I have to either reroll it, or just wait and not do challenges until I am allowed to reroll it. Then the next challenge I roll will, almost always, be "Collect a Data Rack" again anyway. It's frustrating.

woeful fjord
#

Once you unlock the whole season pass cosmetic tree, there should be a button to deposit scrip for 50-100 random minerals

hardy pumice
#

A UI option to disable/autoclear notifications for new gear/skin/paint/armor unlocks would be welcome. It gets fairly annoying (especially later on) to have to go view everything new just to get rid of the notification icon

near glacier
#

Make it that you can see the laser from lok, this is so you can prevent teammates from running into your shots because they cant tell if you are locking on enemies or not

main sage
#

A new modifier that would increase the amount of beer ingredients in a cave. Call it "beer rush" or something. It could instead be specific to a certain beer ingredient so call it "malt star mania" or "starch nut stride"

near glacier
#

you should be able to trade unused perk points for either materials or XP (to make sure you can still get any new perks added you could buy them with credits after obtaining every challenge for the points)

lime gulch
#

Mega Suggestion:

Unironically fix this I just discovered this problem and the lack of symmetry is driving me absolutely INSANE

true tangle
#

So hear me out, we have Glyphid Dreadnaughs. But what if we have Mactera Dreadnaughts too! I dunno about it's boss mechanics just yet, but I think that it'd be a cool addition to elimination.

last wasp
#

Make ammo counts accurate for things like the Lead Storm and Zhukovs please

azure frost
#

Option to exclude unpromoted dwarfes. Atm i have to kick them all the time. they just keep messing up my games and make us lose. im not willing anymore to just go with it. save us both a lot of frustration. the new update drew a lot of new players to the game, which is awesome. i know i have to help newbies to support one of my favourite games, but i too want a choice about that.

dusk jay
#

Have been playing the game since early access, the amount of griefers that have appeared recently are staggeringly high. Within the past 2 weeks alone encountered no less that about 20 instances of people just griefing the games I have joined. A few examples include:

    • Triggering every dreadnaught as fast as possible then leaving or intentionally chasing other players and shooting them to make even attempting to still finish the mission extremely difficult. Mostly being done by players with the scout class. Have had this happen at least 4 times so far.
    • Engineers will place their explosive mine grenades on the escape pod entrance then proceed to spam platforms on it to prevent players from entering the escape pod, and the mines going off as players attempt to dig up the platforms resulting in a quick death from enemy units. Games without a driller make this extremely tedious to deal with. Have had this happen no less than 6 times now....
    • People intentionally wasting the nitra with supply drops, usually what happens is they will call all of them rapidly in one place far removed from the objectives and proceed to use all the resupply as quickly as possible. This one is less annoying to deal with as it is usually spotted quickly by the host and dealt with and most maps have abundant nitra, but on hazard 4 and 5 missions this can be extremely detrimental to the game. This is the most numerous griefing I have run into.
    • People will play as a driller and proceed to take an egg from egg hunt with them as they dig as deep down as possible, making retrieving the egg extremely tedious and time consuming, especially on hazard 4 or higher. Have seen this a handful of times now.

This uptick of griefing stresses the need for a blacklist.

ember spoke
#

give our boy Steeve his little portrait so we can track his health

signal goblet
#

After looking at the perks for a while, I've quickly realized the deep pockets perk becomes nearly useless in all scenarios. So I'm thinking of a small rework(1) buff to make it somewhat an option that could make it as nice as vampire or veteran depositor: Adding a resistance the more your pockets are full. It is somewhat balanced, as if you keep your pockets full, you will spend more time moving left and right to harvest minerals. It could work well with the veteran depositor perk. Of course, both cannot be stacked (veteran depositor would have the higher resistance therefor only this one will be applied until you get out of its range). I'm thinking of a 15% damage reduction when your pockets are full, at its highest perk tier, maybe with only 3 tiers available (5, 10 and 15%).
(1)Clarifications after a question of smileyhead in #suggestion-discussion :
I'm not saying it will replace the perk entierly, but more of an additional buff, like how veteran depositor has 2 (faster dep and damage reduction), as I quickly noticed an efficient team will always have either molly 5s away or already have the scout harvesting minerals and going left and right with his grappling hook. It was at first one of my most used perks but it quickly got replaced by vampirism for example.

  • the whole point of the perk is to expand your already full pockets, so why not make use of that extra space instead of just saving 1s?
    Don't hesitate to ping me if you have any question/thoughts about this :)
ocean minnow
#

Separating the armor color into two different layers: The base layer and the decal layer.
The base layer would function as we know it now, and the decal layer would go on top of it. The decal layer could include things like dense and scratches, the DRG insignia, or splashes of green alien blood

dusty magnet
#

Just alternative for turrets,Mecha for engineer

versed cypress
#

Idk if this has been suggested before but

A new turret for engineer, On a mini mule. that follows you around whike firing. and can be directed to stay in one spot or hold R to be told to follow.

autumn quail
#

And the option to ping a priority target using the ping tool as an upgrade

dusty wraith
#

Heya devs! I recently saw the new roadmap and as I personally don't own a PS4/PS5.
It would be nice if my fellow PS4/PS5 dwarves could get gyro aiming, while PS controllers from both generations have gyro sensors inside, this feature has been almost completely ignored as a better pointer device across games for so long. You might have seen some games that have embraced gyro controls in the past, but leave the player with the impression that gyro controls are somehow inherently sloppy, imprecise, and thus a gimmick.

But these are problems are not with gyro controls, but their implementation in those games. Gyroscope is the mouse of the controller, it offers directness and exactness of control that's just impossible with tiny thumbsticks.

Its intent is actually to be easier, more precise and it can be vital for some disabilities as an accessibility to make the game comfortable to play for those that feel awkward aiming with the right stick.
It's not supposed to be a complete replacement for those who prefer aiming with a stick, however, but a better alternative option that can be turned on and off.

Gyro goes extremely well with Flickstick controls created by an individual named "Jibb Smart".

A brief explanation for Flickstick is right stick in a controller isn't exactly doing anything when you're using gyro, so it will allow it to make you quickly look in any 180° horizontal direction relative to your current orientation. You can already do all this on PC through Steam's remapper tool named "Steam Input" or through Jibb's "JoyShockMapper" tool.

I won't drop any links directly order in here to avoid issues in the server regarding on what I said above, but for good gyro implementation documentation for developers, I do recommend looking for "GyroWiki" as it's filled with more elaborate information on this suggestion or contact Jibb Smart through his twitter for any questions.

quiet basin
#

new type of enemy:

i'm thinking maybe something similar to oppresor or warden, but when he died release a EMP shockwave that disable the near electronic equipment for a short time like engi turret raffinery turret gunner shield (the shield still on the ground. when the effect come's off it turn on for the last duration before the EMP) mule, drone patrol (enemy or tamed)
you can negate this effect killing him on his weakspot, like exploder

solid depot
#

Add pickaxe overclocks

copper storm
#

More dwarves; not as in for new classes, but, as in personality archtype's. They function the same as the other dawrves but with cosmetic changes and different voice lines

tidal spoke
#

More Perks, not a lot of work (i think) but still a good amount of content

hollow shoal
#

since metal cannot catch on fire, it would be interesting if instead of taking tick damage, rival tech would get an overheated status, and be stunned, or take damage vulnerability.

barren condor
#

__SUGGESTION: Spitter Queen __
I noticed the colors for a "Spitter Queen" in the Fabulous Molly mod (always fun to see the guts of the game everyonce in a while!). However, there's obviously no mob similar to the acid spitter with those colors. Soooo:

  • Spitter "Queen"/Praetorian/Dire Spitter/etc...
  • Will sort of be a new Praetorian variant, health and movement wise.
  • Its spit ball will be an exact copy of the Driller's sludge gun
  • A ceiling dwelling Praetorian sounds new and interesting.
  • Maybe make this the Hollow Bough regional for the Praetorian (like how radioactive and frost get their own)
still badger
#

You know a shooting range would be awesome!

brave escarp
#

If doable, I would really like an option to disable automatic recoil recovery in the menu, It keeps messing me up when I'm trying to land multiple charged shots with the M1000, making me shoot too low when I try to readjust aiming myself.

desert jetty
#

New Warning Modifier
Bioengineering
Alongside the typical bugs of a mission, Rival Tech turrets will be strewn throughout the caves. Rival Tech robots will spawn occasionally and during swarms

desert jetty
#

Shredder Factory
A bulky, stout box housing innumerable Shredders. Shredders are released in swarms, and if their count drops too low, it's armor makes way as the factory begins rapidly constructing new ones, a necessary reduction in it's own protection to prevent it's work from overheating itself.

Combat Tip: Setting Factory's on fire or destroying most of their Shredders forces them to expose their weak spot!

Weakness: Melee, Fire

Attack: None
Defense: Extremely High
Speed: None

Family: Rival Tech
Type: Stationary
Attack: None
Special: Shredder Release
Armor: Exterior Body
Weakpoint: Internal Factory

slate minnow
#

Please add music speaker near drop pod!!!

tawdry estuary
#

Suggestion: floating spawns should be removed

barren condor
#

__SUGGESTION: New Drop Pod 4 Way Diologue __

  • gunner Gunner: "Oy... Anyone got any jokes?"
  • driller Driller: "He he he... The Game"
  • engineer Engie: "GAuuuu!"
  • gunner Gunner: "Tha wot?"
  • scout "Don't think about it, don't think about it, don't think about it!"
signal ingot
#

In note of Dialogue. I thought it be an interesting emersion addition if Rob (Mission control) and the dwarfs occasionally spoke with each other over comms.

timid grove
#

Suggestion: Deep Sea Defender Armor Paintjob & Waster Weapon / Armor Paintjobs.
Why: They're cool colors and would make for good combinations.
(Waster can technically be used due to the Comsetic Restriction Remover mod, but it'd be nice to have it officially.)

boreal rune
#

Also in note of dialogue: pre-game drop pod chatter doesn't seem to be synced between clients. What lines the dwarves say is different for every player. Since (as far as I can tell) all other dialogue is synced, could this be, too?

fading wave
#

We want a zoo

idle moth
#

Can we have a terminator style sunglasses for a cosmetic, it would be neat

hasty loom
#

for every 10 levels after 100 in the season pass, give one blank matrix core
OR
every five levels after 100, give one cosmetic or one weapon core (alternating)

acoustic canopy
#

Can we have a boolo cap plushie?

winged tangle
#

A big mactara with the exploder stuff, basically a walking artillery cannon. Fragile though.

fiery hearth
#

There should be a slightly different damage indicator on your crosshair when damage being dealt is coming from another source, like for example you set something on fire and promptly switch to another weapon. I feel like the indicators as they are right now get in the way of knowing when you're hitting something or if you're just doing DoT

bitter elk
#

it feels like the drak-25 explosion upgrade is so small as to be useless, I ligitimately thought it was bugged with how small it is. I think size needs to be buffed.

desert jetty
#

Glyphid Cloaker
A Grunt-sized Glyphid, who has evolved entirely for one purpose: Stealth. Their crystalline exoskeleton manipulates light of any wavelength to render themselves as nothing more than a faint shimmer to the naked eye, and invisible to most targetting systems. Although it covers their entire body, sufficient damage will break this brittle armor, revealing the flesh underneath, though this comes with a new issue: Dwarves hit by the splatter of a dying Cloaker will be covered in pheromones, greatly increasing the hostility and coordination of all other Glyphids hunting the affected miner.

Combat Tip: Freezing or Burning an otherwise nearly invisible threat makes seeing them much easier!

Weakness: Fire, Cold
Resistances: Radiation

Attack: Average
Defense: Average
Speed: Fast

Family: Glyphid
Type: Ground
Attack: Slash (Melee)
Special: Pheromone Discharge (Area)
Armor: Whole Body (Light)
Weak Point: None

Full body exoskeleton means full body. Cloakers have a notably short lifespan only intended as scouts and initiators, as they lack mouths.

Glyphids targeting a pheromone covered player will be slightly faster, immune to most stuns, slows and fears and generally smarter about avoiding certain attacks and obstacles (avoid grenades and turret sightlines when it is time-efficient to do so, are less fearful of repellant, don't clump up against aoe, prefer dark and vertical paths to catch dwarves off-guard, etc)

unborn raven
#

Here goes nothing.... or everything
Suggestion: Weapon fusing
Description: Have you ever wanted something with a bit more oomph for your dwarves, but just can't bear to use a weapon other than the one you main? Look no further than Weapon fusing! The gist of it is, you take two weapons, and then put them in two slots. The first slot is the weapon that is going to be "upgraded" with the weapon in the second slot. There are infinite possibilities! You new to DRG and want to try something that can help you survive a higher difficulty with the Gunner? Fuse the Lead Storm with the Engineers Auto 210, and you now have a minigun which has a slightly slower rate of fire, but fires shotgun shells loaded with pellets at an incredible speed! Already have everything unlocked and just want to screw around with what you can do? Fuse the Hurricane with the Corrosive Sludge Pump, and now you have a Corrosive Sludge Rocket System, which leaves puddles of sludge on impact, while dealing slightly less damage! Want to try combining the starter weapons with the pro weapons? Combine the Engineers auto 210 and the Scouts DRAK-25 plasma carbine, and now you have a rapid-fire plasma shotgun! The possibilities are endless! Another example, because I have a lot of ideas have more space for words in this message, combine the Scouts M-1000 and the Engineers LOK-1 Smart rifle, and now you have the M1001 Smart Precision Rifle! More damage, and you can hit enemies from FAR away, but it's not too good up close, so you might want to combine the Scouts Zhukov Nuk-17 dual SMG's with the Drillers Cryo cannon to give you the Zhukov Nuk-19 Cryo-ammo SMG's! It even works with two weapons from the same class of dwarf, and even with secondary weapons! Want to defy the geneva convention? Combine the Drillers Hurricane with the Engineers Deepcore whilst the Deepcore has the fat boy overclock equipped, and now you have a Nuclear Missile System with slow speed, and less ammo, but insane damage!

near glacier
#

The game is great right now, new modes, new weapons, but a thing that still bugs me out is promotion, ill be brief, what dwarf gets a promotion where he pays to get a badge and just basically lose money for nothing, tought dwarfs were greedy idk, you guys could give some reward, like exclusive cosmetics you only get throught promotion and Please, i would love not having to complete 4 missions to get an assigment to promote a singular dwarf while the other dwarfs are max level and i cant get level with them or do anything untill i finish the promotion assigment(in the moment i got gunner level 25, driller level 25 and scout level 23, i was doing the new mission and weapons assigments), but well, thats my suggestion and i apologize for the grammar, english is not my primary language.

tribal dome
#

Pls in game kick button remove / someplayers getting a dictators end game will be kicked out players !!! İ dont want kick but (spice rig is okay)

dreamy portal
#

Gonna say it again as recycled content for the ten thousandth time... please get rid of the 'too far' feature on the grappling hook. No one asked for it, no one thinks it's a good thing, it's such a hysterically arbitrary nerf that can be bypassed with the laser pointer, and it's so poorly implemented that occasionally it'll let you hook even if it says too far. It does not make the game more fun. It makes the game more obnoxious.

near glacier
#

Windowed mode isn't Windowed mode. You are unable to click and drag and move the window around. An option to choose which monitor the game runs on would also be very useful.

jovial mason
#

New Mission Type - Enemy Mining Rig Sabotage: What if there was another mission type that had an entirely kind of environment? Like a massive enemy mining platform? Where a ton of automated mining is being done. I believe this would be a cool way to randomly generate 'dungeon' type content where we face a mixture of bugs and even Dwarven Mercenaries, but instead of caves it is massive mining rigs overran by bugs or taken over by enemy companies. There could even be Elven miners as well! Why can't we kill Leaf Lovers in this game for real?

The missions could have a mixture of objectives, such as sabotaging an enemy rig and blowing it up, or defending one of our own rigs from an onslaught of bugs. Perhaps even with the chance of the objective changing mid mission to rigging our own mining platform to explode to avoid it falling into enemy hands.

The Lore: The reason for this mission type becoming available, is after we are informed that there is a more spec ops division within DRG, involved in corporate sabotage and asset recovery. These missions become available because of the spec ops teams taking heavy losses and needing our help.

You could also mix in regular cave generation with dwarven mining installations. They could still be destructible! (I believe.) Even if not, there could be sections of running automated mining machines in sections of normal cave terrain. We could optionally mine these areas for resources, or continue killing enemies & doing objectives.

This new environment type would allow for the possibility of making enemy AI that are humanoid like us! The cave generation necessitated bug enemies to ensure they always have pathing to players. The "bad" dwarves we fight have limitless potential to be awesome. Imagine fighting boss versions of each class! Each Dwarf is already built like a tank, so the options for enemy variants is pretty endless.

Thanks for coming to my KarlTalk.engiapproves

buoyant lodge
#

I know this is the first season and all and who knows whats in store for us in future seasons but i would really like a season about beers. The news of the recent exotic plant life found on hoxes has spread around the galaxy and reached brewers. It is up to you find these hostile plant forms and take them out to sell to our newest customers! (Just a crackhead idea, just wanted to know if its a nay or yah from you guys!)

onyx blaze
#

To be Honest I would love to see a specialized form of deep dive. One where you spend two sections of it gearing up and mining nitra. And the last you face a Glyphid Queen. The prospect would be awesome but it would be a biotch and a half to make. Love ya ghost ship! :3

vital patio
#

Rework the Haunted Cave Modifier.

<Quality Of Life>
Had this idea floating around that Haunted Caves right now are a little unoriginal and could be spliced up.
There is a lot of potencial in the haunted aspect, such as seeing actual ghostly players, hearing auditory hallucinations (bosco, dwarf or glyphid without source, sounds of mining), and the "terror" could periodically terrorize the players in different shapes of enemies instead of an instakill detonator.
No jumpscares.

elder dagger
#

There needs to be a voice line for getting a comba bud into the drop pod.

near glacier
#

A voiceline for breather because why not?
"Look! A breather"
"Breather here"
"This plant has a mouth, strange"
"Watch this plant"
"This thing reminds me of that one game"
"Look! The plant is pogging!"
"I wonder if I can put a mineral into its mouth"
"This plant is called breather because it looks like its breathing"
"I wonder if I can take this breather home"
"This plant is weird.. yet interesting"
"Do anyone know what cause the plant to have a mouth?"
"I wonder if I can pour a beer into its mouth?"

split juniper
#

Deep Dives are notorious for feeling barren sometimes. No events, no crates, nothing really fun to discover aside from getting the missions one and done. I propose an extremely small chance that a randomly occuring 'bonus round' level will spawn in between deep dive missions. Management heralds your pod emerging into a relatively large, single room cave dripping with bonus minerals and a high chance of additional rewards. Think a treasure geode or somesuch. The dwarfs have a strictly limited time to run around and collect all they can before the drop-pod recalibrates and continues on again. No bugs, but also no nitra, just to keep it fair.

tardy fulcrum
#

add the ability to double-fist drinks, either to chug em both at the same time or to give one to a teammate

to keep people from hoarding drinks, press X to call dibs on a mug

stable falcon
#

The second tier upgrade from driller's satchel charge currently only have the kill switch. There should be another upgrade that allow the driller to charge throw the bomb much farther away. This will make the driller have a choice of disarming the bomb (safe) or be more aggressive with bombs but He has to be accurate with it.

sullen iris
#

"It's a Bug Thing" Perk Mineral Buff
Have it also increase the Gold and Nitra that get generated by exploding Loot Bugs with the perk by about 10% for tier 1 and 20% for tier 2. The perk is quite a meme right now, which is fine to a degree, but this would make it be taken under actual consideration in some situations. For example, it would actually become a quite useful perk in Liquid Morkite missions since a ton of Loot Bugs spawn on those. It also gives a little extra wiggle room if someone is worried about missions with low Nitra spawning or mission types with exceptionally high ammo usage. Or if someone just wants to get slightly more gold per mission for those sweet promotions.

formal garden
#

New beer: Highjagger Lager

Type: Craft(able) Beer
Effect: Causes different hallucination in a small period of time.
Potency: Strong (20%)

A special mix of some interesting plants from the Hoxxes, aspecially from Azur Weald, some medicines, red sugar and yeast gives a very unusual result! That's brew can show you "cartoons" for a few moments, will help to relax and forgot about grim moments of your hard life. Maybe even with your name, so drink carefully. No worries about addcition, we believe that's totally safe! Get a new highs with this lagger!

P.S. Could be fun, if dwarves will have unique phrases for it. And unstoppable giggle :^)

outer niche
#

New armors in next season

thorn wigeon
#

no ebonuts missions during november

mint sun
#

I'd love an icon or something in the ammo counter HUD region which indicates when your current weapon/gear item is at or under 50% of its total. It can be hard to remember what your maximum ammo is for so many different weapons!

mint sun
#

Bosco should be able to pick up fuel canisters in escort missions, even if it's only full ones

winged tangle
#

For solo instead of going “pick it up bosco” small comedy man should say “Hey Bosco, WERE RICH”

sinful wind
#

standing in sticky flames on glacial strata removes cold

wanton monolith
#

With the heat upgrade, it does

mint sun
#

Cargo rocket jet should deal significant fire damage to things directly under it

fiery raven
#

Bring Driller's armor resistance into more relevance. Either by making it general elemental resistance or by including more fire-based enemies.

west ocean
#

Engineer should have an animation for pumping the Warthog warthog after every shot (with the exception of auto-fire), like he does when he reloads.
BANG, ch-click, BANG, ch-click

elder dagger
#

I am once again asking for a tank to keep Steeve in at the abyss bar.

cold loom
# cold loom I suggest adding Season 1 Pass items to Mining Helmet event after Season 2 pass ...

Edit 1: We all know the devs want to implement a system for old Season Pass loot to be claimed in game once a season has passed. I suggest adding old Season Pass loot to the Mining Helmet event after a new Season Pass comes out. (I will refer to all unclaimed Season Pass loot as Unclaimed Pool in some instances)

  • The game would recognizes how much unclaimed loot a player has across all old season passes.
  • All unclaimed nodes from the season pass will be claimable in the Mining Helmet event OR all nodes except mineral resources.
  • Since Mining Helmet is a random event with random loot, it will incentivize players to want to complete the Season Pass before the Season ends.
  • However this concept will still give renewed purpose to the event for those who have already claimed all pickaxe cosmetics from the Mining Helmet event.
  • Depending on the number of loot in the Unclaimed Pool the mining helmet event will reward a different amount of random season pass loot. The bigger the Unclaimed Pool the more rewards.
  • This will help avoid FOMO for newer players joining the game after season pass 2 or 3 as well as help with ppl that cannot play the game often.

Example: Player with just 10 in Unclaimed Pool will get 1 reward from the Mining Helment event. Player with 11-20 in Unclaimed Pool will get 2 rewards. and so on and so on. Player with anything above 40 in Unclaimed Pool will get a max of 5 rewards.

The numbers need work but the concept seems solid to me. And since it would be diminishing returns it would keep the mining helmet event useful for a longer time without feeling difficult to claim all old season pass loot. If you're wondering why I suggest more rewards the bigger the Unclaimed Pool it is to help with speed. We want players to feel properly rewarded for the effort they have put in. The Mining Helmet event is random, and sometimes players never find one that has spawned in a mission, meaning it would take a very long time if you only received 1 reward.

winged tangle
#

For the old season system there should be another tab on the season terminal where you can select which season your XP goes to.

#

I think it would be pretty cool to customize accents.
So you could have a German engineer with a rail gun.

frank wedge
#

Engineer is allows to swap out his turret for a Bosco?

fiery raven
#

Add the camo pattern on the corp marine mining helmet to the mining helmet drop pool. Also add corp marine helmet to the drop pool. Find his stuff. Steal his hat.

pliant mason
#

Suggestion: LOK-1 Special Modifications Reworks

SMRT Targeting Software (Tier 3, Option 2)

  • Throw out the low health prioritization and lock limiter in favor of enhancing the lens to target every enemy within the view of the lens as equally as possible; Meaning if you use a wide lens and there's 8 bugs and you're using the Eraser Overclock with 24 max lock-ons, all 8 bugs will get 3 total locks at once instead of favoring closer bugs. A double edged sword for bullet spraying at the cost of single target efficiency.

Super Blowthrough Rounds (Tier 3, Option 3)

  • Allow the homing bullets to pass through targets and home in on any additionally locked on targets; It would be possible to create a special feedback loop with careful use, essentially allowing you to create a cycle of bullets sequentially passing through enemies.

Unstable Lock Mechanism (Tier 5, Option 2)

  • Upon reaching Full Lock increase the damage for the bullets based on the maximum number of lock-ons; For every 2 lock ons, it increases the total damage of the LOK-1 by +1. With 24 lock-ons, the damage is increased by +12.

Fear Frequency (Tier 5, Option 3)

  • Upon achieving full lock-on, all enemies with locks become a source of fear and enemies near those targets are afflicted with a 100% rate.
desert kelp
#

The ghost ship logo hat but with beards!

eternal frigate
#

Explosive Chemical Rounds should be adjusted so that it causes an explosion on the third shot on a target with more than 3 locks, no matter how many more locks a target has. Not every three shots mind you, just once on the third shot.

Also, ECR needs to have its description changed; it says it triggers an explosion in targets with more than 3 locks, but in fact will cause an explosion if the enemy has 3 or more locks.

ebon badger
#

GSG Pickaxe blade/backblade; let me stamp a skull icon into some glyphid heads with force

scarlet hearth
#

An Overclock for Lok-1 that has some sort of interaction with your turrets, like turret whip or EM Discharge.
Example: your turret(s) target the same target that you lock on and fire simultaneously. Maybe give the turret blowthrough rounds for those shots or something neat.

eternal frigate
#

Each of the Engineer's primaries should be given some kind of interaction with the turret as a tier 5 mod. Stubby has room for one, and the LOK's fear mod could be replaced by it, because the fear mod is really not very good.

boreal rune
#

Voice lines for when you're damaging Steeve:
‘What is wrong with me?’
‘Why am I hurting Steeve?!’
‘I'm sorry Steeve, I didn't mean it!’
etc.
Also, the person whose Steeve is being damaged could utter friendly fire lines, too.

near glacier
#

Give us a girl, she can collect sugar to make package and collect plants to make buff, then make another three, make this game Snow White and the Seven Dwarfs

placid igloo
#

New passive, increasing range of collecting resources. Can be useful in some situations like golden bug, collecting would be easier

finite magnet
#

Let us cover the ceiling with the poop gun

vernal kindle
#

A event for the discord (because those are a thing now) that last all year long and only says: “ROCK AND STONE”: or the other quotes but change them every once in a while if possible for events, like: “Rock and Stone and merry Christmas…….brother”
Silly but funny things basically :p

daring dagger
#

Guns such as Gunners Gatling gun, or drillers EPC cool faster in the frozen biome, or don't overheat as quickly

drifting pasture
#

Toggle in settings to have headlamp OFF by default. I like playing with it OFF 100% of time and sometimes forget to turn it off in the beginning.

bold ingot
#

I made a few of these suggestion images because I was bored, though I think I genuinely like this one a little more than the others. It changes the topography of the cave, which is pretty unique.

severe drift
#

Ability to bind "hover-boots" and "summon M.U.L.E." to different buttons

modern lava
#

i want a clean shave for eyebrows so i can be free of eyebrows

broken fractal
#

Would be great for the Gold skin, unironically

modern lava
#

also i kind of wish the company special paints for the weapons had the same color as the class rather than all of them being blue and white

terse wedge
#

Carbon Alloy Vibroblade
A short sword with a sharp and tough carbon alloy blade. Its short length makes it handy for tight spaces like cave tunnels, allowing it to be swung without fear of being caught on walls. High energy vibrations from a vibration motor powered by a battery allow it to cut through glyphid shells like a hot knife through butter. Even after running out of battery, it remains a serviceable emergency weapon.

  • fast swings hit all targets in a small area in front of you
  • deals enough damage to instantly kill grunts on weak spot hits
  • consumes battery per target hit
  • baseline armor breaking bonus
  • after running out of battery, attacks deal less damage, lose armor breaking, hit at most one target and hits slow you down for a moment

overclocks
Shield Battery Recharger - kills will partially recharge your shield
Kinetic Recycling - swings consume at most 1 battery
Spin To Win - press r to perform a spin attack that hits enemies around you
Backup Generator - attacks when out of battery no longer slow you down and can hit more targets, but battery capacity is reduced
Frenzy - kills increase attack speed and movement speed briefly
Inhibiting Current - attacks stagger enemies
Volatile Coating - hitting enemies damages adjacent targets

keen wave
#

So I was trying to join some friends in DRG but whenever I accept an invite it just takes me to an infinite loading screen and wont let me join, any ideas

pliant mason
#

Suggestion: Two More New Perks (I did one before, look me up)

Active - Shield Jetpack: Allows the user to channel their Shield's energy to briefly achieve flight for a few seconds. It takes 5 units of shield per second at base value, and recharges after 30 seconds. Perk upgrades increase the energy efficiency.
Rank I: Same as above.
Rank II: 4 units of Shield per second.
Rank III: 3 units of Shield per second.
Rank IV: 3 units of Shield per second; Landing safely after depleting your Shield lets the user create a stun shockwave that deals 25 electrical damage 3 meters around them.

Active - Karl's Taunt: Allows the user to become the center of attention, forcing all enemies to target said user and take attention away from other sources. Applies a 100% aggro status to the user for 20 seconds, which takes priority even over Doretta and HACK-C. Perk upgrades increase combat aspects and length of the status.
Rank I: Same as above.
Rank II: 30 seconds of full aggro and 10% increased movement speed.
Rank III: 40 seconds of full aggro, 15% increased movement speed and 50% more shield health.
Rank IV: 50 seconds of full aggro, 20% increased movement speed and doubled shield health.
Rank V: 60 seconds of full aggro, 10% increased damage for each incapacitated ally, 20% increased movement speed and doubled shield health.

rocky crescent
#

New perks in a future season

umbral urchin
#

Make pinging oil shale chunks use the oil shale voicelines

stone torrent
#

sorry if this has been mentioned a billion times but, more beers! My hard working beard is thirst for more variety

unreal jetty
#

Cosmetic Idea: ARGENT
FUCKING
PICKAXE
(Argent Axe for reference)

latent mango
#

Biome Suggestion: “Inverted Crater” A tall mountain with numerous tight caves and tunnels, it has a very dark stone color with maybe yellow glowing crystals that look like amber that act as a light source for you and the green plants similar to actual plants but with a slight alien touch so it gives an odd feeling and lots of stalagmites on the ceiling, and a biome event could be an “Avalanche” rocks falling from the ceiling doing damage and maybe blocking paths

elder jackal
#

Biome Idea: Megafauna Fossil Pits. Recent seismic activity has caused a large, previously inaccessible oil field to drain deeper into the planet, revealing a sprawling cave complex full of massive fossils, tar pits, and valuable minerals. Watch your step as you clamber around the empty shells of the bugs that once ruled over Hoxxes, and make sure to have some good detergent on hand to get the tar out of your beard.

Biome Features:

  • Megafauna Fossils: The Fossil Pits are littered with the fossilized exoskeletons of (hopefully) extinct bugs, which were likely trapped by the tar that once filled these caves.
  • Tar pits: Pits full of sticky, viscous tar that will ensnare any creature unlucky enough to come upon them. Watch out for the occasional gas bubble, which will send out a splatter of tar upon bursting. Oh, and also be careful when operating incendiary weapons around the pits, for obvious reasons.
  • Oilfalls: The oil in these caverns has a tendency of pouring from above, creating flows of viscous gunk that can be both a help and a hindrance. Jump into one if you want to take a leisurely ride to the bottom of whatever cave you find yourself in during your missions.
  • Bonecrabs: despite the fact that these caves were filled with choking tar until only recently, it seems like some life has already managed to move in. One prime example are the bonecrabs, bugs that reinforce their carapaces with fragments of fossilized shell. While the larger, more mature ones seem unbothered by the presence of our miners, the smaller ones tend to be a bit territorial.
quartz sedge
#

Please bring back glow stick customization, we've got the voice lines still. Pretty please?

#

Secondary and eventually tertiary armor suits with altering start upgrade trees. We've already got 3 weapons each it'd be nice if we could work towards other armor builds as well.

azure frost
#

let drillers be able to mark a spot on their 3d terrain scanners, so they know where to drill to, once set. marker shows on interface ingame

bitter elk
#

I would like an active skill that lets you toss a enhanced grenade, by buffing the explosion radius and damage, so that you too can destroy an entire swarm(and the entire team too) with a gunner molotov.

brisk hound
#

Unstable Sludge Pump OC: Viral Sludge

+When a bug dissolves, several puddles hurl out of it
+Corrosive DoT increased
-Decreased direct damage
-Less ammo or longer reload

formal wave
#

I saw someone suggest a zoo, maybe a holding area in the spacerig that houses the different creatures that youve encountered?

fervent sparrow
#

EASY QUALITY OF LIFE SUGGESTIONS:

  • Let people add friends in game through a menu
  • Let people add their own music to be played in the jukebox
brave marten
#

4th set of grenades, but they're not actually grenades

Gunner: Emergency Ammo Bag - Restores 10% ammo to the first dwarf that touches it (the dwarf that deploys it have a 2 second cooldown before they can pick up their own ammo bag, unless they're solo)
Engineer: Mini Turret Kit "Smallsy" - Imagine TF2 Engineer's gunslinger turret. A small, un-reloadable turret for when you need just a bit more dakka. Deals 6 damage per bullet and holds 100 rounds
Driller: Dwarf Restorative Ultracharger Genome, D.R.U.G. - Speeds up your pickaxe attack rate by 100% and makes the digged area wider, lasts for 5 seconds (or maybe 10?)
Scout: Pinger System - Sticks to most surfaces and scans roughly 20 meters of its surroundings for anything that's not dirt or is trying to kill you. All minerals and valuables are highlighted to the entire team for 15 seconds

EDIT: Changed Driller's item a bit since a good dwarf pointed out that it's basically berzerker lol

rough dawn
#

We need more facemask-based cosmetics (Not for any reality-relevant purposes, I just think masks are cool, like the partial gas mask from this Season).
It is necessary for some of these cosmetics to allow or incorporate a beard.

#

…Also, you’re gonna put us in space without a corny “glass bowl” helmet cosmetic?

bitter spruce
#

Piggybacking off of one of sniss’s ideas in a video: Some sort of random 1-mission only buff, like double jump, or faster reload speed or improved flare brightness or something, but in the form of a SANDWICH BAR. You’ve got your sandwich of the day, similar to the buff beer, and of course the purely cosmetic sandwiches. You can eat a sandwich and it will activate one of the aforementioned effects! The owner of the sandwich bar would be another bosco unit, most likely named Floyd, or I’ve even considered “Sandy” the sandwich maker bot!
Lloyd and Sandy would of course be right across from each other, providing a nice little mess hall to seek refuge from the hellscape that is hoxxes.

When we get back… it’s SANDWICH time…

ROCKNSTONE!

unreal hare
#

add a second button you can press to give loyd a larger tip (ie. 100 credits)

potent latch
#

We need Christmas music in the spacerig ! 🥳

near glacier
#

my point stands, a lot of dwarfs level 25 but i cant promote because i need to do an assigment of 4 missions, no rewards for it either, it kinda gets annoying, my only complaint about the game tho!

vague pine
#

It would be cool if the Industrial Facemask was a beard accessory (like the Neck Guard) rather than a hat.

ruby geyser
#

Maybe put DRG on Switch?

fiery raven
#

Changing the instant revive button on controllers. I'd rather not spend potentially precious ammo every time I need to pick someone up mid-swarm or boss. Maybe change it to laser pointer or pickaxe button? Unless the ammo expenditure is an intended feature...

raven wasp
#

The LOK-1 is a very divisive gun, with most complaints leveraged at its low effective ammo count. Indeed, most using it will find themselves running out of ammo much quicker than the rest of the team. But I think this can largely be blamed on players not really using it "correctly". An important part of using the LOK-1 is to curve your shots to hit weak points, doing much more damage, and thus, using much less ammo.

THE PROBLEM

is that you can't really do that with groups of enemies (in most cases). A mix of different enemies, or even just a spread out group of the same one, will make it impossible to hit all (if not most) of their weak points, barring some absolutely absurd flick shots. That means it's pretty much objectively better to build the LOK-1 around single target damage with overclocks like executioner to make the most out of your strictly limited ammo. The base gun is set up to facilitate both playstyles, but one of them is, on its face, objectively worse at using the weapons strengths to its advantage.

So how do I, decidedly NOT a game designer, fix this issue?

Shocker: I'm not really sure. BUT I have an idea for something simple that might help. Keep the bullet arc indicators on the screen while shooting. This makes it slightly easier to adjust your shots after killing the enemy whose weak point you were aiming for, because it's probably going to die first. That lets you sneak in some more weak point hits onto a different enemy. In short: helping make those crazy flick shots a little less hard to do consistently.

flint wadi
#

During the month of April, there should be a 1% chance the flare gun launches a disco ball

umbral urchin
#

Re-label the hipster OC icon to the mini shells/micro flechettes icon? The crosshair icon brings to mind sniping, which isn’t what hipster is about.

tribal dome
#

Seasons pass wil be end infinite 500 credit so lowest absoltly max 1k or 2k !!!! Please read and fix it

elder jackal
#

New mineral type: Blue Sugar. A rare form of red sugar that has a small chance to replace normal red sugar deposits. When mined, it provides a temporary overcharge buff to your shield, allowing it to take more damage before breaking.

elder jackal
#

It would also be able to restore lost shields in a pinch.

fiery vigil
#

Perk Suggestion:
Ride or Die, increases firing speed and reload speed by 5%/10%/15% when riding something (Be it MULE, Doretta, Fuel Pipe, Cave Cruiser, or Silicate Harvester)

autumn echo
#

Can we please have an update planned for the future focusing solely on delivering cross-platform play?

shell turtle
#

Just a QoL suggestion that I'm REALLY feeling with the dives and such: make the dives contribute at least to the area challenges. IE, this week there's a Sandblasted Corridors deep dive, I had a challenge for that area! I finish it, no progress on the challenge. Maybe it could be used once, like you can do the deep dive and it contributes only one mission towards the area challenge it can fill, so you can get +3 to a challenge for finishing a full deep dive. Idk if this makes sense, but I feel like it'll be nice?

fiery vigil
#

Another Perk Suggestion:
Pain is Gain, when affected by a status (like freezing, burning, in slime, etc) you get a bit more when you mine.
(Or possible better alternative, the lower your health the more you get when you mine)

tribal dome
#

Daily Challanges Pls ❤️

slate shuttle
#

A Up-Vote/Down-Vote Rep/Tipping Feature for players we recently played with.

Liked the guy you were playing with? Up Vote them, give them some cash and minerals for doing good. Maybe some cool hats for doing really good and an Icon that signifies "This Dwarf is Karl Approved"

Were they a Leaf Loving Whale Piping John? Just a bad Gnome? More Hacky then Hacksy is legally allowed to be? Down Vote; let them know they are bad and they should feel bad. Have an option prevent them from being able to rejoin you ever again if they were REALLY THAT BAD. Maybe even an icon that shows this Dwarf is nothing but trouble and force them to wear a Dunce Cap with Mactera Brew Flys following them. (And is always Max Drunk)

viscid crater
#

an ultra-rare line for compressed gold, to occasionally spice up the oldest joke since Mushrooms

copper storm
#

Bartstools at the bar

plain tinsel
#

I don't know if this is something they still have in consideration for how stuff will carry over after battlepass seasons will complete, assuming they don't do it where they'll re introduce some skins again in later seasons as a side thing:
What about allowing the exchange of like, 3-6 empty cores for them after the season they're available ends for scrips for either the same tree or an extended tree of stuff that's in the proper battlepass and not the cosmetic tree?
That is all, thanks.

worn cosmos
#

Mutator Suggestion: Breeding Grounds
Miners Manual Description: It seems Naedocyte Breeders are drawn to this location.
In game change:
1 Naedocyte Breeders will always be in the cave.
2 Naedocyte Breeders CAN spawn in swarms.

elder jackal
#

Another new biome idea:

Lodestone Quarry
Among the earlies recorded biomes on Hoxxes, the Lodestone Quarry was previously deemed unexplorable due to the high levels of electromagnetic interference in the area. However, recent advances in scanner technology have finally allowed us to begin sending in miners, who return with stories of floating rocks, streams of magnetic energy, and massive, nerve-like organic structures.
Biome Features:
• Floating Rocks: Rocks suspended in midair though magnetic levitation are a common sight in the Lodestone Quarry. While it is possible to use them as platforms, Management advises you to be cautious when doing so, as then tend to come crashing down if stood on for too long.
• Magnetic Streams: Powerful conduits of magnetic energy crisscross the caves of the Quarry, ferrying ionized particles and fragments of magnetic rock through the area. These streams are powerful enough to even carry dwarves through the air, thohg be careful if you decide to ride the streams, as they tend to be one-way only.
• Nerve Bundles: Organic structures resembling massive bundles of nerves can be found snaking their way throughout the area, often terminating in large bud structures. Disturbing these bundles will cause them to release an electric shock, which will then travel down the length of the synapse, zapping everything in contact with it. Genetic testing suggests that these structures are related to Naedocytes, though their purpose and source are still unknown.
• Adapted Wildlife: Much of the wildlife in the Lodestone Quarry has adapted to utilize the ambient electromagnetic energy of the zone to deadly efficacy. Watch out for the electric nova of the local Glyphid Praetorians, and keep your distance from the native Exploders, which will pull you in upon detonation via a “magnetic implosion”.

fiery vigil
#

Perk Idea: Teamwork, for each dwarf within 7m of you, you (and said dwarves in your radius) gain 2%/3%/4% damage reduction (that wouldn't stack for multiple Teamwork holders or that'd be op-)

pliant helm
#

Add jet engines to the turrets so them floating in the air makes sense

fiery vigil
#

Active Perk Idea: Sugar Transfusion, you can hold down the activate button on an injured ally (dwarf, Steeve, hacked drone) to slowly give them health at the cost of draining it from yourself. Passively lets you detect red sugar deposits within 15m/30m/45m.

sterile mason
#

New miners can't join once some nebulous milestone in the mission has been reached. Why. This is the age of mods; you can summon 200 bugs, kill them all instantly, summon a Crassus that explodes gold ten feet thick, kill it instantly, and then autocomplete the objectives and exfil, all with the press of a few keys. Enjoy your 1m gold and xp. What exactly is the point of stopping you from inviting your friends to your game once you've picked up a little too much morkite? It sure as hell ain't to protect the integrity of the game's progression system. Sometimes one of your crew has to step out for 10, 15 minutes because real life and they don't want to be dead weight on the enemy scaling while they're AFK. What does locking them out of coming back add to the game?

"Better with friends," my ass. There's a significant roadblock to playing with them.

In the likely event that GSG won't remove that restriction, then at bare-ass minimum they need to be more opaque about when that point of no return is. It could be as simple and low-impact as a little icon that pops up near the mission objective list to indicate no more in/out. Personally, I think it might be neat to have Control acknowledge it some way (could get repetitive though, maybe?): "Looking good, miners; you're almost done. We're redirecting fresh miners to other dig sites. It's all you from here on out. ... don't screw it up."

But seriously, don't tell me that I can't invite my friend to my game. It's rude.

jovial mason
#

What if everyone got Iron Will? Here me out my fellow dwarves! I cringe at the idea of changing out Iron Will or Dash. I feel like it would be totally fair to let everyone get ONE try at saving the mission. Not only would this give us more freedom with blue perk usage. But I believe in letting every new player get a chance at saving the entire mission and feeling like a hero. We are already incredibly powerful, we are essentially death incarnate for the bugs. I do not believe this is an unfairly powerful buff. Could be locked behind first promotion? Would be a genius way to hook new players.

eternal frigate
#

The T5 explosion mod for the CRSPR should apply to damage dealt by sticky flames (and possibly afterburn as well) to make it more of a competitive choice with Heat Radiance.

near glacier
#

Please change the Industrial Facemask to a beard slot item (similarly to the Neck Guard) instead of taking up a headwear slot. I really wanted to pair it with a helmet or goggles of some kind, probably a lot more people would actually use it if this were the case.

Also, even though I'm not expecting anything more but sideburns would also look pretty funny if they were rendered.

rough dawn
#

Make Elite Glyphids make lower pitched, but louder sounds.
Elite Grabber Roars will hit diff.

bronze patio
#

Increase / refine the amount of kursite spawns during an event, we just failed because only 8 in total spawned. No, we weren't seperated, no we didn't take more than two seconds killing them.

hard aurora
rough dawn
#

Because cigar cosmetics have been ♻️ many a time (as a beard, as a separate mouth cosm, etc.) (c’mon give it to us), I’ll do you one better
When it IS added, the description should be something like this:
“Management says that you shouldn’t smoke on the job because of something to do with a lack of ventilation in the rig. Sure, this is just a cosmetic after all. Nothing to stop you from lighting it up down in Hoxxes, though.”

spare pewter
#

A few minor gear modification ideas:
-moving T1 mod "Bigger Mineral Bag" to T4 slot, replacing "Static Discharge". Carrying capacity of the mod buffed from +5 to +15.
-High-Intensity Flares gaining a T1 slot, with "Lightweight Materials" for throwing 50% farther, or "Sticky Coating" for causing thrown flares to stick on impact.
-An option for various crosshair designs in the UI menu, including the lasers created by Laser pointers, and the Zipline Launcher.

fiery vigil
#

Don't decrease the bar for the Salvage mission when you're solo and are down inside the zone. Makes the game darn near impossible when you constantly get downed by a massive swarm filling up the entire area, then it decreases so much that it can't be completed because the entire time you spend recovering what was lost you're getting beaten by the same swarm. Makes the mission basically unplayable.
Or at the very least make Mission Control shut up for that, I don't need to hear them whining about me not being inside when I am.

eternal frigate
#

Bosco should automatically target any enemy fired at if Bosco is idle. Basically just so that if you hit something way off in the distance outside of Bosco's normal target acquisition range, Bosco will also start attacking it without that thing needing to be pinged (like, say, a distant Huuli Hoarder or Prospector)

split juniper
#

Have the Bosco perched above the Bosco terminal in the space-rig actually adopt the skins you have him equipped with.

terse wedge
#

Electromagnetic Railgun
Electromagnetic coils accelerate a kinetic bolt to ridulous speeds, allowing it to puncture all types of materials.

  • hitscan sniping weapon
  • very high damage
  • unlimited pierces
  • magazine size of 1

overclocks
Molecular Reconstructor - ammo consumption of primary weapon refills magazine, but ammo capacity is greatly reduced
Elastic Bolt Tip - bolts will bounce many times against terrain
Double Tap - magazine size doubled and recoil reduced
Head Hunter - increased weak spot multiplier, weakspot hits increased reload speed
Premium Ammunition - bolts can be retrieved after being fired, but reduced ammo capacity

rough dawn
#

Compared to the other Dreads, Hiveguard is kind of a joke, it not a chore.
Let her Guards constantly spawn, even if they’re like lesser
The Glyphid Dreadnought has speed to back it up
The Twins have each other
The Hiveguard’s invincibility is a bit of a chore, while it’s speed makes it pitiful, relying on other bugs for only one part.
They should have more of a mainstay for the fight with her to remedy the lack of relative difficulty, also considering their unique nature.
I wanna be afraid of all of the Dreads, not just 2/3. Sometimes she walks up and stays still being passive when first spawning until she roars a full minute after (real thing that happened). I say the guard should come with her immediately.

brave marten
#

Buff Beer idea - Firepower Porter

"A sudden innovation from The Seventh Dwarves Brewery, the Firepower Porter's bittersweet smoothness has reportedly allow the imbibing miners to "synchronize" with their weapons, in turn, expressing combat brilliance never seen in the entire DRG. Management is thrilled by this prospect and signed a deal immediately"

Effect: 5% damage buff on everything - guns, pickaxes, grenades, everything
Brewing cost: 3 BarleyBulb

hard magnet
#

Collectable bug pets. Pets you can find down in the depths and befriend, bringing them back on the ship. Maybe you find an egg that will hatch into a random pet that you can name and play with on the ship n' stuff. they'd live in your room, so you could visit your teammate's rooms and see their pets too.

sturdy badge
#

Adding New Achievements!
"By adding new achievements to the game, it can further enhance the replayability. It will also reward diligent players, because everyone loves to be rewarded for their hardwork and devotion!"

near glacier
#

there needs to be a better tooltip/death icon for downed teammates that properly depicts their class - the current black on red thingy just isnt good enough when a lot of things are happening on screen

lapis quiver
#

overclock for sewage gun: charged shots splits into bouncy projectiles that sprays goo when they hit a surface. Bounces like 2-3 times-

azure frost
#

i need a way to spend XP points, if im playing a fully promoted dwarf. (legendary 3)
i avoid playing my fav class, cuz the points im getting are wasted. can we get some XP share method? Or turn it into additional currency?

stable sparrow
#

When you put both goals and the ball in the launch bay mission control says: Really? you want to play there? Deep Rock won’t be responsible for any accidental ejections/Deep Rock insurance doesn’t cover getting ejected into space

late valve
#

Sometime this Month, there should be DRG stream that goes over all accomplishments that Ghost Ship games has done for this year, as well as a few teasers of what we may expect next year. I do still remember that space crossbow teaser that was shown to us a while back and I am curious to know if that is going to be one of the new secondary weapons promised or not.

random sapphire
#

Beer idea: err23
What it does: the spacrig err23 before it err23
Costs 1 err23

regal kiln
#

I'd really like to be able to hold down the action button to pick up and carry a loot bug in the same way you carry other objects. No practical purpose; it would just be funny. Especially when team makes inevitably shoot it out of your hand, or carry one back into the pod.

umbral urchin
#

Make the sludge pump reload when you’re out of ammo, even if you don’t realize it and are holding the button down. Currently, that prevents it from reloading

hardy prairie
#

More beers or slop for in mission buffs, +30% movement, -50%hp or Vice versa

heady condor
#

I think allowing the host to choose in the space rig between a few AI options for molly would be a really nice addition. An example of the options I had in mind:

  1. The default: Molly will come when called and auto reposition between dwarves at her current intervals
  2. Once a dwarf calls her once, Molly will tag along with that dwarf until called again by a different dwarf. Can be useful for playing solo and duo's
  3. Once called Molly will stay exactly where she was called and not move until called again. Can be useful for groups who tend to split up and might rather have Molly be in-between them or at least not have her walk up and knock you off a platform for the twentieth time that day.
lime gulch
#

Something that wouldn’t be too crazy to implement but would create a fun alternative play style for the Engineer

Tier 2 build that would change the platforms into solid cubes/walls instead of platforms when fired.

Frequently run into the issue of wanting to build towers with my sponges but can’t since it requires too much ammo, but the ability to do so is still viable.

Barricades, walls for position triangulating, defending hacking bots. There’s a lot you could do with that.

Having it be a tier 2 alternative would also work best I figure given you wouldn’t need softened landings if you’re not making platforms and instead just straight up brick walls

You could also play some made makeshift minecraft with other Engis, so…nice ⛏️

hard tide
#

Ive got an idea and would love to hear some opinions. my buddy and I play regularly but have trouble finding a 3rd and 4th player to join us. because of this we run into the problem of being stuck on a scout/engineer duo as without them mining minerals is MUCH harder. Any minerals on the wall are still pretty accessible but materials on the ceiling are next to impossible to collect practically. I would love to see a secondary gadget/weapon or grenade replacement that allows for mining from a distance. like EPC mining but less versatile, but available to all classes so even when you arent 4 manning, you can play any role and not be stuck to those 2 classes. Maybe-- for balancing reasons-- these gadgets would only be available in duo, and triple queue. I understand the games need to be balanced around 4 man teams, but I would love to see something that encourages players to play more than just scout and engineer in non-4 man play throughs

hexed harness
#

Instead of the usual "give us an achievement for bringing dotty's head back" suggestion, I'll offer a simpler suggestion - give us a statistic of either the number of times we've brought back the head, or a percentage of times the head has been brought back across all escort missions. A simple low-effort way to feel good about it.

hexed harness
#

Riffing off the previous suggestion, more obscure statistics in general would be fun...e.g. number of goo sacks popped, number of breathers petted, number of times grabbed by a cave leech, etc.

cobalt knoll
#

I think the OMEN towers need a serious readjustment for larger team sizes. When playing solo or duos they're fine, the problem is their health scaling. Once you get to 3 people you better pray your team went all DPS for some reason and if you have 4 you might as well not even bother. The towers just have extreme amounts of health that assuming a normal team composition there's no way in hell you're gonna kill it in time.

fiery hearth
#

Show promotion costs in the character select screen, either under the portrait or in the class description? Would be handy to know if I can afford one or not without having to go all the way to the memorial hall, then realize I don't have enough, then go back to the trading station

lethal fable
#

okay so hear me out, can this just happen already?
Female. Dwarf.

fathom fractal
#

Mission mode where the waves are insanely intense, but you deploy with a big mech suit that dishes out big damage

near glacier
#

Brief banter between the dwarves during quiet times in the caves
Just a little thing that I think could add more character to the game
Like jokes and complaining about work and such

hard magnet
#

A melee focused character. What kind of dwarf society is this when someone isn't using. Proper battleaxe? This character has the role of protector, guarding his teammates as they do objectives or revive one another.

Primary weapon number 1, obviously the battleaxe. High damage, slow attack speed, high reach. Potentially could have an ammo based charge mechanic where you'd charch a swing, bring your are down over your head in mighty earth splitting swing, tearing into terrain and dealing explosive damage in a cone to enemies in front of you, normal swings costing no ammo.

His base secondary weapon; a thrown impact hatchet, much like the impact ax of the driller, but less damage and more ammo.

His support tool; a placeable banner that boostes melee speed and damage of nearby allies for x amount of time.

His mobility tool; a retractable ladder, once placed it can be picked up at a whim, low ammo however. Perhaps only 1 to start.

His base grenade; a dash that sends him in the direction of your cursor x meters, swinging his primary weapon on arrival to cleave enemies in the way.

Thoughts? Ideas? I think it's cool. This game needs a good melee focused class in my opinion.

brave marten
#

Wanna say something to add to Smileyhead's suggestion about quips for shooting Steeve, quips for KILLING steeve

"It has to be this way, i'm sorry, friend"
"STEEVE, NO, WHAT HAVE I DONE"
"no no noNO NO NO NO"
"Steeve? STEEVE?? STEEEEEEEVVEEEEE"
"We truly are the monsters..."

terse wedge
#

"Bug Zapper" Lightning Coil
A tesla coil that shoots a bolt of lightning that hits the target closest to the reticle and bounces between bugs, electrocuting them.

  • has limited range
  • guaranteed electrocution
  • moderate damage (~30)
  • low fire rate
  • chains target the closest bug that has not been hit
  • chaining has a short delay
  • chain ends when there are no more viable chain targets in range or a limit has been reached

unique upgrades
Branch Lightning - strikes deal damage in an area
Constant Potential - chains can target targets that have been hit before
Atmospheric Ionizer - if there are no viable chain targets, lightning will chain onto air in the direction of the closest target
Building Potential - each chain deals increased damage
overclocks
Flux Capacitor - lightning no longer chains, instead, the first target hit will zap a nearby enemy every 0.5 seconds for a couple of seconds
Shield Conduit - dwarves become viable chain targets, dwarf chains recharge shields instead and do not count towards the chain limit
Resistance Inverter - chains will target the farthest viable target, dealing damage to enemies caught in between
High Voltage Transformer - electrocuted enemies damage nearby enemies over time
Overflow - enemies that are killed immediately on impact do not count towards the chain limit
Fork Pattern - chains hit two targets (who then zap two more targets), reduced chain damage

near glacier
#

Add a new mission type:
The idea is about, we need to find parts for escape pod
Our old member in drg, their escape pod have crashed on the planet, and we need to fix that to let it work back properly, and we need to dig out those part

sullen iris
#

The ability to destroy mugs by throwing them into the barrel incinerator game.

alpine ridge
#

Have the “Too Far” message on the grappling hook crosshair turn white or disappear when you look back in range.
There’s a second after you miss a grapple where you can’t tell if you’re looking at a valid target and I’ve taken just a bit too much fall damage to that

tribal dome
#

Daily Challanges And Christmas Update Pls 😭

tribal cliff
#

may move the season challenges from the lower left to the upper left corner so it doesnt block the mission timer

bold ingot
#

Mission type: Kursite Defense.

Effectively, this is a tower defense-like mission type.

Map generates as an elongated room or short series of rooms with a rig that generates at the starting end. The rig has turrets on it much like the Aquarqs rig, though it also has a large radar dish with a health pool. Scattered through the room are 3-5 large Kursite crystals fixed to the terrain (not unlike liquid Morkite wells).

Interacting with one causes the rig to point the radar dish at it, slowly breaking it down with vibrations (this is really just a flavor thing). This starts a large ongoing swarm of bugs that start at the crystal and move to attack the dish. If the dish runs out of hit points, the mission fails. Eventually the large Kursite crystal will break, dropping a large crystal that can be deposited to progress the mission.

The swarm occasionally spawns assorted Kursite enemies. These drop Kursite, naturally, which can be turned in at the rig for "defense beacons". A defense beacon can be placed and activated to call down a defensive installation at a position. There might be a few different types available — gun turrets, neurotoxin vents, etc. These will help with defending the rig, as the swarm sizes tend to increase the further the crystal is from the rig.

Edit: Some sections of the map might be separated by compacted dirt; this potentially means some driller cheese by making long winding tunnels. This is intended, as part of the fun is in building hostile fortifications. However, bugs that can't pathfind due to completely blocked tunnels will burrow. So you can't fully shut down a wave by blocking it.

It could also be something other than normal yellow Kursite (would be awkward if a Kursite grinder spawned in the level after all), just functionally the same.

untold knot
#

The rock-and-stone-inator, a laser beam-like weapon that can be bought at the space rig for large amounts of money. When you shoot it at Someone it makes them rocknstone as if they had pressed V.

near glacier
#

Rock and stone upgrades unlocked on promotion allowing for a lower cooldown or a change of decibels drillchamp

winter python
#

Secondary objective expansion. Currently, all the secondary objective lines from MC act like there could be multiple objectives, but there never are, even though it wouldn't be hard and wouldn't be bad for gameplay. More variation, stuff to collect. I'd like a minor rework:
-Existing secondary objectives will remain in the game
-Missions can (but won't always) have two or even three secondaries, with your expected bonuses
-Collecting additional items shows up on the HUD (24/20 Boolo Caps, 15/14 Ebonuts, etc) with a slight increase in reward for each rather than the current pitiful XP bonus. This could also apply to morkite and aquarqs, and perhaps to mini mule legs
-A few different types of secondary objectives, sort of like how fester fleas have a different style to simply collecting stuff. Maybe we have to repair a local scanner array, finding each unit and either piecing together the remnants by digging up the nearby fragments and applying some elbow grease, or calling in a new one entirely. Perhaps we need to track down some elusive new creature, simply pinging it with the laser pointer to confirm the standard encounter rate for R&D, or using some more unique methods.
-Deep Dive secondaries, being vastly shortened primary objectives, could be on normal missions on occasion. Obviously a higher reward for them than a normal secondary, and I wouldn't want them to be required (unless that was also a modifier which requires you to complete secondaries to call in the pod), but just seeing that sort of stuff would be nice

terse cloak
#

Bring back EPC charge shots ability to light Corrosive Sludge Puddles on fire. Right now we're stuck with using Plasma Burn normal shots, as neither regular charged shots or Flying Nightmare can ignite the goo.

clever dirge
#

Not sure if we have something similar except for lure nades but here we go.

Perk-Antaganize- bring the swarm to you.

Useful for if you need to get rid of a pesky swarm surrounding a fallen brethren. It's an active perk that when activated, your dwarf will make a snarky remark towards the bugs and agro them to only you.

Lasts for 30 seconds but can be upgraded three times to 90 seconds. At max level when activated your dwarf will have 15% faster backpedal speed.

TLDR: New perk, agro swarm to only you. Recomend you read it though.

winter python
#

new grenade, repellent canister. The opposite of pheromones, makes bugs go away from an area temporarily by using irritants, repellents, and pheromones in some precise mixtures, but they'll fill that space right back up if you're not ready for them or already driving them further back.

sour cove
#

Berserker is such a fun perk but it has no secondary bonuses and the long cooldown on it makes it end up being an occasional panic button escape tool rather than an active way to change how you play.

I suggest that berserker should get a secondary bonus to it that reduces the cooldown of it for every melee kill you get with berserker active, the higher level the perk, the more the cooldown is reduced per kill. That way berserker becomes a risk/reward style perk that incentivizes you to really get into the thick of the fight to hack and slash up as many bugs before its done so that you can do it again faster. Combo that with other melee centric perks such as vampire/see you in hell for more synergy.

I really hope we see a perk balance pass soon, right now there is a clear winner among active perk choice, that being iron will/dash/field medic, with perks like heightened senses and hoverboots becoming less useful as your game sense builds, and other active perks such as berserker that suffer from being too situational. I find myself running the same perk builds on every class, and I'd love to see more options in the future on that.

ember spoke
#

please change the cave vine color to something that isn't pink, so people stop mistaking the poor buggers for cave leeches and killing them

hexed harness
#

A couple of small suggestions for adding some more flavor to the Elite Threat modifier.

The goal of this suggestion is to give dwarves better tools to communicate / collaborate on taking down Elites. They're designed to be "disruptive" enemies, so design choices that facilitate better focus on these enemies would be awesome.

The suggestions:

  • The ping for an Elite variant should show up on other dwarves' laser pointer outlines as "Elite <enemy type>" or have some other kind of indicator to show it's an Elite. Currently, if a dwarf pings an Elite variant, the outline and text looks like any other enemy - the only indicator that the enemy is elite is the red vertical beacon, which often isn't visible depending on terrain or other occlusions.

  • For extra credit, the dwarf should say one of a handful of unique voicelines when pinging. At a minimum, these could be generic, like "Oi, that bugger looks like a tough one!" For an even bigger dose of awesomeness, create unique voicelines for each elite variant, e.g. for an Elite Bulk, "HOLY SHITE LADS, I DIDN'T THINK THEY GOT THAT BIG! RUN!!"

obsidian storm
#

Low o2 missions: Add in breather bug. A bug that leaves little trails of air bubbles, but when shot explodes into a bubble of air that slowly collapses.

brisk hound
#

New engie/driller secondary idea: Glyph-spray

Introducing glyph-spray! The all in one bug eraticator, mac-killer, and Dwarven hairspray!

The design could be some kind of air paint gun with a can of bug spray as a magazine, it'll shoot out a stream of gas/vapor similar to the gas in fungus bogs. The gas lingers and is flammable, also similar to driller's grenade.

Mods/Overclocks could focus on linger duration, particle size, DoT and a slowdown effect, and maybe even affected bugs take more damage

amber scarab
#

Add main mission objective for Industrial Sabotage when looking at the mission terminal. (its blank rn)

sterile mason
#

Ability to confirm completion of season challenges. I'm in the habit of rerolling them for higher-xp ones. I just had a new challenge to do a sabotage mission for 2.5k pop up during a sabotage mission. No chance to reroll.

Also, mostly just a minor annoyance, but do the cosmetic tree unlocks all need to say "costs 1 scrip to unlock" when they all cost 1 scrip?

rough dawn
#

Allow smaller Xynarch Chargesuckers to appear on Mini M.U.L.E.s as a way to add variety to the veteran “Salvage” Type. Another monster, albeit tinier, to keep Dwarves alert and on their toes.

”I found a Mini M.U.L.E.!”

  • Due to their generally increased danger, even if slight, they have less than a 40-30% chance to spawn instead of a legless Mini M.U.L.E.
    “Shoot it off the M.U.L.E.!”
  • Mini M.U.L.E.s that require some gunning will activate when a Dwarf shoots it (or, optionally, draws near). The Xynarch will possess similar or lesser toughness to the ones found on BET-C.
    “What’s making all that racket?!”
  • Although they cannot attack, the Mini M.U.L.E.s will rapidly approach Dwarves (to prevent them from moving too far away, we don’t want another 1-leg-missing scenario) but keep themselves at a short distance while strafing around them as evasive measures.
    “This Chargesucker is making our jobs a little harder.”
  • Not only will the sounds they make when being shot at sound generally unpleasant, but the distorted sounds produced from the Mini M.U.L.E.s will also attract nearby bugs to it’s location. Unless you’ve completely cleared out the cave, don’t get caught with your backs to the small skirmish, even if you’ve one-shot the Chargesucker.
    ”That one sucked, but no more.”
  • The Mini M.U.L.E. will become repairable as normal (no legs required) after killing the Chargesucker.

Makes for an additional, but optional excuse to add two things to the Bestiary: Mini M.U.L.E.s, and Xynarch Chargesuckers
A lot of things can kill you in Hoxxes IV, and this mission is meant to represent that. Let’s add another reason why.

jovial mason
#

Add a statistic in the mission completion screen that tells you how many times the team yelled "Rock and Stone" throughout the mission.

silver cairn
#

Pinging terrain with a mineral buried inside makes it show up in the name. It would look something like Common Rock [Aquarq].

eternal frigate
#

Minelayer System for the Hurricane should produce a sound on impact; it's a bit limp feeling when the missiles just silently lodge into terrain.

patent breach
#

increase jury-rigged boomstick front AoE shockwave to 5m to be more in line with "weapon effects when firing" such as heat radiance/freeze radiance. also makes the t4 mod choice more interesting.

fiery vigil
#

Mission Suggestion: Hunt
In the case of the current killing type mission, Elimination, you just have to go seek out cocoons and open them yourself, there's not a danger from them until you choose for there to be. Well in this new type of killing mission, the danger is already there. You'd have to go and hunt down a boss that's already roaming, fight it for part of its health bar (perhaps half or a third depending on which boss it is) and then it would run off and you gotta hunt it down again. Some ideas for what some of these bosses could be:
Sprinter, a lithe cat-like bug that is known for its speed and ferocity, often setting up ambushes for the dwarves.
Electromite Swarm, a group of giant bugs with armored backs that have electrical properties similar to the crystals in the caverns, moving as a herd until splitting up upon being attacked with dangerous electric attacks that can temporarily disable equipment.
Mactera Queen, a large mactera that floats up in the sky, shooting down slowing globs of goo while sprouting out groups of mactera spawn to swarm and attack the dwarves.

barren condor
#

Add these guys back.

glad zealot
#

option to have bigger on site refining missions. Up to 6 liquid morkite. Have the refinery provide 1-3 y or t pipe junctions that you can throw down somewhere that allow you to split a pipe into 2 more. a base pipe can only be split once to avoid using only one pipe for every thing.

desert jetty
#

I think Strong Arm is the least-used perk I've seen, so I would suggest a considerable buff to it:
When thrown at 15%/30%/45%/60% or less charge, heavy objects may be thrown directly into deposits from range
values don't have to be that exactly, obviously, just a rough guess

lapis quiver
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Dwarven Sports. We got snowballs for a brief moment, perhaps something using the kick mechanic, and doing soccer or something...

narrow lynx
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Make Plasma Burster Missiles able to penetrate terrain. Right now this overclock has some consistency issues, especially with smaller targets (I got 1.5 penetrations for grunts on average, and 3.3 penetrations on average for larger enemies, both done in optimal conditions). On enemies with a wall behind them, it's likely the plasma will hit the wall and fizzle out instantly, but allowing them to penetrate rock and other objects gives them another chance to turn around. You still can't abuse this with stationary targets like spitballers, as you'll be facing in the direction of the enemy, but not looking at it because you're behind cover. And of course, this would count towards one of the missiles 5 maximum penetrations.
(And as a side note, stronger jet engine might be better split into two mods, one for speed and the other for turning. The faster speed makes the projectiles have a wider turning arc than they theoretically should)

fallen grotto
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To piggyback on the previous suggestion, Plasma Burster Missiles could bounce off terrain instead, using one of the penetrations and exploding (similar to using Magic Bullets with Explosive Rounds) so that you can at least make use of the Area Damage when missiles hit the ground, like in the case of piercing through a Grunt or Acid Spitter on a wall.

sturdy hound
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Some use for perk points after you max out all the perks would be nice
Maybe sell them for like 500 - 1000 credits each?

vestal aurora
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hello how are you guys well i had a new mission idea for the game which is the scolta alcontraria mission where we need to chase a rival techinology drill

delicate cedar
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Make strong arm also apply to grenades.

junior ibex
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release was long ago, but the plants are still flying in the air facepalm

floral shuttle
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I love all the content you keep adding, but me and my group of miners are very confused as to WHY IS THERE NO NEW BEER!?!! In all honesty, we would backtrack to the start of a cave if we thought there was even a chance we missed a brewing resource. We live for the beer, why no new beer?!?

storm lark
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a few ideas for the game me and my buddys dearly love: 1.) elemental bugs i.e. dreadnoughts/praetorians that represent the other elements like wind, lightning, sand ( more specifically Praetorian's that are more elemental based beyond just the gas/radiation/ice that we have in game)

#

2.) Glyphid Queen, this idea came to me During the Egg hunt missions when you dislodge a Egg, a Roar/Scream shakes the map, she could be a Giant worm like Creature or a mightier version of of the dreadnoughts that we have in game where she has 3 stages, the hive guard protecting her, Her shell, and the the queen herself ( i was thinking this could be along the lines of the industrial sabotage you guys made)

hasty lily
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Please add a report or block player. 3 games 3 griefers joined

novel creek
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Basically I noticed that all the bugs of the same type are identically sized. I think it would be really cool, and visually extremely aesthetically pleasing if the bugs were within a random size range. So you could have really small spawners, increasing all the way up to really large spawners (somewhere around half the size of a grunt). The same for the grunts, different random sizes, from small grunts to large grunts. The different size bugs would spawn randomly, and their HP and damage should also scale to match, ALTHOUGH on average the damage and HP would remain the same, thus not affecting balance. This is inspired from the scene in the Mandolorian where he crashed on the ice planet and all the spiders come out of the eggs and tunnels. It struck me how similar it looked to the glacial strata with spawners. I did immediately notice though how good it looks with bugs of various sizes. Check this screenshot to see https://i.imgur.com/xHq7k04.png

quasi flare
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Radioactive Bulk Detonators- they leave a trail of temporary radiation wherever they go encouraging people to kill them fast, and like the little versions make radioactive craters when they are killed, similar to that of the Fat boy

Edit: leaves radioactive holes similar to the burning ones left in magma zone

tardy fulcrum
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flesh pit biome

fiery hearth
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An Unstable OC for the Subata that gives it handcannon-esque properties: Greatly increased damage and first shot accuracy, but the recoil is immense and your mag size and reserve ammo are lessened.
I feel like you don't see too much of the Subata after a Driller gets accustomed to the EPC (and when you do, its usually with explosive reloads), so this might be another decent option?

robust python
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I would like the ability to clone a loadout and put it on a separate loadout slot.

I feel that it would save me some time from having to potentially change every aspect of a loadout. It's not super important, but I feel that it would make building loadouts just a little more convenient.

brave marten
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Loadout names?

fiery merlin
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For the driller could we get a secondary flare that would have ammo with it that could be used to mark tunnels we dig for teammates? Maybe some options for colors etc but would get a couple charges and can be reloaded with supply drop? Would be handy imo.

near glacier
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PLS LET US CHAGE THE LOADOUT ORDER
As a mousewheel player, having to scroll down 2 times to get to the grappling hook, platform gun or drill was kinda annoying, PLSSSS DEVS

near glacier
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A voiceline for pinging another dwarf:
driller
"This is a driller"
"Found the driller"
"He is a fun guy, we once have a bbq party with him. Good times"
"His drills can pierce through alot of stones, hes basically unstoppable"
"My drills is better than his drill"
"This guy ate rock for breakfast"
"Wish I have my own drills"
"He can make tunnels to help us reach certain area with ease
gunner
"Gunner here"
"Hes a one tough dwarf"
"His shield really save us all, nothing can penetrate this shield! Well, almost nothing"
"That's a big gun you got there!"
"Your minigun may be big, but my minigun is far bigger than your's"
"I love his shield, its cozy and make us feel safe in it"
"He has such cool gun, wish I have that gun myself.."
"I wonder how he can carry a gun that big?"
"I like his ziplines, it saves us alot of time"
engineer
"This smart fella right here!"
"I wonder how his platform gun works?"
"He's such a great guy, he helped us all and knows how to get us all out of any bad situation"
"I really want to take a bite of the platform so bad, he shoots a cheese!"
"Thanks engie for the platform! It really allow us to reach hard to reach areas"
"I wonder how his sentry works"
"He's a genius! he helped me solve a problem."
"That hologram thing he throwed is so cool!"
"This is my friend, we work together to solve a big problem!"
"He's so smart, he even know maths"
scout
"Scout here!"
"One day, I will have my own grappling hook!"
"Thanks to him, we are not afraid of the dark!"
"He's really quick with that grappling hook"
"With our flaregun, they shall never be afraid of the darkness because we are here to light the caves"
"This is scout, he lights up the caves. Thanks to him we dont have to waste too much of our flares"
"Only if I can have that flaregun"

wild sleet
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Since there's way more overclocks for newer players to obtain I think it'd be nice if the daily season challenge could occasionally offer a random overclock from one of the first 16 weapons to help catch them up a little bit faster.

fiery raven
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Bugcaller
An enemy special bug, about the same spawn frequency as the Warden. What do they do? Spawn more ground melee bugs (probably Grunts or slightly lower). Tries to keep away from Dwarves, will flee if alone. Once it's a certain distance, will summon again. Minimum preferred distance should be about the radius of a high intensity flare's light. Maximum retreat distance should be a high intensity flare's diameter.

Probably somewhat related to Hiveguard Dred or the Warder, acts as an alarm system for a Glyphid hive, calling additional grunts to the hive's defense.

willow viper
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Make holstered weapons visible on the dwarf in third person. I feel like it would add a lot of flavor to see your Gunner dwarf have their minigun on their back and revolver on their hip on the space rig so you can flex your weapon skins on the space rig and not just on missions. Possibly leave it as an option in the loadout menu to make holstered weapons visible or not if you think the weapons are too obtuse for your fashion

terse wedge
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"Chisel" Beam Caster
Fires an anti biological matter laser beam that melts through bugs.

  • bweeeow
  • perfect accuracy
  • deals damage continuously
  • overheats
  • long range
  • vandalize cave walls with burn line graffiti
  • beam color changes depending on picked overclock
  • bug ragdolls are vaporized

overclocks/unique upgrades
Mining Beam - beam is capable of mining and picking up minerals
Gamma Irradiation - enemies killed by the beam leave behind small radiation zones that deal damage over time to targets inside them
Disintegration - greatly increased damage of beam, but the gun now has a charge up time and reduced ammo capacity
Magnetron Tube - beam heats up targets but direct dps is reduced
Freeze Ray - beam freezes targets but gun overheats much more quickly
Energy Calibration - beam cannot stop firing until it overheats and ammo is consumed at the start, greatly increased heat generation and greatly reduced overheat duration
Laser Light Show - fire a horizontal spread of 3 beams, damage and ammo decreased

signal goblet
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To extend this suggestion to something more general, it would be nice to have more voicelines between the dwarf and Bosco. Because there's only the "thanks bosco!" after reviving you that really has some emotion.
Even small interactions like, "Bosco, we're rich!" as a rare voiceline, or "Bosco! Grab this thing for me, will ya?" or even "No need for an army, just you and me!"(with bosco saluting right after) when taking down a dreadnough, would be a big +.

frozen root
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Microwave beam OC for drak

The concept is pretty much like in doom eternal

So ,you still can shot standart projectile on single click , but if you press button you will release beam that with certain travel speed will lok on enemy , and deal medium amout of heat (or fill special meeter , filling speed affected by during health level of enemy) , when target is finally set on fire (or meter fully charged ) it will kill enemy end cause explosion .

Notes :
Standart crosshair is replaced with similar crosshair that we see during smart fire mode on LOK-1

The damage from beam itself miserable(or there is no damage at all)

If you take electricity mod it can proc electricity status even on dreadnoughts and oppressors like turret arc

Projectile travel speed mod increase travel speed of beam

Accuracy mod acts like narrowed lense mod for LOK-1 (if possible with bonus distance too)

quasi flare
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A way to get into the Molly storage hatch in the space rig pre launch, then when it launches it closes. We were just joking about this so figured I’d post it.

tacit flax
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I have noticed when I am placing gemini sentries I often take a solid 5-7 seconds trying to figure out which turret I am about to move. (I know the turret name glows)

Normally this wouldn't be a problem, but as a trap engi or during a swarm in haz 5+, turret placement is important and 5 seconds is alot of time to spend on this matter.

My solution would be to color code the turrets. Have one glow red and the other blue and when you go to place a turret, it asks if you want to move the red or blue one.

obsidian storm
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New Suggestion: When Molly is not equipped with the O2 tanks, strap beer kegs on Molly.

orchid kayak
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Make the friendly perk work on your grenades dealing less damage to yourself. I was playing around with gunner‘s Incendiary Grenade and noticed the elemental insulation perk reduces the fire damage you take from the I-Grenade when you throw it at your own feet. The friendly perk doesn’t seem to reduce the damage you take from your own grenades. Being able to stand in your Incendiary Grenade as Gunner at the cost of 2 passive perks seems fair to me and feels badass.

hardy prairie
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Considering the dreadnoughts we fight are suppose to be under-developed,

New fully developed Dreadnought: Steeve the Betrayed.

Mission type is rare and not always available. There could be three variations for the three types of grunt: basic, slasher and guard. The dialogue could be unique. Maybe actually have mission control tell the dwarves to try and get out after scans show what they were told to hunt. Saying it’s fully developed and they don’t have data for this or something. Or just has comms get cut off. It would just be cool to have the Steeve we leave behind develop instead of just being forgotten by others.

Then maybe Mission Control will let us take him home

narrow lynx
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New mission modifier: Overtime! On objectives that have a quota that you can exceed (Things like mining missions, point extraction, and all secondary obectives, but not things like escort duty or egg hunts) you get a small bonus for each additional objective completed. For example, if exterminating 10 fester fleas rewards 500 xp, killing 11 would reward you with 550 xp.

pearl crystal
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Corporate WAR Update.

The Rival Tech Company declares all out Corporate war on Deep Rock Galactic after finding out that several key installations and data cores have been stolen or sabotaged/destroyed. They've established a forward base on the surface of the planet and its now your job to take them out.

However one team is not enough, for this mission two teams will be sent in at the same time, a total of 8 Miners. Along with two BET-C class Mules. Both teams will have different objectives they need to complete in order to prepare for assault of the main rival tech base.

One team will be tasked with either distraction of the local garrison of machines as they make their way to the turret control system of the base in order to shutdown large artillery style cannons protecting the base from direct assault.

The Second team meanwhile will push towards the shield generator through a series of conduit pipes running beneath the base in order to sabotage the generator and bring the remaining defences down.

Once both objectives are completed the two teams will rejoin and will attack the base itself.

The base will have several waves of enemies to deal with before a new boss mob will appear, either a super drone kinda like a prospector but built for combat or some sort of mech suited individual from the rival tech company, it will have several weapons that you will have to shoot off in stages before it reveals an inner power core you have to shoot. Defeating this enemy will be very difficult hence why a team of 8 is justified.

Once the boss is destroyed you will recover a huge deposit of data cores from the base and will then be almost ready to leave.

To burn and salt the earth and make sure the base can never be used again you are required to send down a nuke Drone. This drone will give both teams 5 minutes to escape, the end cutscene will show a large detonation on the surface of Hoxxes.

Good Job Team!

solar sand
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Please, add a "Sprint whenever possible" checkbox to the settings.

It becomes so tedious to press the sprint again after every time you aim a gun or touch a pixel of snow or goo or have landed a couple of pixels lower than usual. I understand many won't care for it, but many also will. It would be very appreciated.

near glacier
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An Unstable Overclock for the LOK-1 Smart Rifle.

Unstable Overclock - Rerouted Aim Assist:

With this overlock, It redesigns the LOK-1 itself, it's Lock On SMART System to target a single enemy automatically without having to manually lock on, and fire a limited number of homing rounds at that target until it is dead, Homing Rounds deplete, or it leaves the camera lock boundary. Converting the LOK-1 into a dependable Aim-Assisted automatic weapon while sacrificing some of it's SMART system features and complexities.

  • LOK-1 Rounds track one enemy at a time automatically and will highlight the tracked target. Prioritizes enemies closer to the crosshair.
  • Increased Ammo & Magazine Capacity
  • Permanently Automatic
  • Slightly adjusted Accuracy & Spread
  • Increased Max targets Cap
  • Large Damage Reduction
  • Can no longer lock multiple targets at once
  • Max Target Lock Cap now determines how many rounds will follow the tracked target before lock disengages, instead of how many locked rounds are-to-be fired on targets. Any Rounds fired after the Max Target Lock Cap reaches 0, will not lock. Locked rounds replenish after halting fire for a moment.
  • Locked enemies exiting the Lock Camera boundaries will have their Smart Lock disengaged prematurely.
narrow geyser
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why not have occasional Rival robot swarms? I think they could be worked out just as easily as all the other unique swarms in the game (Swarmer, Grunt, Mactera, etc.)

"We're picking up multiple energy signatures heading your way. Looks like our Rivals want you gone! Best prepare yourselves for the worst."
"Team, we've just confirmed our energy readings: you've got a slew of hostile robots inbound."

"Here come our Rivals! Show them who Hoxxes really belongs to!"
"Here they come, team! Scrap those bastard drones for good!"

gray stirrup
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We should have loadouts by weapons/equipments.

wintry saddle
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Repellant additive upgrade for the platform gun should deal a small amount of continuous damage to glyphids walking on the platforms. Sometimes the repellant doesn't work out the way you want it to and it can be hard to predict where enemies go. This helps ensure that platforms that failed in diverting enemies don't become completely useless.

plush plover
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Really love the cosmetic beer in this game. Me and my friends like drinking from them after a game. Wonder if we could add some more? Beer that:

  • turns you into either a mountain goat or a moleman with all sorts of goat and mole puns.
  • increases Nitra drop rate by %20 (Like the morkite one)
  • Flattens you like a pancake
  • Turns you into gold
  • Somehow brings mother nature to the bar - rainy, shine, fog, the works
ebon badger
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victory pose: dwarf goes down on one knee and plants his pickaxe into the ground like a sword

chrome tapir
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Here is a novel suggestion, add a blacklist or a way to report people for teamkilling.

fiery raven
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Two part missions with a twist.

Mission 1 is set up. Disable defenses, distract a swarm or dred, etc.

Mission 2 is enabled only if Mission 1 was completed by the community maybe in enough numbers?) And takes advantage of the opening mission 1 caused to get a rare objective done. Extract something from Glyphid or Mactera nests, get a mineral they love, or steal a deposit that the rivals were trying to mine. Something like that.

Mission 1 is available as usual. Mission 2 is available to the whole community if Mission 1 is completed/completed in enough numbers.

civic forge
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Mactera based dreadnought, glyphids have had their fun, it's time for Mactera to have their time in the limelight

wintry saddle
#

steeve and bosco statues in memorial hall

desert jetty
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Shock Beetle
The size of a Prateorian, the Shock Beetle is a heavily territorial and rare loner who sports an extremely tough exoskeleton and sharp horn. While these are par for the course on Hoxxes, it's most useful weapon is it's natural ability to draw on ambient energy in the area to generate slowing energy fields that zap anyone who gets too close. Even worse, it can use it's horn as a focusing point to fire bursts of lightning to blow any threat and the ground it's standing on to chunks. As expected, their favorite place to be is near the electrocrystals of the Crystalline Caverns, though they can be rarely found elsewhere. Despite their brutish demeanor and short temper, they will only engage those who fail to keep their distance and leave the electrocrystals unharmed, including other bugs.

Combat Tip: Leading hostile bugs into a Shock Beetle's territory without getting too close yourself can be a great way to relieve some pressure from your team!

Combat Tip: You can destroy either of a Shock Beetle's horns with enough focused damage to prevent them from firing bolts, but beware their resulting temper tantrum!

Resistances: Electric, Explosive, Cold, Stun, Fear

Attack: High
Defense: High
Speed: Slow

Family: Other
Type: Ground
Attack: Horn Stab (Melee), Horn Swing (Melee), Lightning Bolt (Electric, Explosive)
Special: Electric Aura (Electric, Area), Dehorned Rage (High speed increase, Lightning Bolt lost)
Armor: Legs (Light), Head (Heavy), Body (Unbreakable)
Weak Point: Horns, Eyes

Visually akin to a rhinoceros beetle, with a blue hue, dual horns (spaced apart vertically, not horizontally) which curve towards eachother to where lightning discharges would "build up" for attacks, and large bulbous eyes. Unlike the usual low stance of actual beetles who tend to hug close to teh ground, it would make an effort to extend it's legs to stand tall.

astral crane
#

Incendiary ammunition mod or overclock for the Warthog shotgun would be cool

sullen island
#

still waiting for fully evolved dreadnought, the glyphid leviathan.

split juniper
#

Please stop the Lok-1 from targeting dying Goo bombers.

near glacier
#

A perk that makes your health regenerate 1 or 2 health per 20 second or make it longer if feels too op, upgrades makes the duration shorter until its just 10 second
Could be good in saving your life
Once per mission: restores half of your health instantly
It should be called "a Dwarf never dies"

ebon badger
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Seeing as the driller and scout both have plasma weapons based around the overheat mechanic, I thought it'd be fair for engineer and gunner to have one of those as well
Engineer: Beam Cannon (kinda like Zarya's weapon from Overwatch)
has a range of 30 meters; possible upgrades to extend/shorten the range in exchange for damage
T4/5 upgrades: Beam ignites targets that are being lazered by it; beam slows targets caught within it
Gunner: energy pistol (kinda like a phaser from Star Trek; didn't put too much thought into this one yet)
T4/5 upgrades: stuns targets for extended duration; fully charged shot to a target's weakpoint that also kills it causes it to explode and deal minor damage to creatures around it

warm hornet
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"Flames" paintjob for the weapons. You know what I mean and how to do it! 🔥 flamethrower - It would be awesome for Gunner going fire gunner with Hot Bullets or Aggressive Venting, etc, Driller with CRSPR, it's very thematic! - Plus, they look awesome!

worthy crescent
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Add the Trondheim mineral hauler from the original trailer as a thing that can occasionally be seen flying by the Space Rig windows. I mean, it’s not like those minerals the dwarves mine just magically end up where they’re going, right? Also that model’s too cool not to use.

terse wedge
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Shatter Cannon
A heavy hand cannon that grinds up rocks and stones to unload them in a single blast, shredding everything in front of the gun.

  • countless piercing fragments rip everything to shreds
  • slow projectiles are affected by gravity
  • fragments are slightly bouncy
  • fragments pierce
  • long reload time
  • magazine size of 1

overclocks
Bismor Blunderbuss - fragments ricochet in random directions on hits and don't lose as much speed when bouncing against terrain
Obsidian Flechettes - large weakspot damage multiplier, but fragments no longer pierce
Magnite Dust - fragments light enemies on fire
Rocks and Stones - destroying terrain refills ammo, reduced damage
Compact Loader - reduced projectile count and spread, increased projectile speed and damage
Diamond Teeth - greatly reduced reload time, but velocity and range of projectiles reduced

desert jetty
#

Rename "Exploding Plant" to Boom Bloom :)

knotty meteor
#

We need more dwarf voice lines, particularly for when you go into missions with a drunk dwarf.

graceful isle
#

Apply enor pearl/jadiz physics and spawning concept to fossils. It can be difficult to complete fossil secondary objective in solo or even as a team without scout. If fossil could be a solid object then bosco, C4, minigun, grenades, etc. could be used to mine it from high walls or ceiling

#

Perk "Private Reserve" dwarf drinks a flask of beer which gives him buff(heal/speed/dmg resistance/etc.) and debuff (slow/drunk vision/hallucinations/etc.)drgbeer

near glacier
#

More pickaxe upgrades:
Wide Swing
Channel your dwarven rage into your pickaxe and destory bugs who dares to get in your way with one great swing

Similiar to power attack but instead it does a wide swing which has large splash damage but 1/3 power attack damage
[can be useful in dealing with swarmer and weakened grunts]
Sharper Edge
With extra sharp edge, it can penetrate rock and mineral easier. Your welcome!

It took one less swing to mine rocks or other mineral that took more than one to break
Slammer
With all your dwarven strength, you slam the ground so hard it scares these bugs!

Deals small damage around you and scares most bugs around you in medium area and a cause a small crater in the center of the attack
[Can be a crowd control but not too useful for big bugs]
Extra Big Pick
We improved your pickaxe that it can carve a larger area, this can be helpful for you by alot!

Twice the pickaxe mining radius that allows you mine tunnels without having to mining other one so you can move foward easier or get bigger chunks of nitra at once
[it saves plenty of time.]
Skull breaker
We decide to design your pickaxe in a way that allows you to break through these fleshy bugs much easier with more damage!

Extra damage for normal pickaxe attack
[this should help finishing off bugs. Especially getting that juicy health]

ornate peak
#

"Natural lightning" anomaly/"Shroud of Darkness" warning.
For anomaly, making the caves brighter in some way. For example, some brightly glowing fungus growing on the walls
For warning, not so sure, but the opposite, making the caves darker and harder to navigate and fight in. Maybe some light-eating plants, maybe some glyphids surrounded with some aura that steals light, maybe the caves are just covered in some sort of a smog/mist type effect
Warning might lead to some horror-like scenes I imagine

lethal vector
#

Stuff to make the LOK-1 not target

First Phase Hiveguard
Dying Goobomber
Burrowing Menaces?
Basically any invincible or impossible to hit state plz 🙂

brave marten
#

Maybe add a button to activate/deactivate all approved and sandbox mods at once? It'll make it easier for people to swap between hosting modded (or solo) and "vanilla" servers

eternal frigate
#

Why does the Stubby only have one T5 mod? The mag size mod is really out of place and bad; it's the only gun in the game with a T5 mod that is a completely generic stat increase, and it's completely overshadowed by its alternative. It should be removed and replaced with something unique.

devout elbow
#

Add possibility to save your progress explicitly to the main ”Player” save. I have custom save slot and I want to save this progress to the main account save slot, but it's not possible to overwrite it even by name

mint sun
#

Hurled large objects should do a bit of damage to things they hit. To keep it from being spammed, only maximum strength throws should do it. Could be a perk or part of one if not a general feature.

woven island
#

Really need an ability to rebind “recall turrets” button, especially on controllers, because long pressing ⓧ performs so much actions. And sometimes you accidentally recall while trying to deposit or restock, especially on servers with high latency.

ruby crypt
#

a small one here: coudl we get a lunch parameter (the feature in steam) to skip the box to choose which version of DX to use when launching from steam

near glacier
#

Make deep dives not shut down when the owner crashes. It sucks to have to start over when you're on the last level

unreal hare
#

temperature shock damage should scale with haz level/player count. in haz5 or above, 200 damage barely makes a dent on larger enemies like praetorians. considering that usually temperature shock is caused by two clashing loadout builds it would be fairer for it to guarantee heavier damage than 10-20% of an enemies' max health.

rose sequoia
#

The symbol that shows in your hud whenever you use your mic in-game is stupidly minuscule, I never even knew the game showed when you spoke for a long time before finding that fucking thing. Make it big and noticeable because sometimes I'm accidentally saying something in-game because for some reason I start off with my mic on by default sometimes.

rose sequoia
#

Either a default passive or a new perk (preferably a perk):
Saluting (aka rock and stoning) should attract enemies in the vicinity X meters in a radius around you with an X seconds cooldown. Playing a close-range or tank build? This one's for you.

kind sandal
#

Scout's Pheromone Canister should be able to effect himself- If he throws it at his feet, he'll be able to attract all the bugs nearby and give his team some breathing room. While this would be a double-edged sword as scout can be squishy, scout also has enough mobility to kite these enemies, so you could use it really tactically and strategically. Ideally, you'd be able to do that to other dwarves, but that would encourage griefing, so the scout should only be able to do it to himself.

nova wigeon
#

I always thought the idea of neurotoxin being a grease grenade with it's explosion was cool (though it's not thag good from my expirience) so here is my suggestion for a new driller grenade

Carry 4 throwing them down does nothing and it will stay there for either a set amount of time or forever, the way to use it is to shoot it with any weapon driller has, it would be able to cling in walls
The elemental dispenser mk 5

Flamethrower: combusts into a larger fire explosion and leaving lots of sticky flames on the ground (maybe uses the same stats as the flamethrowers sticky flames)

Cryo cannon: releases a bunch of cooling gas for 5 seconds (maybe uses the freezing power of the cryo cannon) this would also cooldowns players slowly

Sludge pump: the grenade starts spitting sludge piles in a circle and eventually fills in a large area in a longer last sludge pile, if bugs are nearby the sludge will be launched at them for additional damage while still leaving a pile

Secondairy interactions: sabata 120: shooting the greandes few times cause it explode in a area would work with explosive reload to make a sudo c4

Epc: shooting it would cause the grenade to implode even if you don't have thin containment, digging a larger area but doing less damage (say 130)

Notes: I don't do balencing so stats would be subjected to change and the secondairy weapon interactions could be changed or even removed

hushed latch
#

Suggestion. A way to have cross save files. Or at least be able to transfer save from steam to ps4/ps5. I know we won’t have cross platform for a while if it all. But it would be nice to be able to hope between consoles and not have to restart your account/ level multiple accounts.

sterile fiber
#

some new bug skins, imagine going down for another day in the mines when the guy next to you in the pod has the chitin of a whole goddamn dreadnought fashioned into a suit of armor and is wielding a minigun coated in menace chitin

current ideas for what would have armor available is the ability to wear armor made from the forelegs of gaurds

dreadnought armor

hiveguard armor

opressor armor

menace armor

praetorian armor

shellback armor

crassus armor (what a way to flex)

and armor slapped together from the rended components of the rival company's bots

this would also ideally come alongside weapons and pickaxes modified with these components sorta like the trophy hunter skins

these armors instead of being unlocked through dlc or assignments would be unlocked by killing a certain amount of that creature

for example killing 100 or so dreadnoughts for the dreadnought weapons and armor/hat or a few thousand guards for their cosmetics

tardy fulcrum
#

DRG corporate propaganda style videos trying to showcase the "Prime Workers" at their company but its just the absolute psychopath dwarves (that is to say, normal dwarves) in a TF2 inspired meet the team animated video series

showcase them doing their regular jobs (mining, somewhat automatically, having some banter), then ramp it up as soon as MC warns them of a bug swarm coming their way. have fun showing off their tech and sometimes what they do in the spacerig and bada boom its epic.

trim junco
#

Models and skins for tech, like with weapons.

unborn raven
#

Biome-Specific missions
Hello, yes it is me again, the guy who suggested the ability to fuse weapons together while also being able to do that with overclocks on the weapons, thus giving us thousands of weapon combinations and removing the need for any weapon updates, bringing you another suggestion, this time much less franchise-breaking. Anyway onto the suggestion: Biome specific missions would be missions that are always available, but only when you can access that area of the planet. They would all be wildly different, and be based on the biome that they are in. For example, the Crystalline Caverns mission would be as follows: You are dropped in with a specialized heavy lifter, to extract as many rare crystals/minerals as you can. These can range from tritilite deposits, to very large jadiz crystals, to super-compressed gold, to even crystalized holomite. The mission would give you very little to no credits for completing it, but would give dubiously large amounts of crafting resources. Or in the hollow bough, you would be sent out with canisters of a special gas, to try and cut down on the amount of creeper vines and bloated vines in the bough. Or in the Azure Weald, you would be doing something a little less interesting, which would be gathering plant samples for the Biological side of R&D, and so on and so on. The rewards would vary drastically from mission to mission, with simple ones like the Azure Weald plant sample mission giving you very little xp and crafting materials, but a big paycheck from R&D for helping them, or in hollow bough, not many credits or crafting materials, but lots of xp, due to learning about how to stop the invasive vines, and so on. I feel that this would bring something a bit more interesting into DRG, as it would be a bit more than mineral extraction, dreadnought killing, or egg collecting. Give your opinions in #suggestion-discussion and have a very rock and stone day, fellow dwarves

fading socket
#

Not sure if this has been asked for already, but could you make a gas mask in the beard slot? or at the very least turn the gas mask in the S1 battlepass a beard slot item?

limpid mirage
#

observe room to watch robo-arms poke err23

barren condor
#

SUGGESTION: New Mutator: Biome Boarder
Maybe this could even pass as just a non-mutator aspect of the game. This would be featured on missions that are extremely close to a biome's boarder, and what the mutator would include would be:

  • Keeping the current biome's main asthetic, ores and enemies
  • Adds the terrain generation (but not textures) of the closest neighboring biome.
  • So you might have a mission set in Radioactive Exclusion Zone, but the shape of the cave would generate like that of Fungus bogs.
  • Some enemies, and ores might rarely spawn in the biome that regularly don't
  • Some ambient flora and crystals might find there way into their non native biome.

Essentially, if this was a mutator, the hazard bonus/risk would come from the unexpected added suprises of neighboring biome's hazards and enemies sometimes spawning (perhaps as elites)

dense cipher
#

**SUGGESTION: Better biome-specific reskins for grunts. **

While each biome feels wildly unique, I find the fact that grunts (and other enemies) remain mostly unchanged besides the odd pallet swap a little underwhelming. Some modifications to the models could make each biome's experience feel so much more unique!

  • Glacial Strata: Grunts have white or blue tarantula-like hair on their carapaces.
  • Radioactive Exclusion Zone: Grunts have extra heads or small limbs stuck to them at weird angles. (If this breaks the silhouette too much, tumorous growths are always a good alternative.)
  • Hollow Bough: Grunts have little red spikes growing from their backs, similar to the vines that wind through the area.
  • Azure Wield: Grunts have vibrant butterfly-like patterns decorating their carapaces.
  • Magma Core: Grunts have orange hides beneath glittery black carapaces, like that found on the real-life magma snail.
  • Crystalline Caverns: Grunts have small crystals growing on their carapaces.
  • Sandblasted Corridors: Grunts have stingers and mandibles, like the the Nevada Vinegaroon
  • Dense Biozone: Grunts have antenna and bulbous compound eyes, like moths.
  • Fungus Bogs: Grunts have mushrooms growing on their backs.
dense cipher
#

Additional ideas:

  1. An exploder variant that spawns swarmers when killed.
  2. A large insect that hurls nearby grunts at the dwarves.
  3. A grenade that spawns little mechanical swarmers.
  4. A burrowing worm, that "swims" in and out of the terrain, sort of like Risk of Rain 2's Magma Worm boss.
  5. A "mimic" bug that disguises itself as a loot bug, only instead of bursting with money, it sprouts teeth and legs and charges the nearest player. (Inspired by the grub mimics of Hollow Knight.)
  6. A scorpion-style grunt with a poison stinger. Its attacks deal additional toxic damage over time.
  7. A dung beetle inspired insect as an environmental hazard. It will try to grab eggs, seeds, or ores and roll away with them.
  8. An oversized trapdoor spider, functioning as a ground-based variant of the cave leeches.
  9. A lootbug hat, if you haven't done that already. Let me wear a lootbug pet on my head!
  10. A rhino beetle styled variant to the Praetorian that charges players. If it rams a wall, it gets momentarily stuck, leaving its backside vulnerable.
  11. Give Steve a mining helmet and a barrel strapped to his back. This will better break up the silhouette between him and other grunts, making accidental Steveocide less common.
  12. Let the player's own icon next to their HP bar use their dwarf's model, instead of the usual portrait. TF2 does something like this, which lets vain players like myself admire our outfits while we play.
barren condor
#

SUGGESTION: Dreadnaught Swarm Types
There has always been a small chance to spawn dreadnauhts. I would like to suggest some lore-accurate situations where a specific dreadnaught would spawn.

  • Hiveguard on Egg collection
  • Hive guard when a large number of ambient swarmer eggs can be found
  • Twins on salvage (attracted by mini mules)
  • Twins on pipes (divide and conquor!)
  • Regular on doretta

Im not suggesting to make these the 100% spawn chance for the mission type, but just an increased chance. Makes sense to me

gray stirrup
#

Now with the announcement of DRG to PS4/PS5 we should have a cross-platform save. Or some kind of tool to convert saves to another platform

tardy fulcrum
#

ok so i suggested a meat biome earlier--

Glyphid Hive:
it seems like we've dug into a large system of interconnected chambers meant for the overall survival of our nemesis. we've only scratched the surface, and as always, it's bad. oddly enough, some of the chambers resemble that of humanoid bodies, with rooms resembling stomachs full of digestive acid, or a heart, and even those wall eyes-- seems like we've figured out where those come from.

-features 1 hit terrain (goopy meat from egg hunt missions and blue veins from dread missions)

  • hazards include plenty of glyphid incubation zones and worker routes, as well as acidic goo lining the floor sometimes

caves are shaped like organs, and tracts moving through a body. walls can sometimes be seen as "breathing," (these are the "dirt" walls you would mine through). tunnels are shaped as tracts or even veins and arteries, getting incredibly tight.

show us the meat

elder jackal
#

Secondary Mission: Plumeworm Extermination
A relative of the Nayaka Trawler, Plumeworms are a rather bothersome species that has been causing increasing trouble for our operations on Hoxxes. Named for their distinctive feather-like mouthparts, these bugs burrow through the ground until they find an open cavity, at which point they will plant themselves in the cave wall and extend their plumes out to feed. Normally, this behavior would be of little interest to anyone except our biologists; however, they seem to have a penchant for setting up shop in our mining equipment, where they can cause considerable damage and even travel back to the Space Rig. As such, extermination efforts are needed to control their population, unless you want to be woken up in the middle of the night by a stowaway bug.
To find Plumeworms in the field, look for their distinctive plumes sticking out of the ground, walls, or ceilings. Damaging the creatures will cause them to quickly retreat into the ground, but they are sure to pop up again soon, often only a short distance away. It seems that they prefer to stick to a limited territory even when being hunted down. Hey, we never said that they were particularly bright. Just annoying.

quiet imp
#

the robots suck. keep the enemies as bugs. get rid of the robots in the next season and design new bug enemies instead

#

most people ive talked to hate them too. it feels like there is no point even doing the prospector or the new sabotage mission. on the other hand korlok weeds are fun when they randomly spawn in a level. there is a certain satisfaction from killing bugs that is not there from shooting robots.

#

this is all haz 5 btw. all haz 5 players ive talked to hate them. success rate on sabotage is 50% so sometimes 40 minutes is totally wasted. even when successful the reward does not match the effort. same with prospector, and data deposit. so basically all that coding was a waste of time. admit the mistake and change it next time.

winged tangle
#

I also like korloks.
Increase their spawn chance by a bit.

quiet imp
#

new biome idea- the lush forest. its a bright light green healthy colour with lots of plants and trees and has high visibility like sandblasted (not low like azure)

dense cipher
# tardy fulcrum ok so i suggested a meat biome earlier-- Glyphid Hive: it seems like we've dug ...

Absolutely LOVE this idea. Feel the need to build off it with my own suggestions:

  1. Adding to my own "different grunts" suggestion, the grunts here should seem more defense-oriented then the ones found outside the hive. With that in mind, giving them additional carapace growth on their heads that just so happens to be shaped like a guard's helmet would be fun.

  2. Make this place a series of chambers connected by a labyrinth of multiple claustrophobic tunnels like an anthill. Some of these things should be barely big enough for a dwarf to fit through, really emphasizing how unwelcome we are in this place. Adding to this, because these were presumably made by/for insects, have some of these extra tunnels be more-or-less inaccessible to the dwarves, Ie. appearing on ceilings or doing crazy bends.

  3. One of the hazards of this place could be a sort of organic alarm system. Accidently trigger it, and it'll call a group of grunts to deal with the intruder.

bold ingot
#

Rename half the floating rocks in the Ommoran fight to floating stones

tropic haven
#

Probably been said before, but I think it would be cool to have all buff beer for sale in the rig. All beer can be like double the cost, but 1 goes on sale in a similar rotation to how it is currently.

dense cipher
#

Biome Concept:

The Failed Venture: A "biome" that was the result of a failed attempted by Deep Rock to establish a more permanent base of operations on the planet upon its initial discovery, before they realized how dangerous it was. Now it's half quarry and half abandoned factory, with narrow iron pipes acting as shortcuts between chambers, and old machinery being reclaimed by wildlife. The tunnels here are rigid and square, implying artificial construction, and old lamps flicker in the darkness.

quiet ocean
#

Dreadnought concept: a dreadnought that has no eyes and uses echolocation and sound to find us and when it's about to use echolocation you get warning so you can hide from it. Can only spawn during quiet moments because loud machinery scares it away so it won't be there for any missions with big machines. It has very high attack power and has a lot of health. If it doesn't know your there, a weak point on it is exposed as it tries to listen for prey (similar to the monsters from a quiet place) and allows you to kill it super easily so you want to try to stay quiet and sneak up on it.

noble bolt
#

Any chance of upping the damage tick speed on fat boy radiation? Fast bugs can end up running right through it without taking damage.

desert jetty
#

Elemental variants for Praetorians is cool and all, but how about regional variants for Oppressors?

Infester
A grim and constant truth about Hoxxes IV is the ability for it's many inhabitants to come together to kill any invaders. Unfortunately, this is becoming more and more literal as they continue to evolve, the parasitic vines of the Hollow Bough seeming to have found a way to burrow into and grow within sufficiently sized Glyphids, who, despite their significantly shortened lifespan and weakened armor, seem to take on their newly improved lethality with glee. With thorns growing out of their armor to puncture any dwarf who wanders too close, spikes embedded into it's weak spot to fly out when broken free by gunfire, and the ability to send snaking stabber vines coursing through the ground to targets in front of it, this monstrosity has become a high-priority threat in any engagement it enters.

Combat Tip: Unlike regular Oppressors, the Infester's heavy armor can be broken apart!

Combat Tip: The vines sent forth by the Infester must be killed, too!

Weakness: Melee
Resistance: Fire, Cold, Explosive, Electric, Stun

Attack: Very High (Above Opressor)
Defense: Somewhat High (Below Opressor)
Speed: Below Average (Above Oppressor)

Family: Glyphid
Type: Ground
Attack: Bite (Melee), Slash (Melee), Stabbers (Area)
Special: Thorny Armor (Area), Spiked Back (Ranged)
Armor: Front Body and Legs (Heavy)
Weak Point: Back

Clarification on stabbers: The attack works much like the Oppressor's forward-facing earthquake attack, except instead of displacing earth to throw dwarves up, it sends vines underground that pop up in clusters. Unlike large Stabbers, they don't come in a connected clump of 3 and are effectively glass cannons, attacking rapidly with little windup in a short range, but are very frail.

frigid eagle
#

"Management has done studies and research on both the matrix cores and lost remnants down in the caves and has found out it contributes to a whole scene of incentives when it comes to the dwarves. Therefore, they have sent in a Radar at the Space rig to help with finding the ones you'd like, at a price :)"

So, I'm thinking, one problem that I see usually in a few comments and posts is that getting overclocks and new cosmetics from lost packs and cargo crates are a huge grind to those who don't seem to have the sufficient time to do these and thus, don't get access to the cool overclocks mechanics. There are tons of cosmetics and overclocks in the game but when it comes down to wishing to get the ones you want, you'll be spending a lot of time down in those caves searching at least in my opinion.

Now, this isn't much of a concern when it comes to me but to others, it has and has pretty much ruined the game for them in a few situations. So I thought to maybe propose a potential solution, the "QNR Radar".

So, here's how I would think it could work

( getting the other peice of text in here soon, discord only let me types a few characters)

#

So, here's how I would think it could work

The QNR Radar will have a UI in which has slots and a list of all the potential overclocks, cosmetics, and pickaxe parts to earn. You can favorite only to a limit of 8 of these items at a time and put them as something of the Radar.

Now, once you have 8 items that you would like to have and have favorited them into your radar, you will then have to pay a fine to start the Radar up and finally, it will become active

What the Radar will then do is increase your chance of getting those items when it comes to cargo crates, lost helmets, and matrix cores, which is better than the chance you had before this. The Radar will then expire after a certain amount of time like maybe a week possibly.

Now, that is an idea I have of this build. It may be too OP, it may be not beneficial to any, it could reduce and play hours of the game and make the game easily achievable to have everything. If you believe it could be one of these things or something else, tell me and I could figure out a way of balancing it somehow.

But all in all, this is to reduce grind of those who don't have time on their hands at a cost to boot up the Radar. They still would have to grind but would have a better chance at earning these items and wouldn't have to make this feel like a grind that has no purpose

Alrighty, that's all. Go smell some flowers now and throw a rock and stone at some random person.

unborn raven
#

Equipment Overclocks pt 1: engineers turret
Yeah yeah its me again.
"At the moment, the R&D Weaponry team is split into three "ideologies" of sorts: The first group, believes that plasma weaponry is the future, and look at the success of weapons like the Breach Cutter, DRAK-25, and plasma charger. The other group, believes that sticking with the already well-proven kinetic weapons we currently use is a better option, and look at the success of the LOK-1, Thunderhead, M1000, and so on. The third group, are the ones who make elemental weapons, like drillers primaries, the cryo grenade, pheromone canister, and neurotoxin grenade. They believe in both plasma and kinetic weapons, but believe in enhancing them with elemental abilities. They have now shifted their focus to the engineers turret, and all three sides have made upgrades for the turret."
Group ones turret overclock: Plasma Coil
So basically, the plasma coil works like a tesla coil, except it uses electrified plasma, and since it uses plasma that means it has a battery, meaning no more reloading your turrets. The plasma coil attacks fast, and can chain electrified plasma to multiple nearby enemies, and if you use the Turret EM Discharge overclock for Stubby on it, it will release a burst of electrified plasma, damaging every enemy in its range, and chaining the electrified plasma to enemies in close enough proximity. However, it tends to use up the battery charge fast, and takes longer to set up.
Group twos turret overclock: Electromagnetic Railgun
This one turns your turret in a railgun with very high damage, and the ability to pierce through multiple enemies the armor of even dreadnoughts, however its target acquisition speed is much lower, it has a low ammo capacity, and you carry much less ammo to refill it with.
Group threes turret overclock: Elemental ammo
Basically, you carry less ammo but your shots have a chance to electrocute, set on fire, freeze, and so on.

give opinions in #suggestion-discussion

desert jetty
# dense cipher **Biome Concept:** The Failed Venture: *A "biome" that was the result of a fail...

Following suggestion relevant to Finch's Biome Suggestion

APD-A206
A precursor to the B317, the A206, or "Adam," was known for it's advanced AI capable of performing many different tasks without oversight. Unfortunately, a common hiccup of it's complexity was it's quick deterioration, most commonly in it's IFF. After only a short time and many accidents, the A206 was shelved and replaced with simpler and less dangerous bots, though this was only after our attempts at permanent planetside bases had failed, meaning many hostile automatons remain on the surface to this day. Equipped with weak burst-fire SMG's and an advanced rocket launcher, Adam is dangerous but not infallible. While capable of independently firing the rockets unlike Bosco, it takes a short period for them to lock-on, and is otherwise surprisingly similar to Bosco's own rockets...

Combat Tip: Use the laser pointer to redirect an Adam's lock during it's very short lock-on period in order to avoid getting blasted!

Combat Tip: True to their All-Purpose nature, Adam's can repair other hostile automaton at a rapid pace if left unchecked, so destroy them first!

Weakness: Electric, Melee
Resistance: Fire, Frost, Poison

Attack: Medium
Defense: Low
Speed: High

Family: Automaton
Type: Flying
Attack: Burst SMG (Ranged), Rocket (Ranged)
Special: Repair (Melee)
Armor: Frame (Light)
Weak Point: None

While idle, Adam will (very very slowly) mine away at the walls and minerals, and shine it's light in random spots. It remains agile while shooting SMG's, but has to stop for approximately 1 second when locking on rockets. They have generally predictable timing for rocket firing intervals, so it's best to learn the rhythm

dense cipher
#

Biome Idea Inspired by @desert jetty:

The Boneyards: A network of tunnels resembling catacombs, full to the brim with ancient alien skeletons and dried glyphid carapaces. The black clay is speckled with bits of white bone, and grinning insectoid skulls protrude from the walls. Glyphids have been seen dragging their dead to this region, and have proven highly aggressive to anyone intruding on this primitive burial grounds.

Additionally, strange crumbling obelisks can be found amongst the fossils. Following a series of inexplicable accidents, management advises leaving these mysterious monuments alone. Some dwarves whisper of angry insectoid spirits stalking the piles of fallen creet, however the higher-ups are strictly against the spreading of any such stories.

unborn raven
#

Equipment Overclocks pt 2: Drillers Satchel charge
"The three ideologies of weapons R&D have decided to also give the drillers satchel charge some upgrades, quite potent ones though. Additionally, we have given the groups names, albeit simple ones, with group one being the Plasma Engineers. Group two is now known as the Kinetic Engineers, and the last group are the Elemental Engineers. Simple, right?"
Plasma Engineers overclock: Plasma Field
The plasma engineers decided to take an idea from an already existing overclock, the persistent plasma overclock. The drillers satchel charge no longer destroys terrain instantly, however it still destroys it. It generates a field of scorching plasma, like the persistent plasma overclock, which damages enemies, and then after a couple seconds the edge of the area connects to make a plasma field of sorts. Visually it looks like the thin containment fields field, and then destroys all terrain in the area, and deals large damage to bugs. However, the increased weight of all the tech, and the plasma battery, means that you can carry less than normal, and they take longer to be disarmed and picked back up.
Kinetic Engineers overclock: Plutonium Charge
The kinetic engineers also decided to take an idea from an already existing overclock, the fat boy. Simply put, they turned drillers satchel charge into a micro plutonium bomb. It destroys a massive area, as large as the hole that a detonator or crassus detonator makes, and fills the area with radiation, and deals incredibly high damage, capable of instantly killing an oppressor, but its so heavy that you can only carry two at a time.
Elemental Engineers overclocks: Cryo bomb, Corrosive sludge charge, Electro-explosive
The elemental engineers couldnt make one overclock as potent as the plasma field or plutonium charge, so they made three. The cryo bomb destroys less area but freezes anything, the sludge charge makes a massive pool of sludge, and the electro-explosive zaps everything.

#

Equipment Overclocks pt 3: Gunners forcefield
"The weapons R&D Trio of engineering groups has turned their gaze upon the gunners forcefield, and now it is quite..... uniquely upgraded with their upgrades."
Plasma Engineers Overclock: Plasma Protection Field
The gist of it is, it makes a large "circle" of sorts out of plasma, which no longer prevents bugs from entering it, but deals quite a bit of damage to any bug that stays in the plasma circle. Since it is using plasma, it lasts for much longer than the normal shield, however, this means that it now takes much longer to recharge.
Kinetic Engineers Overclock: Sonic Amplifier
The Sonic Amplifier no longer makes a field to block projectiles, but instead makes a noise highly sensetive to glyphids, so much so that when the glyphids come into range, they not only run in fear, but also take damage from the intense frequency of the Amplifier. The battery tends to run out quite quick though, but recharges quicker, and you can use it more often.
Elemental Engineers overclock: Electric Shield-Field
The Elemental Engineers did a great job on this one. Instead of projecting a sound field, or a plasma field, this little beauty syncs up all nearby dwarves shields, so that as long as they stay close enough, they can move around and the shield will move with them, and damage bugs inside it as well. It takes quite awhile to recharge, but stays up as long as the shield of every dwarf in the range of the shield-field stays up. If a dwarves shield gets taken down, the shield-field will get less range, and less damage done to bugs inside the shield, and the dwarf with no shield wont get the shield to protect them until they shield fully recharges.

#

Equipment Overclocks pt 4: Scouts flare gun
"This time the R&D Weapon trio decided to try upgrading the scouts flare gun, and did quite a damn good job at it."
Plasma Engineers Overclock: Plasma Flares
The plasma flares shine decently brighter than the normal ones and for longer, however you carry less of them, and they have less velocity in the air, thus making it a bit harder to aim them.
Kinetic Engineers Overclock: LED Flares
The kinetic engineers basically replaced the flares light source with the best LED they could find, which lasts for an incredibly long time and is a bit brighter, and you can carry more of them due to their decreased weight and size. Couldnt think of any downsides to this so yeah.
Elemental Engineers Overclocks: Fiery Flares, Fluorescent Sludge Flares
The elemental engineers decided to make two overclocks, the first one combines a modified cryo grenade and as much magnesium as they could possibly stuff in it, thus creating the brightest flares known to DRG. They last about the same length of the normal flares, but are heavier and larger so you cannot carry as many. The second one comes from experiments with the drillers corrosive sludge. By removing the corrosive parts and adding some of the fluorescent liquid found in glow sticks in party shops, the flares now deploy a pile of bright sludge wherever they hit the terrain. The sludge also slows down bugs that walk through it, but the fluorescent fluid makes it dissipate faster, and the flares are slightly larger and heavier, meaning you can only carry a little bit less than normal.

pearl crystal
#

An escort mission but instead of going horizontal with doretta you're going vertical down a giant shaft. Maybe a large elevator style rig that slowly lowers you further and further down into the shaft until you reach a large deposit of liquid morkite at the bottom. You then had to defend the oil rig platform as it pumps the morkite before finally the rig ascends again to the top of the shaft.

You could fluff it as DRG using a large space laser to drill deep into the planet first and then sending a team deep into the core to retrieve something valuable.

frigid eagle
#

Use error cubes to unlock any single tier in the performance pass and reap its reward

valid ruin
#

Please make the Industrial Facemask a beard item, I want to pair it with other headwear or hairstyles to make my dwarf look awesome, it already disables all beard customization. Please Ghost Ship Games make it happen.

near cedar
#

The Custom Engineered skin for Scout's M1000 Classic is beautiful, but.... some of the colors make it glow a little too brightly. Would the devs turn down the bloom or brightness a bit for some of the color schemes of the skin, please?

terse wedge
#

"Afterburner" Plasma Engine
A large device that unleashes rapid bursts of plasma.

  • muzzle flash damages enemies within a short inverted cone(~3m) in front of the barrel
  • no projectiles
  • high rate of fire(~8)
  • high damage(~20)
  • moderate recoil
  • no weakspot bonus
  • ignores armor

overclocks
Fuel Rejuvenator - kills restore ammo, ammo capacity reduced
Thrust Amplifier - firing the gun sends you flying backwards if you are in the air and increased movement speed backwards if you are grounded, increased recoil
Blast Combustion - recoil increased, damage per shot tripled, hitbox size increased, ammo capacity and fire rate greatly reduced
Diffuse Attachment - Shape of hitbox is changed to be a semicircle in front of the barrel
Plasma Lance - Range increased, cone narrowed, enemies take more damage close to the maximum range of the gun, fire rate reduced
Plasma Envelope - fires plasma projectiles with short lifespan, greatly reduced muzzle flash damage

indigo sand
#

Deployed pumpjacks should be capable of resupplying O2 on low oxygen maps

radiant drift
#

Uploadable images for loadout symbols that are client side. Like when at your weapon bench

knotty glen
#

Make forge animation skippable or much faster please.

wintry saddle
#

random craft beer option for the abyss bar for 500 credits (idk what a fair amount is. maybe 750?) from your unlocked craft beers. Doesn't cost ingredients but costs alot more money.

strong plume
#

Full head coverage version of the iron cyclops hat please? Its such a great hat and it lacks this one simple addition to it notnice

real laurel
#

The Mod failsafe seriously needs a rework. Three separate times ive either closed drg manually not at all due to a crash (such as an accidental game opening) or a crash not related to mods. Only once has the failsafe actually been helpful.
Current system is a serious case of throwing the baby out with the bathwater atm
Idea: when DRG crashes mid-load, when the player attempts to boot up, give them a text promp that asks something along the lines of "DRG failed to launch, disable all mods"
Its a really annoying system currently with larger mod profiles.

stable sparrow
#

For an Easter event make egg hunts pay more credits (maybe even a bonus multiplier to minerals) and reskin the eggs to chocolate eggs

quasi geyser
#

Seeing as all the other dwarves have at least one more sci-fi type gun in their arsenal along with their plausible conventional weapons, how about we give gunner one in the form of a laser shotgun secondary?

winter python
#

Since next update is going to have new secondaries, I'd like to put forth my ideal suggestions for the things the classes could have this update (from my long wishlist I can't be bothered to post):
Gunner: Handheld Pulse Laser, a powerful little package firing a laser with no recoil or inaccuracy that does have some ranged falloff, which cycles on and off several times per second. Does quite good damage but has no good swarm clear unless an overclock or upgrade focuses on electric or thermal damage conductivity. Looks like a technologically advanced pistol what with all the lights and automatic parts.
Driller: Subata 723 Micro MG, a relatively slow-firing and medium damage weapon with good accuracy, and decent magazine capacity as well. High weakpoint damage. Basically a fallback weapon for far-off or high-priority targets, lacking the direct damage of some of the more powerful EPC and Subata 120 builds.
Engineer: High-Intensity Discharge Emitter, a powerful energy weapon. Holding the trigger builds up energy (with a charge limit, of course) which is released on the trigger's release to jump forward into the nearest enemy and then chain between more based on the amount charged and the size of the enemy (larger creatures absorb more electricity and more damage). Unstable overclocks might make it detonate the first enemy hit instead of chaining, or fire a destructive sphere of energy, or so on.
Scout: Energetic Wave Cannon, a short range, shotgun-like weapon which launches a blast of what can be altered between heat, electricity, direct force, or radiation at enemies depending on upgrades. Effectively overheats on firing, needing to recharge its internal capacitors and cool down to acceptable levels, but since it does that while holstered it quite well lets you multitask.

wary imp
bronze delta
#

Hoxxes IV is a very rich planet so it's makes sense that every biome should have 2-3 types of rock, minerals but most of them are useless for the dwarves because who cares about coal? Metals that are in Earth as well? Right? . For example in Magma Core Ash 1 hit only on surface (like snow in Glacial but more), Harder black stone with 4 hits but does not turn red hot after explosions. Coal deposits (useless but FUN TO DESTROY, also burns a little bit after burning it with something, increases sticky fuel duration), magnesium crystal rare but acts like a flare when shot. Probably people come up with more interesting stuff than I. I just want more stuff to break, use for defensive purposes.

opaque scroll
#

Maybe it was proposed already but still I wish I had an option to link skins to the loadauts variants. One skin for missile launcher gunner build, another for minigun. Or at least make skin presets that can be changed easily

olive furnace
#

A new mission type or mode where we directly fight the leaf lovers. They could be in mechs or just swarm us lmao, I think it would be cool

autumn arrow
#

Add some commentary from Mission Control when you start an Omen Modular Exterminator event.

quiet ocean
# quiet ocean Dreadnought concept: a dreadnought that has no eyes and uses echolocation and so...

This idea is building off of this previous idea I had

New biome: silent caverns
(Don't really know what it would look like)
There would be the blind dreadnought from my other suggestion spawned into it right when you start the mission. The point of the Mission is to kill the dreadnought but in order to damage it you need to lure it to a certain crystal and then shatter it, the sound from it shattering would stun the dreadnought and allow you to damage it for a certain amount of time (the part about my Earlier suggestion where if it doesn't know your there would still be effective and it would allow you to damage it earlier but it would then immediately start attacking you and it's really powerful. But if you shatter the crystal next to it, it would be stunned and unable to attack for a certain period of time, probably between 7-15 seconds) around the environment would be sound traps (made by the rival company) that when activated create a loud sound alerting the dreadnought to your location if it is close enough to hear it. There would also be flying enemies called shriekers they would already be spawned in and would have a small vision radius. If they see you they will shriek to attract the dreadnought. They are very weak though and could be taken out in a few shots. In order for gunshots to be heard by the dreadnought you would need to be pretty close as there would be sound dampening crystals everywhere. You would also need to destroy the sound dampening crystals in the area around the loud crystal in order for it to stun the dreadnought.

Some mission control voice line ideas:
"For this mission you will be killing a (insert blind dreadnought name) make sure to be very quiet"
"Shriekers, be very careful taking them out"
"The dreadnought heard you, RUN!!"
"previous miners found that breaking those crystals create a certain frequency that stuns the dreadnought. Lure it too the crystals and you might just get a chance to kill it"

obtuse needle
#

being able to buy a round for mission control guy, yeh he may be a little rough but he has to deal with dwarves on daily basis, he kinda deserves a drink from time to time

dense cipher
#

Biome Suggestion:
The Iron Channel: Believed to have been carried to Hoxxes at the centre of an asteroid, this region is comprised almost entirely of solid iron. Gunfire sparks against the cave walls in this place, while explosives and heat will render its shiny surfaces red hot. The tunnels here are jagged and zig-zagging, and trying to tunnel through with a standard pickaxe is practically futile.

sterile mason
#

Stop making waypoints disappear when you get close to them. I don't need my "don't dig past this point" marker disappearing when I'm rooting through the ceiling and I'm getting dangerously close to Le Big Drop. At the very least make it an option in the settings; I get how it could be annoying to have it all up in your face when you're very close to it.

Make removing a waypoint an option while you're at it, too.

leaden sandal
#

5th class idea: The healer
Lower damage, whenever they mine Red Sugar they get healed but after that they store it to take it on the go and their support item can be some way to either let people take health items or administer the red sugar to other players, I know it would be basically just a support class but it would have a fun twist on the strategy of the team comp

spark mulch
#

i personally think the hawk eye system making the turrets smarter (not shooting oppressor's armor) and focusing weakpoints with more weak point damage would make it a lot more enticing to use, I rarely ever feel like passing up a straight +5 damage(nearly doubled base damage) is worth it just for more range and speed

winter python
# dense cipher **Biome Suggestion:** The Iron Channel: *Believed to have been carried to Hoxxes...

An expansion on this suggestion, the material of certain sections of it could be incredibly shiny, accurately reflective, when polished finely by erosion, and also reflect certain energy weapons. Additionally, alongside the jagged and winding tunnels formed by the settling of the massive metal chunk as the terrain around it shifts (causing occasional earthquakes), it could have eroded tunnels being smooth, straight and virtually never changing direction, with the two being complete opposites encountered.

rain kite
#

i think a randomizer mechanic would be neat. instead of picking all your upgrades and overclocks for a class you can just click the random option and it randomizes overclocks, mods and the weapon your using to allow for more spice between runs instead of having to manually pick out a build everytime you want to go for something funny.

urban bronze
#

GK2 Overclock suggestion: Uncap the recoil when using overclocked firing mechanism.. Currently the increased recoil debuff doesn't really apply because after a while the recoil hits a limit and you can just aim down again, effectively making it a direct upgrade to the base weapon (apart from using up your ammo super quickly).

sterile mason
#

See gallery. Please, please put a fucking end to supermassive caverns. This shit just isn't fun. Or if you absolutely have to keep it, make it a warning/anomaly (anomaly only if you actually make the amount of minerals it contains MATCH ITS SURFACE AREA) so at least it can be planned for.

fiery vigil
#

Make it so that the drop pod doesn't just land in some random area that's nowhere near any actual part of the cave. Just lost a mission because it dropped in over 50 meters away from the closest bit of cave and I couldn't get to it in time.

dense cipher
#

Small Aesthetic Improvement:
During deep dives, the make the stone/dirt of each cave system a little darker then the one before it. This will help emphasize the deepness the players are reaching. (For the Magma Core, make the already dark stone take on a metallic sheen)

ocean kiln
#

Hat suggestion:

A Helmet with 2 mugs of beer on the side with a tube feeding into the dwarves mouth, Why do we need this? Because you gotta stay hydrated on your trips obviously!

winged tangle
#

A hard hat on a hard hat.
“Those safety inspectors will love this thing R&D made”

pine sapphire
#

Suggestion: Reduce the cooldown for Season Challenges from 24h to 20h.

Reason: It really sucks when you get a challenge that is do 5 missions which in turn pushes your next day's challenge out an hour which snowballs until you have a day with no challenge.

By reducing the cooldown to 20 hours, it gives players a 4 hour window to complete their daily challenge so as not to incur slippage and lose tomorrow's challenge.

spring elk
#

Abyss bar suggestion: Add sandwiches

novel rover
#

clean OC for cryo cannon, cryogenic propellant: replaces the inert gasses use in the cryo cannon with rocket fuel causing frozen enemies to ignite faster or explode

effectively halves the standard heat threshold if the the standard burn threshold is met in one damage with in a short time (less than a second) it will detonate. damage and radius depend on cold chill required to freeze said unit

dense cipher
#

Deep Dive alternate gamemode suggestion:
Performance Review: To ensure the workers are remaining as efficient as possible, management has started sending multiple teams of miners in to opposite ends of especially rich caves. The team that completes the objective and gets back to their escape pod first receives a bonus.

This is one of those ideas that is probably too insane to work, but I thought I'd throw it out there to see what people think.

spark laurel
#

Give drillers an upgrade option to have their C4 leave radioactivity like the fat boy, or to be a huge ooze explosion with similar effects to the sludge thrower

modern shell
#

Funky Satchel Charge: The Insta-Tunnel
Similar to Rock-Mover, but redirects the explosion into a single direction, trading the 360 boom to either like, a straight tunnel, or a conical explosion.
Not sure how orientation would work, probably facing towards the surface it lands on, but mid-air it could either just spin around so you can either take out a wave/your entire team, or just not be active until landing, and have increased dmg or something to make up for it. Could be used effectively with a bit of prior planning, leading Glyphids into the blast-zone to det from behind a wall, or facing up towards a bit of nitra on the ceiling, waiting for the scout to zip up to it. drillchamp

tough orchid
#

Perhaps reclassify Plasma Burster Missiles as an Unstable overclock instead of a Balanced overclock due to it being such drastic amounts of changes to its stats and functionality

limpid dawn
#

I'd love a randomize loadout button

wintry saddle
#

Have dorettas head be visible on the map

main sage
#

Make dorettas saved a stat.

cursive lynx
#

If folks can suggest a 5th class for the 30th time in a week, I can suggest a demo after 3 years.

Demos are a consumer friendly way to let folks try out the game instead of buying then refunding. Additionally it shows that a company stands behind its product and believes it is a quality product. Steam's Next Fest proves that demos directly result in more sales overall (this isn't about DRG participating in next fest, rather offering a demo on the steam store page). Games that participated generated on average a 421% increase of wishlists for their product. As a result of the increased wishlists and consumers getting to demo games, developers saw nearly a 300% increase in conversions from games on a wishlist to a sale. https://steamcommunity.com/groups/steamworks/announcements/detail/3002196778013479574

Long story short. Demo good. Demo can increase sales. Heavily encourage demo on steam store.

patent breach
#

when you add the crossbow as a secondary can you make one of the OCs to function like Yondu's arrow? Basically would function much like Plasma Bursters on the Hurricane where the rockets follow the reticle but the arrow would follow the reticle, have a lot of penetrations, increased projectile velocity, high turn rate. possibly a trail of light where it flies that fades away.

dense cipher
#

I know it's definitely not a new idea, but here are some alternate flare suggestions:

Flood Lamp: Place a lamp that shines a bright light in the direction you're facing. It's brighter and lasts longer then a flare, but instead of recharging over time it has to be retrieved. You can place a total of 3 before you run out.

"Spelunker-Grade" Flashlight: Press F to boost the power of your flashlight, making it about as useful as a flare. This slowly burns through a battery that recharges over time.

Mining Lamp: Press "F" to hold out a gas lamp in your left hand. It provides an indefinite source of flickering light around you. You cannot use weapons or tools besides your pickaxe while the lamp is out.

Bag of Glow Sticks: Half the size and light of a flare, but you get twice as many and can throw them out at rapid speed. Plus, they come in a variety of fun colours!

Phosphorous Glob: Hurl a junk of glowy goo, that sticks to the first surface it hits. You can fling it much further then a normal flare, but it doesn't last as long.

BONUS IDEA:
Active Perk Night Vision: Once a minute, you can activate 15 seconds of night vision. During this time, all enemies are highlighted red, all allies are highlighted green, and all resources are highlighted yellow.

signal spire
#

make lloyd rock and stone back to you

formal trellis
#

Have that green part of your clothing be black for Mega Corp. The green doesn't work at all.

brisk canyon
#
  • Add the voice line callout for resupply arrival when pinging the resupply.
  • Add voice lines callouts for when an ally goes down "Engi down! Scout down! Driller down! Gunner down!"
  • If not voice lines, then an identifiable sound cue. https://wiki.teamfortress.com/w/images/6/67/Mvm_player_died.wav comes to mind as an example.
spare pewter
#

-Modify the "Strong Arm" to add 50% more force to grenades, C-4, and Shield Generators.

spare pewter
#

Additionally, Driller's HE grenades don't seem to have a use in his kit at the moment. The fuse on them makes it hard for proper placement, and despite the description claiming it can remove dirt, it really doesn't make a big enough bang to matter.

Perhaps the HE grenades could detonate on impact, and have a mining radius equal to it's blast radius?

dusty cypress
#

new snarky dialogue from mission control on space rig

boreal rune
#

Make it so that pinging Doretta's head gives it a live outline, like with enemies or other objects, as opposed to the static ball.

ashen rain
#

The seasonal thing has actually been pretty fun, having a new task system to do. I have liked it. But I really don't want this content to go away, I'd love for it to stay as a normal part of the game in some way.

Maybe the aliens leave, but their "Remnants" are left behind, and we're simply to clear them out.
Sabotage no longer gives the seasonal reward of scrip, but, what if we had like one Sabotage we could do a day for something special, like a daily? Just some bonus XP/Credits/Minerals if anything would be nice, or, don't get rid of the sabotage season at all, leave it just as is for it's own Scrip tree, and just introduce another scrip tree down the line?

Idk, whatever happens, I just hate to think content might disappear, I like the hacking stuff and the prospectors now that I've done them a bit, it adds something else new to the game. I really don't want to see them go.

storm mortar
#

Deep dives and Elite deep dives should give PP per mission rather than just the final mission with a bonus thats half of what you'd normally get

silk steppe
#

Flare modifications:

Tier 1 (lvl 8)

Improved fluid density - flares give slightly more light

Optimized flare production - flares production time decreases by 2 seconds

Stable fluid - flares last 5 seconds longer

Tier 2 (lvl 22)

Aerodynamic flares - you can hold F button to throw flares further away

Sticky flares - flares stick to first surface they encounter for some time (half of the duration)

Unstable fluid - flares give slightly more light when they are next to another active flare

Also it would be cool if we had some fauna/flora that disables flares (including scout's) for short to medium timeframe for non linear difficulty increase as well as some mild horror accent

heady cosmos
#

Fix: There should be a mechanic for getting the XP when host leaves the game after completing DD. I clutched the shit out of the game, host left/crashed right after exfil. Got the OC's and core reward, also shows HC DD as completed but didn't get the xp. 😦

Suggestion:
OC's for utiliti e.g. :permanent (i.e. burning) flares. Maybe five 5-ish in total and you get 2 or so every resupply.
for Engi: chargeable platform launcher, rather than flat platform it charges and explodes into a round one.
Different nades: e.g. a foam nade for engineer, explodes into a ball of foam (sort of like the OC)

#

New type of passive fauna: basically a scaled up firefly, shines like a firefly, in random periods pulses in increased brightness

charred crescent
#
  1. why dont make a key bindings on active skills?
  2. please make the assignments at all times that gives forge core and scrip. for example, 4~5 games above 4 hazard level gives 1 core or scrip as reward, but it can be accepted permanently.
    the assignments rans out when we reach 50s level. after then, we just wait for weekly assignments.
    also a number of matrix cores we can get is fixed. 3/3/3 per a week. for more cores, we just wait weekly too.
    and scrip have a simillar problem. the only thing we can do for extra scrip is just pray for be got a sabotage daily mission on tomorrow lol.
    i think my suggestion can refine those problems tho.
languid stream
#

More icons for loadouts. Some of the current ones don't represent upgrade mods or anything else in game, so i think adding OC icons to the pool could be more useful

grand crane
#

I think it must be beard

buoyant prawn
#

A small chance for misson control to instead of normal voice lines say one of the placeholder voice lines

fiery hearth
#

There's been quite a few requests to make the chat sound louder or more noticeable, but I've got an idea to augment that. In addition to that sound being improved, I think that there could be an extra sound for when a message contains the name of a player or class, further grabbing someone's attention when needed
(also if that option isnt on by default, it should be)

formal garden
#

A some "Waster" armor skin pack. Something like "Roughneck", but more dirty, ragged, with scrap metal parts on it. Like rusty metal sheets instead of armor plates, old servomotors, pieces of tires on a knees, resin pipes, dirty jeans, chains, tatoos etc.
You know, something like "Mad Max" or "Borderlands" style.

heady cosmos
#

Suggestion for a zipline mechanic: lets you put nuggets onto the zipline, enabling to let you move them between A and B without traversing the zipline yourself.

cursive star
#

Probably a low priority, but is there any way to have DRG record a player's info if they just come into your lobby to spit slurs? Steam doesn't save it until the match starts. (I'm not trying to be a cop, I would like to be allowed to never be in a game with that person again).

bold ingot
#

Pickaxe set made of geodes. The blades are rock on top, with crystals hanging down underneath. Head and pommel made of a large crystal chunk, both handle and shaft are stone.

spark laurel
#

let deep dives count for seasonal objectives

idle jolt
#

Make some sort of badge system or some way to show other players how many EDDs or Haz 5s, etc you've completed (could also show fun things). Basically would love a way that helps distinguish how good a player is in addition to their level. I've played with a lot of high level that were not actually that good and it made me question if they only played low haz games to achieve the level they were at.

barren condor
#

**Suggestion: Bismuth Themed Items **
No, not bism_more_. Real world bis_muth_. I just love the crystal structure of it

  • bismuth gun paint
  • bismuth framework
  • bismuth armor
  • bismuth pattern armor color
  • bismuth Bosco.
fiery hearth
#

One of the loading screen tooltips or potentially one of those in-game tooltips should mention that any minerals in your pockets are automatically deposited on mission completion, it's something that I feel more players should get the chance to know so they don't risk dying trying to put something small on the side of the pod

thick sand
#

Interacting with the console that overlooks the drop pod, (on the upper floor of the spacerig), should cause the drop pod to launch, mission control to complain about launching it without a destination set, then everybody is respawned and return the lobby to normal

languid stream
#

2% increase in mineral/gold rewards for the current class with each promo. Just as a little incentive to promote your dwarfs

languid stream
#

Incorporation of the Cosmetic Unlock mod in the game

visual grotto
#

new V line
"rock, and I cannot stress this enough; stone"
⁽ⁿᵒ ᴵ'ᵐ ⁿᵒᵗ ˢᵉʳᶦᵒᵘˢ⁾

winged tangle
#

Let us earn and customize failure animations for the end of missions.
Like a grabber dropping you on your head.

patent breach
#

for some reason Moss Crawler makes cyclops helmet, mk5 engineer, and rival tech skins have super bright (bloom) white lights. as someone who identifies as a spotlight please don't remove this. but could you make the shoulder light that is currently green the same bright white?

echo path
#

i think overclocks for your tools/grenades would be pretty cool

onyx belfry
#

Foam Thrower for engie

unborn raven
#

Rival Company BET-C
yeah its me here we go again
So I was thinking that the rival company may have encountered some BET-C battle mules, and after defeating them they probably got the idea to make themselves their own BET-C, however since they use robots that hover and shit, they would probably end up making a mini robot-gunship of sorts, with less armor than a BET-C so it can be killed, but has 4 small burst turrets on the bottom, and 4 small bomb mortars on top which would just yeet bombs, however it wouldn't have a shield, but it would have a sniper turret in the bottom middle area, kind of like Condor gunship from the halo universe, (pic below) but smaller and much less op. They could be encountered on any mission, but would have a higher chance of being encountered in the industrial sabotage mission because its industrial sabotage, of course their gonna send one of their mini-robot gunships in to try and protect the data rack. This would basically be a flying oppressor but with worse armor that can be destroyed and killed much easier than an oppressor, unless you run deepcore 40mm PGL with hyper propellant and dmg upgrades (which i use now instead of fat boy), in which case its killed just as easily as an oppressor. Give your opinions in #suggestion-discussion, and have a very rock and stone day

tame bolt
#

Honestly, my current experience with Season 1 its been less fun because I feel like there's even more directing me to play missions that I just don't want to. I really don't like escort or salvage and I don't enjoy the hollow bough or the fungus bog. Assignments were already annoying because instead of playing the parts of the game I want to, I'm stuck doing the missions if I want the resources. It's basically at the point where I want to just play the missions I enjoy, but I need the resources and overclocks.

Basically: either I play maps and modes I don't want to, or I don't get to unlock stuff.

I'd really like to see Season 2 have universal goals more often for its challenges like kill 300 grunts or mine 500 nitra. This makes it so I can get them no matter how I play.

kind zodiac
#

I'd love to have a clown nose cosmetic
Or if possible a red grenade instead of a red clown nose
So i can finally finish my Ozob cosplay

valid wagon
#

One such suggestion I had with Ziplines would be to possibly have some sort of button to press so that you can grab stuff while you're still ziplining.

As a gunner who does a lot of solo missions, sometimes, I'd have to use a Zipline to grab a secondary objective from the walls if it's high off the ground so with the key you press to switch which direction you're going being the same to grab stuff, it's obviously quite a lot to on purposefully let go of the zipline, grab the thing and get back on the zipline fast enough so that you don't fall.

hoary niche
#

Flare physics let us pick up and hold flares like mugs from the bar and throw them if we want while theyre lit ect

plucky jasper
#

Deep Dives giving you more Seasonal XP upon completion your first time doing them.

radiant drift
#

OH OH Maybe give em a Lil Doretta........ Loretta! ❤️ (I think I ended up with a completely different Idea there X3

modern shell
radiant drift
#

Oooooo I kinda like that. Just slap it on some minerals And it'll get em all

radiant drift
#

Customization for Loot Bugs.

graceful isle
#

Make engineer's plasma burster blow up toxic clouds

mortal solstice
#

Balanced/Unstable OC Idea for the Boomstick: Radioactive Shells

rocknstone Enemies killed have a chance to leave radioactive fields
rocknstone Slightly more damage
tothebone Less Pellets per shot
tothebone Slower Reload time

Custom made radioactive shells pack more of a punch and leave behind radioactive decay from it’s victims! However these shells are more delicate and require careful reloading, as well as being difficult to manufacture, there are less pellets per shot.

graceful isle
#

Apply T5 Subata Volatile Bullets to frozen and sludge covered enemies.

fiery hearth
#

Elemental related kill quip ideas:
🔥 "Ooh, toasty."
❄️ "You need to cool it!"
🌩️ "What a shocker!"
(neurotoxin) "Ha, he choked on that one!"

rocky dove
#

Escort mission:
Please make it so activating events and sub-objectives (crustite infection, prospector, etc) would NOT aggro them onto the drilldoser!
In fact please disable aggro on it during any sub-objective because the more advanced high-damage spawns and their projectiles shred it in pieces instantly.

#

Second, bosco and bet-C:
Please make them either not aggro or ping when he finds a prospector or a hoarder, since he can set them off in god-knows-where and lose the elusive enemy

tulip field
#

Hello, I am a user who has been playing DRG for nearly 190 hours. I'm writing this post because I have some suggestions. First of all, I would like to apologize, English is not my native language. So the expression may be clumsy. I would be grateful if you could understand my situation.

#
  1. Omen Modular Exterminator is too difficult during Machine Events.

The difficulty of Omen Modular Exterminator is too hard compared to other Machine Events. In particular, I like to complete missions alone, but OME is very difficult to break alone. As I have to stand alone on the scaffolding, other spider monsters will also spawn, and it's so difficult to deal with a self-destructing drone that is quite painful if hit, so I don't even deal with OME at all, I just ignore it. Please lower the difficulty of OME. It would be appreciated if monsters do not spawn during OME, or if you lower the number of self-destruct drones.

  1. It would be good if you widen the footrest of the mineral storage hole on both sides of the Drop Pod.

The footrest of the Drop Pod's mineral storage hole is too narrow to put minerals into that hole. I would appreciate it if you could widen the footing a bit to make it easier to climb.

sturdy smelt
#

deep dives need to have a reformed season xp, each deep dive gives 1500 xp, and each normal mission gives the same, as its 3 missions, it should reward the player with 1500 x 3, = 4500, think its a bit cheap to not allow that

abstract iron
#
  1. Friendly Patrol Bots ought to glow blue instead of green. The most common types of colorblindness all introduce confusion distinguishing red from green; right now in order to be sure if a Patrol Bot is friendly I have to either stare longer or read its namecard, both of which can cost you your life at higher difficulties.

  2. The screen border effect on shield link's active is too intrusive. For a player who isn't familiar with it and doesn't know it's been used, it can be mistaken for a debuff instead of a buff because the effect blocks visuals and seeing less = bad. I'd either make it narrower, more transparent, or even rework it entirely into more of an electric charge effect, something that really feels "pumped up" without distracting from vision.

  3. Currently, the earliest indicator for a new swarm is a change in the music. This happens roughly 30 seconds before any other signs, even before a callout from Mission Control. I love the music in Deep Rock Galactic, but I think the Music slider in any game should be optional: that is, as long as they keep SFX turned up, players shouldn't lose information or prep time for choosing to turn the music down. As such, there should be a visual and SFX indicator of an incoming swarm at the same time the music starts to shift -- say maybe, a hazard triangle ⚠️ somewhere onscreen accompanied by a broad rumbling sound.

hard magnet
#

The ability to pet compressed gold chunks, maybe by tapping e, while making you briefly hold e to pick it up, or the other way around. That way we can have a solo "were rich"ual. Maybe with unique voice like like "This'll buy me a new pair of boots" or something.

frigid eagle
#

A problem that some of DRG players have experienced in Escort is the lack of variety in the Heartstone phase. It really is the same pattern with the same phases over and over and maybe more phases than just the 4 we have as well as some randomization could help. Well, I'm here to suggest a few good ideas that may seem good as an Ommoran Heartstone phase.

BEFORE YOU READ

  1. I can't include concept sketches of the concepts so unfortunately, you might need to use your imaginations I
  2. When I reference crystal, I am usually talking about a design of the Ommoran crystal

CONCEPT 1: Crystal Stalice

Alright, crystal stalice, here is how it would work. Essentially, one of the big pulses from the Ommoran had enough force to set tense enough vibrations within the cave to cause a sudden earthquake. This earthquake sets in motion stalactites to fall from the cave, but this one is special.Crystal stalice is essentially just the fancy term for crystal stalactites from the Ommoran.

CRYSTAL STALICE

When crystal stalice is about to fall from above, there will be an indication in where the stalice will fall upon and will be signaled with a red circle ping on the ground. The more red circles within the area, the sooner the stalice will fall. The stalice will immediately fall once the red circle is full and the crystal stalice will fall upon the area.

Upon contact of the area, it will do a small explosion, damaging anything, including bugs and the drilldozer and send crystal shards flying.

However, while in mid-air, you will be able to shoot the crystal and with one touch, will be destroyed. This will stop the crystal from its contact to the ground and thus, if its designated location were the drilldozer, it wont do anything to it.

frigid eagle
#

CONCEPT 2: OMMORAN GUARD
The most elite species that dwarves have feared and have even gotten Karl to almost drop his pickaxe, almost. The Ommoran Guard will be a species that will only deploy in this particular phase. The Guarc is entitled with duties to always protect the Heartstone no matter what.

The Guard will be entitled to protect a Crystal Emitter, which disrupts the drilldosers effort to drill into the Heartstone and must be destroyed in order to continue the drilling.

The Crystal Emitters won't damage the drilldozer, just stop it from drilling and once the crystal emitter is destroyed ( will take a little more effort from pickaxes ), the drilldozer will continue its duties.The crystals will spawn at least 2 - 4 times during the phase and the Ommoran Guard will always be with it.

For the Guard however, I don't have much as to what they do and how difficult they will be unfortunately but just make em terrifying is all, sorry for the little info on them.

CONCEPT 3: CRYSTAL FORMATIONS

Crystal wall formations in the phase will began appearing around the cavern on the walls, roofs, and the floors and will act to the players an as ever changing environment and players will have to adapt to the changing circumstances. However if it were to spawn around the drilldozer, maybe it would be excruciating and frustrating so maybe around there is probably where they wont spawn but other than that, probably nothing more and nothing less will limit the capabilities of its spawn .Also, crystals will be broken easily similarly to the normal ommoran crystals.

frigid eagle
#

CONCEPT 4: VISION IMPAIRED

The pulses from the Ommoran Heartstone let out a form of gas that impairs the vision of the dwarves.

This vision could maybe go either two ways,

ONE. You could be seeing double or even triple of things, which will make you question just exactly what you are shooting at. Now, this would seem a little bit frustrating considering it would last a whole phase but what do you think on this? Maybe the one that will be fake would be the slightly faded one compared to the real one.

TWO. You begin to start feeling sleepy and you have the sense of just wanting to go to bed. Your eyelids will slightly shut, then go back, then shut even more, then spring open a little bit, but the real issue here is going asleep.

See, if you aren't getting damaged, you will begin to shut your eyelids more until eventually, you will pass out and must be woken up with another hit. A hit could come from an enemy, fall damage, or even a dwarf once they see flashing yellow hints around your body meaning you will about fall asleep

You will retain all health and shield from before you passed out so don't worry about that. The only issue I have with this is solo stuff considering you won't have a dwarf to smack you in the face once you start feeling sleepy. Again you get hurt a lot in this game, especially during an Ommoran phase so I don't think it would be bad.

CONCEPT 5: UPWARD CRYSTAL EMERGENCE

Crystal stalagmites will emerge abruptly from the ground, causing significant damage and will yeet the person.

Before a crystal stalagmite emerges, there will be rock particles coming from the ground in which it will emerge. The more the particles, the sooner it will erupt. There will also be cracking of the ground below the particles as well to indicate the emergence, the more the cracks, the sooner it will erupt.

Anyways, thats all folks. Feel free to leave your thoughts, thanks for reading and remember, rock and stone!

gleaming quarry
#

The merch store totally needs to sell a beer glass/mug. It doesn't need to be identical to the ones in-game as it would be hard to manufacture, but maybe just print the brands on them or something. My friends and I (Belgian, we love beer) would totally buy them.

unkempt robin
#

sandwhich game mechanic, Ham Sandwich, Turkey SANdwhichs, CHEese sandwhich, Steak Sandwhich, Bread sandwhich, no sandwhich. you forgot it
it like heals you and replaces the entire secondary slot for weapons or the grenades

manic crystal
#

Railgun. High pierce, decent damage.
If only.

verbal marlin
#

Would like to see a team text chat for console that doesn’t require you to use mouse and keyboard. Similar to what warframe has.

lapis quiver
#

Two overclocks for drak: a balanced and an unstable. Increases ammo on it at the cost of heat drain and fire rate. Then the unstable having an alt fire to being a shotgun that does decent aoe and mines dirt a bit like the epc-

gaunt glacier
#

DD and EDD giving credit toward your seasonal biome/class challenges for each stage you complete rather than just 1 for doing all 3, only on your first completion. Each completed dive after that counts as 1.

terse trench
#

I know this has been posted before but I wanted to add to the number of people suggesting it:

Need a way to report people and the punishments from said reports need to be carried out to give them weight/power.

I was completely baffled when I realized there is nothing you can do against assholes & trolls.

mossy juniper
#

can we please get a way to disable the neck/upper chest of armor frameworks so it doesn't clip with full face helmets? I'm looking at you, gunner mark 4

hushed vault
#

Mission Mutator Mini Mules!!
Instead of the standard Mule, every dwarf gets their personal Mini-.Mule

dark mesa
#

New terrain/event, Surface of the asteroid

Other objects may hit it during the event, Good lighting for once for the most part.

Bugs are swarming in giant pillars to attack DRG orbital platforms themselves so now you have to march to the opening, sneak in between waves or blasts (Could just be an advanced Dreadnought firing from below the surface) and you plant an explosive to either kill it or take down the hill that they made. Which of course is finished with a race against the clock to GTFO.

Could act as a deep dive like mission where you have 3 stages, planet surface, tunnels, explosive set up on the Dreadnought shooter/weak point.

fiery vigil
#

Something likely unnecessary but could be interesting, I feel that it would be neat if while not in a lobby with anyone else you could select the bed in your room to sleep and dream of your starting days, aka get to play through the tutorial again. Could be nice for returning players that need to catch up on the mechanics again.

dark mesa
#

Karl's challenges

Completing missions with certain restrictions, could be loadouts, without flashlight on the helmet, something. Done as weeklies with whatever benefits and a leaderboard with a fake Karl who is always at the top.

dark mesa
#

A way to hold a flare when not firing weapons (pickaxe, shooting or grabbing a ledge would cause you to drop it) Just for running around purposes.

tender coral
#

Mission type: Infestation.
a mining operation has gone to shit from a horde of Xynarch charge suckers who’s taken over the dwarven tech

fiery vigil
#

Enemy suggestion, Glyphid Sprinter. This glyphid would have longer legs than its brethren and move much faster, although it'd in return be a bit weaker than the normal grunts.

native dagger
#

give bosco a little more utility, if you can tell him where to place hacker probes / aquarq gemstones

near glacier
#

Aggressive maggots

desert jetty
#

Glyphid Princess
When the Glyphids were first spreading across the surface of Hoxxes, they adapted to their new surroundings, and eventually their pheromones too changed, becoming strangers to eachother. Resultingly, the hives in each biome became hostile to one another. Previously, their body count in this war was just barely below their rate of production, but with us slaughtering them by the hundreds, this new birthing strain has emerged. From what our scientists can tell, it seems to be some sort of unholy mix between a Warden and a Hiveguard. Dreadnaughts may be scary, but the Princess? Expect the swarm of your lives.

Combat Tip: The Spore Emitter is covered in a regenerating carapace which, when removed, temporarily disables the offense buff and becomes a powerful weakspot!

Attack: Low
Defense: Maximum
Speed: Medium

Family: Glyphid
Type: Ground
Attack: Flap (Melee, Area), Quake (Melee, Area)
Special: Cocoon, Offense Enhance (Area), Grunt Release (Area), Call Reinforcements
Armor: Wings, Body, Legs (Unbreakable)
Weakpoint: Mouth, Spore-Emitter

Visually, Glyphid Princesses resemble Wardens, though the size of Dreadnaughts and with 4 huge moth-like wings extending from their back.
Cocoon: Wings envelop the Princess, protecting the Spore Emitter
Flap: Wings push enemies in an area away
Quake: Wings smash the ground, dwarves in an area sent skywards
Grunt Release: Near-constantly produces Grunts + variants (Barring Exploders)
Call Reinforcements: Used only at fight start, calls small number of larger Glyphids (Barring massive, ie Oppressors)

Princess does not chase, and halts regular swarms while active.

This enemy is only encountered as the boss of this mission: #suggestions message

ebon badger
#

once the season ends: a new biome/modifier with remains of Rival tech; prospector corrupted by a xynarch charge sucker; a few glyphid variants with the 3 types of turrets incorporated into them (shield, burst, sniper)

quasi geyser
#

Passive perk: Sturdy

You're built as sturdy as the rocks and stones you love because of this you take 33%, 66%, 99% less knockback depending on the tier.

tardy fulcrum
#

add more loadout icons- preferrably the mission ones, so you can organize your builds for dreadnoughts, escort duty, mining expedition, etc.

charred crescent
#

please give a new empty core as a reward when we done the machine events without any empty core, and make us to use that on next time.
theres no motivation to do that but we just do if someone needs it.

hushed vault
#

Radiation Exclusion Zone Bulk Detonators should have nuclear capabilities

fickle tide
#

What about, pipes, to grind, in the space rig

azure heart
#

So, I'm still new to the game and learning/unlocking stuff, so I still got a little bit before I can officially start popping off ideas for the game, but one I feel I need to point out is this:

First of all, I don't know if the devs plan on making new characters to play as, and second I don't know if they have or plan to incorporate a PvP mode, but I have an idea that could cover both. For starters, the new characters would be a set of 4 like with the Dwarves we have now, but I was thinking this new group would be a group of Orcs with unique gear to themselves, and can be played with normally like the Dwarves, but the PvP mode would have you choose a side. There would be a multitude of modes like there is now (like Point Extraction, Egg Hunt, etc), but it would be more of a competition of which team can gather the most minerals in a fixed amount of time, or take out the most/biggest Gylphids/enemies in general, within a fixed time. Since this mode would have an 4v4 mechanic, caves would more often than not be long and complex, or just entirely new caves with a different rating system. Either way, it would mostly be a competition of which team is the better Mining/Slaying team.

Or we could just do it the old fashioned way and just try to take out the other team... idk. It's just a thought. I mostly just wanted to point out if they do a DLC thing and bring out new playable characters, instead of more Dwarves, we could easily pull off Orcs since many things tend to portray them living underground and working in mine shafts. They could even get a little creative with the skins and let us have Darkspawn from Dragon Age or something.

civic coyote
#

The Corrosive Sludge Pump should deal regular DoT damage to armor. This would be thematically appropriate. Currently it only deals damage to armor if the Ingredient X is used. Ingredient X would still greatly increase armor damage over baseline if this change was made.

north aspen
#

A new mission type: Train escape! (With actual tracks!)
Instead of escorting dotty you get to escort a loaded freight train that will make 1-3 stops (depending on mission length) to a launch pad where it will deposit all freight cars full of goodies. The train will have 6 cars in total, defend them and a fine paycheck will be rewarded! Also the freight train is fast, your team can stop it anytime but it will give the bugs a good chance to attack! So don't fall off!

peak mortar
#

Gold really should be able to mine with 1 pickaxe swing. Most players skip gold because they are time consuming to mine and they dont reward much credits. Crassus detonator shouldnt feel like a chore, it should feel rewarding to players. Mining gold as dwarves is the main part of its fantasy, hopefully devs can give more incentives to gold mining

ashen rain
#

Gate Haz 4 in some way for absolute day 1 greenbeards.

desert jetty
#

Second Wind Rebalance
Level 1: Unchanged
Level 2: 8% Movement Speed -> 10%
Level 3: 4.5 Second Delay -> 4
Level 4: 12% Movement Speed -> 14%, 4 Second Delay -> 3.5

The consensus I've seen, and from personal experience, is that players generally don't sprint without interruption long enough for this to activate very often, and even when it does, it's hard to notice. Bumping it's max effectiveness a bit (and making the levelling more consistent) would hopefully rectify this, and make it a perk more people are willing to use.

near plaza
#

Let other people hear the dings from completing a stage of patrol bot hacking so I can show off to my friends

hard magnet
#

Rather than spawning macteras out of thin air, spawn them in holes, for example, way up in the shaft where the drop pod comes in, or where a resupply pod comes in. This would work especially well in the desert or icy biomes, spawning them in the vents. It's just a tad disorienting to see a group of macteras appear out of thin air in front of you. It makes sense for the glyphids, since we can see them dig out of the ground, but not the flying bugs.

hollow cobalt
#

Support tool and utility overclocks or just upgrades in general. Of course there could be clean ones like +10 ammo for the platform gun but I wanna share my ideas on some unstable ones. The reason why I want overclocks for these tools is because it gives much more customizability options to the player. These below are just my ideas for some overclocks:
Engineer
Platform gun

  • The platform gun shoots pillars (about dwarf sized) instead of platforms, the pillars are vertical and their diameter is a bit smaller than a platforms "This could be used to make walls better at the cost of smaller platforms when making staircases or ledges"
  • The gun has a lot more ammo but it shoots small balls (works like the GLOO cannon from Prey) "More versatile as you can do both platforms and walls, but it takes more time as you have to shoot multiple balls to do something"
    LMG Gun Platform
  • The sentry gun has a deployable mini rocket launcher on top of it that has to be built separately "Engineer gaming"
  • The amount of sentry guns doubles, they are thrown and stick to surfaces, they're smaller and weaker, they auto construct themselves but can't be refilled, they have to be recalled and redeployed to have more ammo
    Driller
    Reinforced Power Drills
  • Power Drills can be detached from the Drillers arms and will continue to fly forwards constantly digging (and consuming more fuel) "This would allow the driller to run away while simultaneously making a tunnel, also lets him mine ores from distance"
    Gunner
    Zipline Launcher
  • The max angle property can be ignored, but if the zipline is at an angle that doesn't respect the max angle, it will break after x time "Vertical ziplines, lets go"
  • Travelling on a zipline is way faster but bugs can walk on them
    can't send more cuz no Nitro 😦
near glacier
#

Option to watch your previous gameplay as a video clip

So when you missed crazy stuff happened in the game, you get to see it again or you just want to see how well you did
Maybe even a freecam where you view everyone in a spectator mode, basically allow you to record cool clips and stuff

grave prawn
#

A few simple ideas:

Being able to burn hanging grass stuff would be nice to improved visibility.
Using cryo to remove the goo could be nice too.

My friend said "Rename Gunkseeds to Dunkseeds" and you can throw them into molly from a long distance.
(Throwing stuff into molly seems like a good idea in general.)

A "for fun" idea:
Add a perk that lets you spawn a barrel, perhaps one that explodes when shot.
Being able to barreljump in big cavens would be fun.

desert jetty
#

Platform Gun T2 Upgrade: Waffles
Platforms are now placed vertically, as walls, and may be climbed. While climbing, dwarves may perform any regular action so long as they are not moving, and may jump to get off.

Plastcrete mk2 now has competition.

next iron
#

During elites threat missions there should be a low chance of an elite loot bug spawn, this would change almost nothing, but I would find it very funny

teal lily
#

Screenshotting my gripe about bulk spawns

trail jolt
#

little threat concept: basically just a perpetual storm that's constantly happening, not as movement restricting and all. but something that's a type of situation that makes the planet feel more lively with it's weather

willow cloak
#

Can we PLEASE put Sentry Gun onto Drilldozer???

torn hawk
#

It's a silly minor idea but,
Can we show Doretta's head on the terrain scanner? I keep losing her. 💔

obtuse crater
#

Gonna drop my suggestion here as well.

PLEASE allow us to mute mission control. I like how immersive the game can be but that dude spamming the radio nonstop is a real deal breaker and it gets really old after playing the game for +300 hours.

flat kelp
#

Can you please add a skin or at least add the color palette of the dark future dlc to the pick axe? It would also be nice to color other tools like the drills, the platform launcher, etc. Thanks! 😀

willow cloak
#

Being able to roam around space for fun. Killing enemy companies spaceships with your spaceship Space will be the area around the Rig

winter python
#

Naedocyte swarm. Let them, and perhaps a breeder, spawn in place of a normal swarm.

ivory needle
#

Can we have some use of the diffrent ingredients for the beer? i notice that all the beer thats "todays speciall" is always using starch nut, cant you change so the diffrent variants use like the malt star etc? Piling up thousands of em and have no use of them once unlocked all beer licenses.

tall raptor
#

A mere thing, but I feel that if a dwarf does the 'v' button cheer with a Leaf Lover Special in hand, they should complain about it instead of calling for a toast.

flat kelp
#

So... When are we going to get a serious boss battle? Something's gotta lay those eggs. (Hope's for Serious Sam sized boss).

rapid wedge
#

Skins for torrent

desert jetty
#

No one's suggested this in a year, so just saying
It would be very very nice to be able to see all of your teammate's blue shieldbars just like their healthbars.
Just really weird that this isn't already a thing...

rugged lichen
#

I am sure there are a ton of people suggesting secondary weapons so I may as well throw my own into the mix:

Gunner:
Crossbow - get medieval on them the way dwarves used to centuries ago. Slow rate of fire and reload after
every shot, but high damage especially if you hit weakpoints. Fairly accurate straight shooting projectile
with a slight arc if you aim far away.

Tier upgrades include perks like:
pinning shots - successful hits on ground targets smaller than opressors immobilize them for a few seconds.
Hits on flying targets have a chance to knock them out of the sky.
serrated arrowheads - hits cause a bleed effect that ignores armor

Overclock ideas:
Semi-automatic crossbow, Exploding bolts

Engineer:
Tesla cannon - A short range dual-coiled generator that sends arcs of electricity in a 45 degree cone in front of them.
Electrical type damage and a good sustained close range aoe alternative to breach cutters and grenade launchers.
An overheat type weapon with no reload similar to Drak carbine or gunner minigun

Tier upgrades include perks like:
Chain lightning - targets that get hit have a chance to have electricity arc to nearby enemies dealing extra
area damage. This chance increases if the targets are already shocked (pairs well with some stubby/lok1 builds)
Electrical burns - hit targets have a chance to get burned, lightning them on fire and dealing damage over time

Overclock ideas include:
Thunderbolt: charged shot that goes in a straight line through enemies
Turret Overcharge: much less ammo and damage, but hitting your turret overcharges it for 5 seconds, making it shoot
extremely fast like a minigun with a few second cooldown of no firing afterwards

near glacier
#

A way to add friends on steam through the game would be really nice, I just played with someone who had to leave after a game and I will likely never see him again :(

pliant meteor
#

A padlock button to remove mod limit that when pressed opens a dialog that says.

Remove mod limit?

By removing the mod limit you accept and understand this is not in the games safe operating capacity.

Do not report any bugs while this is unlocked and by confirming you accept responsibility for any desync, network or performance issues you may experience.

Desperate for something like this ^

limpid lagoon
#

An autosave/quicksave feature [EXCLUSIVE TO SOLO MODE]

For when your pc crashes or something and you lose your progress on a mission.

This would be especially useful, because I just lost one of those rival company things because my pc crashed suddenly, and for some reason, it changed some system settings, don't ask, I don't know.
It made me extremely sad, and so I came up with this.

Do WHATEVER you want with the quicksave/autosave feature, maybe have it only work on one mission at a time, so on and so forth, please implement this.

dense cipher
#

Promotion Gamemode Suggestion:

Unpaid Overtime: Today is your legally-mandated monthly break, but Management has just found a massive cave system and they need dwarves to explore it. While they aren't allowed (or willing) to pay you for your work, they ARE willing to "buy" any of the valuable resources you happen to find while exploring these systems in your off-hours.

The premise is simple: Unpaid Overtime lets you explore deeper and deeper into an unending procedural cave network. The deeper you go, the harder things will get. There is no completion objectives or base salary. Instead, you'll be payed purely on how many valuable resources you come back with. You can choose at any time to end the mission, provided the majority of your team votes to call it quits. The resources to collect are a combination of every secondary objective resource found in normal missions, as well as those found by besting bosses/elite enemies, or overcoming unique challenges. Your team will have to manage risk vs reward, deciding if they have what it takes to open that dreadnaught cocoon, or if they should turn back now before they lose all their hard-won loot.
Think of it a little like a co-op roguelike.

prime niche
#

Make Industrial Facemask take beard equip slot instead of head slot

dense cipher
#

Mission Suggestion:
Swarm Control: A tower-defense styled mission, somewhat inspired by Team Fortress 2's long-abandoned "Mann Vs Machine" gamemode. Miners must defend a point against waves of oncoming bugs in a cavern with a long horizontal path. Swarms enter from one side of the tunnel network, while the point to defend resides on the opposite end. These enemies drop a unique resource upon death, which miners can collect and use to construct defensive structures and machines between waves. This resource vanishes if it is not collected after a certain amount of time, making the scout handy for ensuring you have enough funding to properly defend each wave.
Due to scans from mission control, miners can know what sort of bugs to expect while preparing for the next wave, allowing them to refund and swap out defenses as necessary.

Defensive Structure Ideas:

  1. Basic Turret - The same turrets found in Point Extraction. Choose a place to drop it, similar to Engineer's turrets.
  2. Flamethrower Turret - Uses a close-range flamethrower instead of bullets.
  3. Explosive Turret - Lobs Besty's explosive mines instead of bullets.
  4. Sniper Turret - Fires a thin beam of energy instead of bullets. Prioritizes larger targets first.
  5. Barrier - Place two rods similar to the hacking nodes, which will project an energy barrier between them. This barrier blocks bugs and bullets, but dwarves allows dwarves to pass. Bugs will either try to go around it, or chew through it if no easy path around can be located. Once broken, the barrier will remain down for the remainder of the wave.
  6. Stasis Field Generator - Creates the same slowing effect as the Scout's stasis field, but does so continuously.
  7. Resupply Pod - Same as the usual resupply pod, however this version is placed by a dwarf instead of drilling through the ceiling.

I can think of all sorts of other ideas, from gas-emitters to lamps, but I've run out of words, and you get the point.

clever dirge
#

When playing the haunted cave modifier there is a rare chance to hear Karl's war cry faintly echoing in the background. If you try to follow it you can find a massive opening with a giant skeleton of an unknown creature. In the skull you can find a pickaxe piece from a collection called Karl's armory (or something cooler named)

turbid wing
#

I know I said this before but can we please have some sort of visual cue for IW when it's in use within the next few updates? (Such as a draining timer bar near the player's reticle or near the bottom of the screen). It would really help players define when it's going to expire so they can plan out what to do.

near glacier
#

OMO the overclocks of smart rifle are underpowered and not as fun as other overclocks of any other weapon

desert jetty
#

Unstable LOK-1 Smart Rifle Overclock: Integrated Targeting

+ Turrets will shoot locked targets once every time the Lok-1 fires at them
+ +90 carried Turret ammo
- -5 Lok-1 Damage
- +15% lock-on time

Don't quite know the balance of the guns in this game yet, so just send some messages in #suggestion-discussion if you think it's out of line or somethin', please and thank you
(clarification: it doesn't change the turret's targeting option, it just makes the turret fire an extra bullet towards your target when you fire, without interrupting it's normal 5-round bursts. So hawkeye isn't obsolete. Range and line of sight limitations still apply)
Basically for people who want to turn their turrets into bullet hoses instead of rocket launchers or electric fields

warm hornet
#

I see that the gas clouds from the poison mushrooms in Fungus Bogs ignite from various fire sources like CRSPR now, does C4 ignite Fungus Bogs' poison mushroom gas clouds? If not, it's explosive so it should! drillchamp
(I love seeing these kinda 'minor' hazards, they're always so unexpected and it's a blast to see them mix up or even start trouble for a mission, accidentally or not!)

late valve
#

minor cosmetic gag suggestion for the space rig: make it so that you can open up the fridge at the abyss bar. Upon opening it the a blast frosty air just like the ones you find in the glacial strata would start up and push whatever foolish dwarf that is standing in front of the open door backwards, as well as freezing them if they stay in the air blast too long.

hushed vault
#

Unstable LOK-1 Overclock Beta Targeting Software
rocknstone Ultra Fast lock-on time (+200%)
rocknstone Increased lock-on Range (+50%)
tothebone Lock-on targets dwarves aswell
tothebone Less Carried Ammo (-36)

prisma wigeon
#

Interested to see the response to this one
Balanced Stubby OC: ammo converter.

rocknstone shooting a turret restores the same amount of ammo
rocknstone slightly faster fire rate
tothebone lower mag size

rugged lichen
#

Driller: (part of my secondary weapon ideas)
Battle axe - For when you want to get down and dirty, and a pickaxe just won't do, grab your good old trusty
battle axe. This weapon is a pure melee weapon with a fair reach, with a power attack with
improved radius, armor breaking and much heavier damage compared to the pickaxe. When wielding it, it is a properly
equipped weapon, with unlimited swings. And yes, the beserker/vampire/ill see you in hell perks work with it.

Tier upgrades include:
Cleaving swings - wider swing radius allowing you to hit more glyphids with each swing.
Frenzy - each kill allows the next hit to swing 20% faster, stacking up to 5 times.

Overclock ideas include:
Katana - Someone's been practicing their agility. The katana does much less damage per hit, but you can
swing much faster. The power attack becomes a flurry of swings, dealing damage to all gyphids in a 360
degree radius and deflecting ranged projectiles directly back at the attacker for 2 seconds.
Earthquaker Axe - much slower swings, but crushes armor like no other and deals heavy damage. The power attack
has a significantly longer cooldown, but with a drastically increased radius. All glyphids in the radius of the
impact are stunned for a few seconds in addition to taking big damage.

unkempt idol
#

Second Wind rework: Change condition of giving the sprinting speed boost from run continuously for a few seconds to not use any weapons or equipment for a few seconds.

In most cases during combat and such it'd work almost the same as it does currently, but actions like grabbing a zipline, pinging something, stopping to check a terrain scanner or double-tapping sprint to trigger Dash would not disable the speed boost, and thus allow you to instantly continue running at increased speed afterwards, making it feel a bit smoother to use and improving perk's overall uptime.

Support tools and/or pickaxe could also not reset the timer if that wouldn't be an overkill.
Time needed to activate the boost as well as the amount of movement speed bonus provided could also be tweaked alongside if necessary.

untold totem
#

Headpat for bulk detonators

lone geyser
#

I see this has been mentioned before, but I'd just like to add my vote for sorting the Forge by Class or have a search box. The game has been fantastic.

junior turret
#

Allow the titles in the top right of your screen that are attributed to your level to be equipped as titles that display beside your name in game

I just think it’d be neat :)

orchid portal
#

New types of overlock
Weapon: Smart rifle (engie)
Name: Too Smart rifle

  • Rifle automatically aims at weak spots
  • More dmg vs weak spots
  • less ammo in magazine
  • less dmg at non weak spots

Weapon: smart rifle (engie)
Name: To infinity and beyond

  • Infinity amount of autoaim limited only by amount of ammo in magazine
  • less max ammo
  • less area of auto aim
  • less dmg
stone hazel
#

A change to the save game system where you can copy your progress from a sandboxed save to a regular save and vice versa.

I think this would help the community to be able to play the game differently between groups of players, and allow every player to keep any progress they've made while still choosing whether to play sandboxed or not

slate shuttle
#

Black-Out Warning
+25% Hazard Bonus
No Flares, No Flashlights, Weaker Light-sources.
Single, Carriable Light-ball supplied in Drop-pod

"Alright, Team; I'm afraid I got some bad news.

 Teams have been reporting in equipment failure, most specifically--Lighting Equipment, in certain areas of Hoxxes. Personal flares are refusing to light, flashlight bulbs are bursting, mining rig and drilldozers lights are only working up to 25% of their normal output, and EMFs are going off the charts. Even natural light sources are dimmer then normal. R&D is in agreement that it might be ***related to that Unknown Horror*** you've all encountered--perhaps it's point of origin; Hollowed Grounds if you will.  

 **Scout's Flare Gun works just fine**, thankfully, but is not enough. I heard ***Engineers made a "Soccer Ball" that emits light*** for "recessional purposes". R&D has made note that it doesn't seem to be effected by this phenomenon; perhaps due to it's casing, **so we will supply ONE with you with greater light output;** ***just try not to lose it.*** Your going in Darker then ever before; Take care down there, Miners."
elder jackal
#

Minigun Clean Overclock: JP-J Kinetic Propulsion Module. This experimental module was originally designed to enhance the stopping power of the minigun’s bullets; however, instead of applying force forwards, it would instead push the user in the opposite direction when fired. DRG being DRG, the module was quickly rebranded as a mobility tool.

  • Bullet Rocket. Functions similarly to the Machine Gun from Cave Story or the machine gun backpack from Jetpack Joyride; firing the minigun while airborne will propel you in the opposite direction.
quiet robin
#

New Idea for a Mission type. Ruin Excavation

Ruin Excavations is a mission where you have to search the cave system to find keys to open up a ruin temple. Where inside lies treasures of different minerals, some gold, and most importantly a gem. This gem will be unique to the biome as a sort of representation of the biome which has unique properties that DRG will be looking into as a type of power source.

The caves are set up more as a labyrinth with 6 major caves, The entry point, 2 extra caves, 2 caves that have the keys, and the temple itself. And it will have a bunch of pathways that lead to dead ends. Also how in the major caves, the resources like nitra, gold, secondary objectives, and extra minerals can be found in these parts of the cave and not in the winding pathways. But for in the major caves, they will have ruin sites. They will have ruined structures and buildings long abandoned. But made of a material that can't be destroyed. As for the caves with keys, you will basically need to hack in and wait a while to get key to be extracted, which will be when a wave of enemies start to attack. And after it's done, you have to carry it to the temple. Where you would have to carry and throw it, even having to make pathways to get to the temple easier.

#

(Continued from last post)
This leads to finding both keys and hauling them all the way to the temple. Where once it starts it's opening process, another wave will start. The time to open is longer and the bugs are very aggravated. Even having a small chance to summon one of the three dreadnaught bosses. But once you survive long enough, the doors will open, leading to the treasure.

For the key holders and the temple itself, it would have almost viking like rune stones that depict what would be the story of this civilization. A small peak to the past with it's design. Just like the structures, the rune stones and the temple itself is made of an indestructible material so you can't dig into it.

Also despite the bugs hating these structures, once inside the bugs won't go in. They would crawl around the walls like they do with the drop pod. Just so your team has breathing room.

Once done, call the drop pod with Molly and make your way to wherever the drop pod landed. It will arrive instantly and the team would have to move out like normally.

gray oriole
#

Add an option for mainsave players to accept sandbox players into their game. Pretty mad that either I have to stop progressing to play with my friends or my friends have to revert hours of progress and stop progressing to play with me.

summer ridge
#

Mute engie turret relocation beep. It gets really annoying playing with engies using em discharge and constantly spamming relocate. I don't think the beep is really necessary in the first place.

south ridge
#

Rarely spawn patrol bots and other rival tech with charge suckers on them in normal missions

eager sundial
#

SMRT targetting on the LOK-1 should also ignore any locks that are blocked by terrain during the burst

azure frost
#

I want rotating blades on the front of my minigun and go full meat grinder 😦

azure frost
#

can one skip the forging animation?

proven sandal
#

Give the Drak inspect voicelines like all the other new weapons

Also the crosshair doesn't change depending on your accuracy stat and I think it should

graceful isle
#

Idea for new mission: Deep core manufacture. (heavily inspired by cook off from payday 2)

Management has decided to extract resources from Hoxxes’ core and have sent in the Dwarves alongside an Extraction platform to collect and process volatile materials directly on Hoxxes before sending it back to the Space Rig. Be careful, it is extremely unstable and a mishap in its processing can lead to destruction of the platform.

Players start the mission and soon after the platform falls from the space rig. The platform has a pipe extending to the bedrock on the bottom of the map. There are three new resources unique to this mission. They are pulled at random from a list. They are 3d objects, mined, shot from the ceiling, extracted after breaking the shell or collected with a tool like doretta’s batteries.
With the assistance of mission control, dwarves gather the needed resources and set to work while fending off bugs. Mission control feeds the group instructions on which resources to use, but tells different lines to different players.
Mission control may get the resources wrong, however he will eventually correct himself if given the chance. If the crew still use the wrong resources, the platform will explode, while also initiating a "point of no return" countdown that will likely result in a mission failure, since the drop pod will never arrive to extract if it wasn't already there to begin with. Additionally, anyone caught in the blast will lose some health, and may be downed if they have little health left at the time of the explosion.

azure frost
#

When at the forge and missing minerals for a craft: let the dwarf choose to craft anyways, for the additional credits the minerals would cost in trade.

graceful isle
#

Once the crew has cooked three containers, they can call down a drop pod, take them to it and escape. The crew can cook an infinite amount of containers, but the drop pod can be called only in a limited time frame (Space rig orbits this point of planet every X amount of time and can’t send drop pod immediately)(lore: extraction is commencing on poles(less distance to reach core) but space rig orbits them infrequently)
After map’s resources will be used up(or after a number of processing cycles), a button will appear on a platform to order supply pods. Three of them will arrive, each with a full set of resources for one cycle. When two of these are used, button will appear

little monolith
#

Overclocks should have an exceedingly rare chance to contain hidden beers for the Abyss Bar

near glacier
#

sell the ability to roll back to previous game builds as a dlc

alpine siren
#

skins for Steeve. or anything to make him more obvious to my trigger-happy friends.

spring nexus
#

What are the chances of adding Skins for Molly? I think that can look pretty neat if you have a kitted dwarf and not a stock standard robo crab following you XD

sturdy smelt
#

think the space rig needs more xmas decorations, feels like its only in the bar ): should be everywhere, also a big xmas tree would be nice

jaunty swallow
#

Can we also get the chrismas soundtrack?

ocean minnow
#

DRG resource management mobile game that ties to your main DRG account. In this you play as one of the 'higher ups', in charge of sending out mining parties, choosing locations to mine, building new facilities, and making sound investments.

Unlock cosmetics for your Space Rig via mobile app achievements.

A percentage of the resources earned in the mobile app goes to your main account.

mint sun
#

I think the devs missed a trick in not converting the mission terminal into a snowglobe for the holiday season

cedar sand
#

an oc idea for the drak-fire

name: damaged particle stabilizer

desc: the broken stabilizer on this rifle has caused it to have an unpredictable effect with each shot at a general lower damage

effects:
slightly larger battery cap
massively decreased damage output
slightly increased friendly fire damage
slightly increased rof
does -5% damage to targets that already have a status effect inflicted on them
every shot inflicts a random non stackable status effect including armor breaking (excluded effects are cryo and burning)
edit: @ me with what ya think of this idea in #suggestion-discussion

dense cipher
#

Active Perk Suggestions:
Often I find myself wishing for more variety in the active perks I choose when heading down into the mine. So here are a handful of suggestions off the top of my head. I'll leave cooldown times to the people who actually know how to balance such things.

Experimental Scanner
ACTIVE: Hold "F" to highlight all enemies in red within X meters for 7 seconds for you and your team. This effect penetrates walls.

Medical Drone
ACTIVE: Once per mission, direct your scanner towards a downed ally to activate a healing drone which will fly to said ally's location and revive them remotely. (This healing drone uses Bosco's model and animations.)

Right Back Atcha!
PASSIVE: Strike incoming projectiles with your melee to send them flying back to sender.
ACTIVE: Hold "X" to reflect half of all incoming damage back towards assailants for X seconds.

Miner's Trance
ACTIVE: Double-click the right mouse button to swing your pickaxe twice as fast for X seconds. During this time, all ore and terrain takes one less strike to break.

Dwarven Warcry
ACTIVE: Hold "V" to release a mighty dwarven war-cry, frightening all enemies within X meters for X seconds.

Last Resort
PASSIVE: While out of ammunition for your primary weapon, receive a bonus to melee attack damage.
ACTIVE: Once per game, hold the resupply key to refill X% of your primary and secondary ammo.

Emergency Pint
PASSIVE: Adds a 6th item to your arsenal, a stein of beer.
ACTIVE: Drink this stein to refill X% of your HP, or hand it to others using the right mouse button. Refills passively.

lapis mica
#

Casual player's suggestion: Most players like progress and in the later game (when all weapons have been unlocked and all modifications have been bought) overclocks are the only progress. The problem, however, is twofold:

One is that you can only gain a limited amount of overclocks per week. The other is that the overclocks you gain are not necessarily useful to you. Why? Because some casual gamers only play one character class and not 2, 3 or even all four. Consequently, there is nothing more frustrating than playing with friends who then get overclocks in the random 'infused matrix corses' that are not usable for their class. Every time this happens, the likelihood of those players playing the game again decreases.

So my suggestion would be: Please introduce an option to prioritise overclocks for a class, even if you have to bribe the management with credits etc. for it. For long-term players this is all irrelevant, but for casual players (be it due to time constraints or broad gaming interests) who basically like this game, there are few things more annoying than this.

grim wolf
#

New gunner gun idea: A Sniper to kill far away monsters with the scope (not a big zoom but a little one to see more clearly!)

jade shard
#

A skin framework for Bosco that looks like Loyd would be dope.

sly shadow
#

Change the Aggressive Venting OC symbol on the Drak to be same as the Aggressive Venting symbol on the LS Minigun mod on Tier 5a.

limpid mirage
#

where is xmax hat on molly? notnice

spark mulch
#

Chang the battery booster OC to when over half shields, instead of when full

elder jackal
#

Secondary Weapon Idea: Thunderhead Chain-Hammer
An ancient weapon, hailing from a time before even the oldest guns. Despite its antiquated nature, the Chain-Hammer is still revered for its reliability and flair, while modern enhancements make it all the better for cracking open glyphid carapaces.
This weapon consists of a weighted throwing hammer attached to a motorized winch via a heavy-duty chain. The weapon has two firing modes: tap-firing with this weapon will trigger a short-ranged but wide-angled melee swing, while holding down the fire button will prepare a charged attack. Releasing a charged shot will cause the user to throw the hammer in a long-ranged arc, which deals both high single-target damage as well as a bit of burst area damage upon impact. After impacting an enemy or surface, the winch will begin to retract the hammer, returning it to the user . There is a slight delay between throwing the hammer and its return during which it cannot be used, though the user can switch to using other weapons during this delay, as the hammer returns automatically. Using the melee attack expends one charge on the hammer and using the throw attack expends additional charges.
I’d imagine this weapon fitting in best with the Driller’s kit, as it fits with their machine-heavy aesthetic and their primary weapons (as a means of finishing enemies who have been softened up by the Driller’s primaries).

tawdry bison
#

My suggestion and only hope: for us to get cosmetics for our equipment. For instance I bought the tech rivals pack and to have my engineers turrets look like the tech rivals theme or to have a blood red shield or perhaps a hot pink zipline gun and pink zip cords on gunner would be awesome. having the turrets covered in bug hides and teeth/claws. I feel a 'fourth relic' or 'custom engineered' turrets would be even more impressive looking. imagine what 'tech rivals' drillers drills would look like. It's something that isn't terribly important but in my opinion would make not only the purchasable cosmetics that much better but an expansion of player control in appearance is almost always appreciated. I do understand that this would cause a decent bit more work for the devs because for every skin pack release they would have to code new meshes as well as for every currently existing and new color scheme in the game they would have to code those to be applicable to not only current and new weapons but all pieces of equipment + all alternate skins/meshes.

winged tangle
#

Some alternate tools that do a similar thing but different, like giving engie some little bug like robots that he can throw, they could just be a mini steeve with a gun that has low ammo but it would still be interesting.

magic yacht
#

Suggestion: Introduce a Christmas model for the M.U.L.E. Maybe like a little mechanical sleigh with presents on it?
Reason: It'll look pretty daft sliding around. I like daft. Also Christmas. Could maybe even have a little Christmas glyphid pulling it or something, wearing reindeer antlers. Christmas Steeve?

tough orchid
#

I think the various Data Cell voicelines like "It tingles weirdly when I touch it!" and "I hope I'm not getting sick from touching this!" should also play when picking up Error Cubes, for flavor.

calm garden
#

Negative mission modifier: Jammed Scanners
Due to some geological phenomena Mission Control can't get a proper lock on your position. Dropping down resupply does not put it where you want it. It drops randomly nearby (think hacking pods). Alerts regarding incoming swarm give you only half as much time to prepare. On salvage missions this effect may go away after performing triangulation.

New call in: Extraction pods
For the price of [insert balanced amount] of Nitra you can call in a pod not unlike the hacking or resupply (size-wise), but instead of giving you ammo, you can deposit a set amount of resources into it (probably a few hundred and perhaps a limited amount of large items). You can then launch it back into orbit via a button. Would be very handy on missions without Molly or when the team is split and there's too much to mine and too much Nitra.

unkempt idol
#

Sorting options for the wardrobe.
With more and more headwears getting added to the game, it becomes harder and harder to find a specific one in the unorganised list. Making them sorted by categories (e.g. hair, hat, helmet, seasonal etc.) would make it a lot easier to find the desired headgear. Ability to sort items alphabetically or through a search bar would also be great, though the latter will probably be a lot more janky for console players.

Category split could also be applied to beards and other cosmetic categories sooner or later as their selection will inevitably expand with upcoming seasons.

Below is a quick mockup of how a category split could look like. Clicking on those arrows would hide or unhide a category, to allow hiding of undesired items.

fleet forge
#

A "ready-check" prompt once the launch button is pressed by a fellow dwarf. Allowing the leader and/or the whole team to decide its time to leave.

winged tangle
#

A gloomstalker mask that has the glowy bits on top like the 3 but has the open beard thing that the 1 has.

quiet pilot
#

Add rare grenade variants that you can only find and use during missions. Example, a rare chance that when a radioactive exploder spawns upon death and you can scoop the goo out of its corpse and get a radiation grenade. Or, they can just be natural flora/fauna that have grenade-like uses, like grabbing a goo grenade in Fungus Bogs. Once you pick it up you can use it for the rest of the mission until you run out.

dreamy thicket
#

Idea for a new season: WRATH OF THE ELVES

Description: Noticing our activities on Hoxxes, and not pleased with our mass slaughter of glyphids and other wild life, A local Elven nature guild has made it their goal to force us out of Hoxxes. How are they doing so you wonder? The elves are releasing planting magical trees that are enhancing and evolving Hoxxes wild life. Glyphids and other beast are entering deadly new forms and threatening DRG's claim on Hoxxes. To top it off, Elves are interfering and summoning deadly nature spirits to deal with any would be miner. So like any threat, it is your goal to root it out.

New Event: Elven Tree: Elven trees can spawn on a map similar to rival data catches. To demolish an elven tree, the player needs to start calling down defoliant pods. Defoliant pods spawn in waves. They land a fair distance from the tree. The player must carry them to the tree, while avoiding anything the elves throw at you. Once the tree is dead, it will release a seed, which can be turned in for scrip, and season progress.

New Mission: Deforestation: The elves have grown a strong Oak in the area. The evolved wildlife from the oak is making all work nearby near impossible for any dwarf to do. So, it is up to you to exterminate it. First, the players must find the oak. Once it is located, the player needs to begin calling down Defoliant Dozers. The player is informed of where they spawn one minute prior to their landing. They need to be reached, and escorted to the oak. Upon arrival, they will detonate weakening the oak. A total of five dozer must reach the Oak to destroy it. If three dozers are destroyed by the elves and their backup the mission will fail. Once destroyed, the oak will drop an elven heart, which then can be given to Molly to finish the mission. All the player has to do then, is evacuate.

This is just a makeshift idea. If you have any suggestions, feel free to dm me.

near glacier
#

I feel like scout needs a damaging grenade, I'll go through a couple missions as scout and never throw a single grenade
Meanwhile, I blow through Driller grenades like they're normal ammo

ocean path
#

Not sure if this has ever been reported here or suggested, but I was just in a mission with someone who intentionally held us up on the Escape Pod departure for the entire 5 minute duration. He knowingly and intentionally would not back up into the Exit Zone of the drop pod. Since he was technically, "On the pod," we couldn't shoot him to Down him so we could depart nor could I (as the host) kick him for being disruptive of gameplay. I've attached some screencaps to example the situation.

Now, I'm not entirely sure if this is a bug, a feature, or what have you. However, this issue made me realize how easily someone could do this repeatedly to troll matches so I would like to make the following suggestion. Could we either:
a) Be allowed to kick players who are standing inside the drop-pod or
b) Extend the Drop-Pod's "Safe Zone" when departing to the entire interior so if someone attempts to be a troll like this again, they can't "stay safe" while doing so and must dodge Glyphids (and assumedly their team mate's gunfire). A way you could potentially still have the delay when entering the pod before take off (so people don't get stuck in the door) is maybe have a 3 second count down once someone enters the threshold of the safe zone before tagging them as "ready to depart." Thoughts? Opinions? Information I may be ignorant of?

lament gazelle
#

Lloyd should give you four beers every time you order, regardless of how many people you're with. After all, you pay the same price every time, right? It helps you feel less ripped off when you order a beer for yourself or with a small group.

Further, there should be a sink to tip out beers you don't want. I accidentally ordered a bunch of leaf lovers instead of passing out like a true dwarf and it was really sad

gray bloom
near glacier
#

Add a Mistletoe over the drop pod entrance.

rose ravine
#

add mushroom hat called the boolo cap

zinc spruce
#

I bet this was said before and I just cannot find it. But making it so the drop pod level entry voice lines fit the classes currently in the drop pod would be nice. It does not really make sense for a driller to say an awesome one liner while he is not even in the level. The ghosts of the drop pod scare me.

lapis sierra
#

Dunno if this suggestion has been made before, but a colorblind rendering mode would be handy. I get mixed up quite a bit on the green section of the color spectrum and I'd love to have something to tell stuff like compressed gold chunks more clearly from jadiz or aquarqs from bittergems and whatnot.

winged tangle
dense cipher
#

Space Rig Feature Suggestion:
A firing range, where we can test out weapons, upgrades, and overclocks without having to start missions. Bonus points if it lets us try out overclocks in our inventory we haven't forged yet.

cloud kestrel
#

Downed players within charging areas (e.g., uplinks and black boxes) should count as roughly "half" of a player for the progress meter, not zero.

Currently, getting downed even once in the uplink or fueling portion of a solo salvage mission often seals your fate; in the 5 seconds it takes for bosco to revive you, you've lost 15-20 seconds of the progress bar while ramped up enemy spawns continue to pile up around you, creating a vicious cycle while you're "jeopardizing the mission!"
It would be less frustrating if downed players in the radius kept the progress bar steady instead of decreasing it, at least in solo missions.

obsidian rivet
#

make Driller's other grenades more fun, and an actual choice. So far, Impact Axe is the most fun, useful and enjoyable, with other two very rarely used

mortal solstice
#

Idk if this idea has already been said before but…
Different Mission Control “announcers”, like instead of the normal mission control person, it’s a different person.

Couple mission control personnel off the top of my head:
A really drunk version of the normal mission control guy.
Another Dwarf acting like mission control.
Sock-puppet version of the mission control guy.
Female mission control??😳😳😳

Probably goes against the nature of DRG but maybe just a fun little thing since we get to hear the same mission control personover, and over, and over again

left rover
#

Allow hosts to choose minimum level or rank of players allowed to join games!!!!!! Its tiring having level 10s in haz 5 that still have no idea how to play

frank void
#

Make hats and glasses separated kinds of cosmetics so we can combine certain hats with certain glasses, its very sad having to chose either one or another. Of course there will be helmets and glasses that can't be used together, but that's not a problem with helmets that covers the beard

ruby wasp
#

Since new secondaries are on the way, i guess it is time to give us even more slots. 10 could be fine so we can try more combinations. Give us more!

terse wedge
#

Sticky Plasma Bomber
Rapidly launch sticky plasma bombs that stick to terrain, detonating upon contact with a bug or expiring.

  • holds 6 bombs in a magazine
  • bombs deal aoe damage in an area (~2m radius)
  • medium-high damage (~60 damage)
  • medium fire rate (~2 rof)
  • bombs are affected by gravity

unique upgrades
plasma induction - sticky plasma bombs accelerate rapidly towards the nearest enemy after a delay
chain reaction - bomb detonation triggers nearby bombs as well, each bomb triggered this way increases the damage of all bombs in the chain

overclocks
plasma floater - bombs are no longer affected by gravity but decelerate while in the air
quicksilver - bombs bounce and roll along the ground
plasma splitters - bombs create mini bombs that land nearby on detonation, explosion radius is greatly decreased
plasma tendrils - bombs no longer explode on contact with enemies, instead sticking to them and damaging them until they expire, will detach and stick to the next enemy when the original host dies
thick containment field - bombs explode only when shot, but have greatly increased damage and radius
coalescence - bombs that land close to each other will merge into a single, more powerful bomb

nimble iron
#

Dwarves get sad when you V with empty tankards in hand

visual bear
#

Maybe a mod page for console players?
So a mod can be suggested to be added to this page and if it passes "Management inspection" it get added to this page.
Certain mods disable progression like a "Instantly promoted dwarf" mod or an "All mods on (gun)" mod
But like a "Added shooting range" mod or a "Custom drop pod" mod don't.
And some mods disable online play if it conflicts with the base game.

stable sparrow
#

Future Season idea: Due to our rapid hunting of them the lootbugs have evolved into something quite nasty and are taking over hoxxes. thankfully R&D have figured out how to reverse this evolution with a new machine but it requires a normal lootbug. Get down there place a lootbug in the machine and lure as many of them to it as you can

slow star
#

Make the Plasma Burster OC for Hurricane GRS to ignore terrain collision 💥

tall raptor
#

Could we get cosmetics loadout slots to potentially match our equipment loadout slots?

mystic reef
#

For when we get overclocks for utility & mobility...
"Bridge Maker" overclock for Platform Gun

Create long, thin bridges with ease! Who needs a zipline anymore?
+ Much More Ammo
+ Much Higher Fire Rate
- Much Smaller Platforms
stray copper
#

I would absolutely buy (to show support) new voice-lines/personality types as a DLC, I want an enthusiastic dwarf that likes working for DRG, shows Molly some love and pep-talks other dwarves! For Rock and Stone!

mint idol
#

LOK-1 Tracers pierce enemies with super blowthrough rounds mod installed so it is easier to aim it.

wispy smelt
#

It would **really **spice up the roleplay aspect of the the game if instead of just having a loading screen before a mission, you could do some activities in the drop pod before you land. The dwarves and weapon upgrades (current ammo upgrade description is 'you had to give up some sandwich storage, but you ammo capacity is increased') are constantly mentioning sandwiches. Maybe you could eat sandwiches during the loading time, where you'd build and bring a sandwich before the mission with varying ingredients you find on Hoxxes. If you have the right combination, you have a chance to get a buff or something upon mission start. You could also do some other actions in the drop pod during loading, like go to sleep, sharpen your pickaxe to give it a temporary damage up, (up to devs) or just have the dwarves passively chat with each other, like boasting and stuff like that. This would also open the opportunity for some new cosmetic options, like maybe some exclusive voice lines or actions are unlocked in the performance pass, from cargo crates, etc. Also, if you are the only person in the drop pod, there could be some special dialogues, and Bosco could keep you company in the drop pod, and play around with you while the mission loads.

faint path
#

Make Bulk Detonators compatible with "Beast Master"

modern lava
#

MAKE THESE LIGHTS RED

unreal kraken
#

I am surprised there isn't an OC for the hurricane that completely disables rocket guidance so rockets can be more powerful. That way we could have something like the doom rocket launcher. You have to predict where the bugs will be. Dunno, seems like a no brainer OC

mint goblet
#

Has there ever been any discussion about handling what currently happens when you fail to join a game? It forces the whole session to reload, even if you were just sitting in a single player session. If the previous session hasn't been destroyed yet, it'd be a smoother user experience if they can just return straight back to the game server list instead of respawning in their bunk 🙂

fiery hearth
#

Armored/Gilded versions of some of the beards from the Performance Pass

native dagger
#

This one is very basic, the chance to tame larger creatures, like macteras and praetorians / oppressors
you can only do this at max beast tamer, and you only have a 50% chance to tame a mactera, a 10% chance to tame a praetorian and oppressors are a 5%, I think it's just a cool thing, and if it fails it does reset the cooldown, but only by half, so 2m 50sec.

hoary bronze
#

Hello Ghostship games, like the game its awsome, but I noticed that my victory moves arent account shared, this would be a cool feature maybe. idk maybe somebody already suggested it, but i would like to drink 2 ales after each mission as victory pose with every dwarf, because i dont have an alchohol problem. thank you 🙂

ebon badger
#

Mactera Grabber should have the chance to grab Steeve

dense cipher
#

Dialogue Suggestion:
The dwarves should have unique dialogue for the various actions and events they currently comment on. It's always bothered me that they all share the same lines, as it makes them each feel less like unique characters, and more like the same dwarf with different gear.

As for the voices themselves, I do find myself wishing they were more distinct from one another, as I often have difficulty telling the higher ones and lower ones apart in important moments.
Distinct accents would help remedy this problem. Luckily, different types of dwarves have been known to speak with different-sounding accents throughout fantasy. I've heard Scottish, Cockney, German, Russian, and Swedish accented dwarves before.

ocean minnow
#

Coffee Stain Crossover content:
-Pixelated dwarf head with glowing blue eyes a la Valheim
-A goat head, complete with bulging eyes and long dangling tongue, a la Goat Simulator
-Some third thing from another game they had a hand in

eager drift
#

Let us put sentry guns on Dorreta

hushed moss
#

Hoping reposting from my Reddit's alright.
I was thinking about melee damage and how it all gets to go to driller's arsenal, and crossed it with how gunner doesn't have any plasma weapons and made an idea. Bear with me, I am not an artist so I can only describe through words

The plasma whip! Or Limited Agility (to) Strength Hand (LASH) whip. Could there be a better acronym? Absolutely. The weapon is a line of plasma 'beads' attached to a handle. You might think of Terraria's whips, where every main piece has a bit of 'rope' in-between each other. This could be similarly held with something like thin breach cutter lasers.

The weapon could be charged by holding primary fire, to have increased damage and range. Each attack would use up a battery supply, possibly represented as an ammo count of 100, and power attacks would use extra.

I'd think the given gimmick to the weapon could be pierce or splash damage, or possibly a very close range grapple for ledges you just can't climb over fast enough, though maybe that should be an upgrade overclock.

Speaking of overclocks, I've thought up a few. Firstly, one could remove the charge attack in favor for rapid automatic attacks. Another could increase weak point damage or melee damage for splash damage. The last is a joke idea, but whipping teammates may grant a small boost. Yes that's a nod to tf2.

finite magnet
#

add a little icon when youre using VC. since while youre vcing you dont really know if its activating or if youre talking to air. like a little icon on your hud when you speak

wide shell
#

Rival Tech in-fight with Glyphids, so you could run into really neat little set-pieces, such as a bunch of patrol bots being a nuicance with a oppressor.

fair canyon
#

Someway to be able to tell which player/team is currently doing the same assignment mission as you in the server browser. (Kinda similar to how you currently can see who need to go where for their assignment on the map in the space hub)

desert jetty
#

The devs seemed worried about bulks being just themed reskins, so i decided to make this slightly more interesting than "detonator but the explosions are radioactive"

Radioactive Detonator
As if they couldn't get worse. These Detonators have spent an incredible amount of time in the REZ, absorbing enough rads to equal the output of a nuclear bomb. Resultingly, mutations run wild across their body, spontaneously creating self-aware tumors who want nothing more than to spread their affliction, rolling towards anyone they can find. At the same time, the most heavily mutated areas undergo peculiar regenerative properties, which has become a double edged sword for the nasty thing: The most mutated locations are the most traumatic ones to damage. Despite this, it's still a Detonator, and killing it is only half the battle. Even compared to it's slightly-less grotesque "regular" cousins, it's parting farewell's blast radius is enormous, instantly vaporizing any wall or ceiling for an incredible distance, though luckily the shaped blast keeps the floor minimally scarred. Surviving that, a blastwave will surely knock anyone in the cave back, and the resulting radiation will leave the area considerably hazardous. At least the mushroom cloud's neat to look at.

Attack: Maximum
Defense: High
Speed: Extremely Low

Family: Glyphid
Type: Ground
Attack: Tumor Generation (Area), Nuclear Fire (Area)
Special: Mutually-Assured Destruction (Area), Dig (Area), Weak Point Regeneration
Armor: None
Weakpoint: Bulbs

Tumors are like...really mean exploders that roll around, can't steer real good, and go kaboom when they touch you, showering you with radiation
The weak points have a lower damage multiplier than normal bulks, but will regenerate shortly after being destroyed.
The death explosion will have a longer windup for it's larger radius

woven wave
#

i feel like their should be a shooting range of sorts to try out new weapons and overclocks or new combos

mystic schooner
#

idk if it's already been asked but could we "Rock and Stone" while carrying Doretta? (Maybe have her squeal something too) Please and thank you.

vale rampart
#

The ability to pull up the local map while downed would be a great qol addition. With iron will sometimes you really need to plan where you're going before you use it since those 12 seconds fly by. Being able to check the map before you use it so you know if your a thin wall or small ledge away from potential red sugar, or even a shortcut to a fellow downed dwarf is a game changer. Also could be great for communicating with your team about your surroundings.

storm mortar
#

Allow people who are down to TAB to look at the map. People saying "Look Up" are confusing the map function for just looking around in the vicinity. This is specifically about using the map feature while down. Also, who lets suggestions get brigaded by these kinds of emojis, terrible.

echo path
#

add keyboard input to the mineral trader

desert jetty
#

Frostbite Exploder
The recent discovery of this creature has led us to lean more towards the thought that exploders are an intended result of evolution, given that they have now adapted to the harsh cold of the Glacial Strata in order both retain maximum blast power while gaining a new chilling edge to their suicidal attacks. While getting hit by the blast of exploders was generally ill-advised in the first place, you certainly won't be moving after catching frostbite from too many of these.

Combat Tip: If the exploder dies in a burning state, the freezing effects of their explosion will not occur!

Combat Tip: When exploding, the exploder leaves behind a small chunk of ice with various sharp icicles pointing out!

Weakness: Fire
Resistance: Cold

Attack: Very High
Defense: Extremely Low
Speed: Extremely High

Family: Glyphid
Type: Ground
Attack: None
Special: Flash-freeze (Area)
Armor: None
Weakpoint: Head

Yes I know it's not very creative, I just really wanted to round them out. 2 radioactive glyphids, 2 cold glyphids. good.

#

Flame Praetorian
As if the environment of the Molten Core itself isn't hellish enough, the bugs themselves have taken a liking to spitting fire at us. The inner workings of this creature are a fascinating look at just how volatile a creature's innards can get, it's as if lava itself flows through their veins. What you'll be worrying more about, though, is the fire bursting out of their mouths, much like their Dreadnaught elders. Like all Praetorians, they refuse to die silently, and will erupt into a short-lived inferno of flames upon death. As a result of the extreme heat, they have much thinner thoraxes in order to faster disperse heat, although their armor is much stronger to help keep the external elements, well...external.

Resistance: Fear, Stun, Fire

Attack: High
Defense: High
Speed: Low

Family: Glyphid
Type: Ground
Attack: Bite (Melee), Slash (Melee)
Special: Flamethrower (Ranged), Death Inferno (Area)
Armor: Front body and legs (Heavy)
Weakpoint: Back

And fire, too :)

#

Bestiary Suggestion: Add buttons on the pages for bugs which have several different models/skins with no functional difference between them, to allow readers to see the various looks a certain bug may have.

E.G. The typical grunt is the only model visible on the grunts page, but with this feature, you could click a button to change it to, for example, the model used by Grunts in the Radioactive Exclusion Zone, and so on.

faint wing
#

Floating Damage Numbers as an option pretty please.

I want to see exactly how much damage per shot I'm doing so I can really feel the effects of armor (and armor shredding), and have a special splash for crits + faded numbers for damage over time / hazard effects.

simple crag
#

For when Lloyd isn’t making our beers, when music is playing, have Lloyd dance as well. He can either dance with his little arms moving up and down, or if he wants to be extravagant, he can be tossing a cocktail mixer (or in DRG’s case, beer mixer) around, flipping it in the air, stuff like that. As far as I know he doesn’t do that, but if I am wrong, let me know.

foggy sparrow
#

please make the breather plant pettable, i think they're cute

wintry saddle
#

Giant aggressive lootbug elimination

fathom fractal
#

Lasertag in the space rig. Just add a weapon rack of real simple lookin rifles.

unborn imp
#

I would prefer it if we only had to purchase a cosmetic item once for all 4 classes. To balance this the price can be increased to however much. Is this too op or hard to implement? Also an option to copy and past layouts for cosmetics/weapon upgrades/pickaxe cosmetics would be cool.

vagrant mirage
#

Make it so turrets deal more damage to the locked enemies when you are using lasso overclock on Lok1

safe wind
#

Has probably already been proposed:
Turn Leaf Lover's into a single person booze option, instead of filling up all 4 slots.

fossil pike
#

I did a Christmas event mission yesterday that had 5 dwarfs loaded in at the same time. We did two missions as a team of 5, so the game does indeed support it (albeit with a few issues in the drop pod and space rig). Was this just an extraordinary glitch, or is there actually support for 5 dwarf missions?

strong plume
#

Rework the sound of minigun.
It has a lot of bullet casings flying out yet it just makes no sound.
And for how big the gun is, it doesnt feel all that strong either in the sound department.

winged tangle
#

Give lootbugs hats during holiday events.

sinful path
#

another warning modifier can be to include all types of disruptive enemies

rancid thistle
#

i hope the board game will be available in german translation!

wet kelp
#

Spring Event (Easter?) + Summer Event (Beach Themed?)

untold totem
#

it would be cool if the Space Biker helmet from the cosmetic tree in the performance pass would change colors to match the armor paintjobs instead of always being orange/yellow

next vine
#

suggestion: have a montly assigment that is help new players where you both earn rewards, it could be called montly greenbeard. or they just need to be lower level then you

near glacier
#

Voicelines for sploder:
"Watch your fire, this thing can blow up"
"Exploding plant here!"
"Lets cause a chain reaction!"
"Being near this thing makes me feel unsafe"
"Watch out, exploding plant"
"Don't get too close"
"Let's make it go KA-BOOM!!!"
"This thing is unstable"
"Stay away from that plant!"
"I love it when they explode one per one"
"Cease your fire for now!"

hybrid crater
#

female dwarves. but they are indistinguishable from male dwarves

jolly nexus
#

Clear all or mark all as seen for the red exclamation points

versed dagger
#

Make a new channel on the Discord for discussing the DRG boardgame

sinful path
#

hold E and left click for a power build
uses up the power attack to fully build a pipe segment or add half to mule repair or 1/4th to the bigger obejctives
also maybe to smash the button with a fist and activate it instantly instead of having to hold (:

cloud kestrel
lavish cove
#

Please make Radioactive bulk detonators in REZ

earnest breach
#

An Option to report players. Tried to tell new players something about the game and got told to fuck myself...And no, I dont exagerate, he literally wrote "go fuck yourself" with the fuck censored...

sullen island
#

Silver 1 adds one more passive perk slot,
Gold 1 adds one more active perk slot.

I just want IW, berserker, and see you in heck all on my vampire driller at the same time

tall bramble
#

one thing that would be nice would be something like a training room. A area that you can spawn different enemy types at a preferred hazard level. This area would give no xp or loot but you would be able to test yourself or curtain weapon builds that you may want to try out within a real mission. This would help newer players get a feel what higher hazards are like before they enter a real mission and ruin it. This also provides higher skill cap players to number crunch different weapon builds against different types of enemies before entering deep dives or whatever.

barren condor
#

Make breather plant supply oxygen on low O2

fossil raven
#

holographic gun testing simulation where you can choose loadout, and the ability to choose enemies to face or an event. and it puts you in a cell that has procedure generated terrain that mimics what you might see in a mission. no rewards, just testing what your loadout does. even before unlocking

dense cipher
#

One more loadout slot. That way we can have two loadouts for each primary weapon.

dense cipher
#

Additional Bosco upgrade tier:
Excavation Rockets - Rocket explosions destroy more terrain.
Aggressive AI - Bosco automatically attacks Lootbugs, Fester Fleas, and Gunk Seed Pods.
Delivery Drone - Bosco moves 75% faster while carrying heavy objects.

I find Bosco's later upgrades to be somewhat limiting due to their general lack of utility. These upgrades would help enhance the drone's helpfulness in a few specific ways, while keeping it from being unbalanced by ensuring they're all smaller enhancements.

trail sigil
#

Changing the audio for the bouncy bullets for drak25 would be pretty nice. I tought I was tripping while searching for a non existent cargo crate since drak's bullet bounce audio is very very close to the battery audio 🤠

elder jackal
#

Active Perk Idea: S.U.D.S (Spelunker Underarmor Decontamination System)

Passive effect: Reduces the duration of most negative status effects by 0.5/1/1.5 seconds (Webbing, fire, ice, pheromones, etc.)

Active Effect: Twice per mission, double tap C to release a burst of cleansing foam that removes most status effects from yourself and allies as well as certain environmental hazards (goo, snow, toxic gas, etc.) within a 3/6/9 meter radius.

(Not quite sure how to balance this, so I’d appreciate some feedback.)

formal sentinel
#

A suit armour type for every class for the next anniversary would be pretty cool

dense cipher
#

Bosco Rocket Alternatives:
Ever wish Bosco's second upgrade wasn't limited entirely to the same rocket? Here are ideas for two additional options:

Volley Shot - Use the scanner make Bosco fire a bombardment of micro-missiles covering a large area.

Explosive Harpoons - Use the scanner to make Bosco fire a harpoon with high impact damage and greatly reduced splash.

sour cove
#

Move the industrial facemask to the beard slot similar to the neck guard. There's so many cool cosmetic combos that you just can't do because the mask takes up the head equip region but only covers your beard.

dense cipher
#

The DIY Armour Set:
Sometimes you have to make do with whatever's nearby. An armour set using a barrel for the torso, mini-mule legs taped to the arms, oil shale canisters or batteries around the legs, shoes made out of toolboxes, a helmet made out of a spare Bosco rig, etc.

tulip mica
#

I got one, limit calling the droppod to the host.

rocky cypress
#

The server browser: you know how you get the "assignment progress" marker next to servers with a mission that will advance your assignment? Could we also get a "this will count toward a season challenge" marker? i.e. I have a "complete 3 point extraction or escort duty missions" so if all point extract and escort duty missions in the server list had the little "season pass points" icon next to them I wouldn't have to keep double checking the terminal for what challenges I still have. Also, extra credit for putting it on dwarf select as well (for when you have "N missions as X or Y role" missions)

elder jackal
#

Holiday framework for Bosco that gives them reindeer antlers.

fathom fractal
#

There should be derelict mining equipment. Think about how much stuff gets left behind: platforms, refineries, and so on. Doesnt really do anything, just set pieces to add to immersion.

I know this has been suggested a million times but you should be able to present your axe to show friends. My suggestion is mostly about funny things the dwarves could say like "I like your axe" "you've got a fat axe" stuff like this. Seems to fit with the game well.

maiden topaz
#

I would KILL for a way to integrate the union stuff in a proton-compatible way. Right now it's a really hacky program involving multiple scripts and strange launch options
https://github.com/0e4ef622/wine-discord-ipc-bridge
it's clearly possible but I would love for it not to be so horrible and just built in

wet pulsar
#

a buyable turret on top of supply pods that costs gold, it lasts for a short time and/or has limited ammo.

or

add some gold to a supply pod calldown to get a special pod with a limited turret on top

royal lagoon
#

drop the Christmas music T-T we have to deal with enough already.

simple stratus
#

add guns to molly

surreal ravine
#

a new mission idea: a boss fight so the dreadnots are found in cacoons changing into something stonger or something else presumibly have the normal dreadnot mission but at the end with side ejective done or not have mission managment say something about we missied one and have it break out the cacoon invicible until managment drops a esacape pod down while there all being chased by a larger and much stronger dreadnot (simular to the hiveguard) and have a cinimatic scence of it destroying the pod and roaring then have the boss fight begin have it do new moves ranged attacks a charge the standered boss fight then once or if it dies it drops large amounts of ore then they repaire the drop pod to leave for high gold and rescources.

simple stratus
#

Make the dwarves say "jadiznutz" when they point a jadiz gem

magic yacht
#

Suggestion: Hold activate (E default) while on a zipline to lock position.
Reason: No need to keep changing direction to stay relatively still.

still grail
#

Suggestion: If you have a bug companion during the drop pod sequence, pressing activate (E or what have you) to have Steve "free", maybe with him digging at his feet and disappearing or something. Maybe have the dwarves say "Farewell Steve.." or "Till we meet again, buddy!".
Reason: One of my best memories with DRG was when I saw Dorettas sad little head on the ground near the end of a escort mission, and realizing I could pick her up. I said "LEAVE NO DWARF BEHIND!!!", and ran through hell to bring her to the pod, then realizing that this is actually something the dwarves acknowledge, and it was fantastic. The dwarves love their companions, getting to send Steve off properly would only make sense

near glacier
#

Suggestion I don't know if they asked about this before or not. But how about getting more experience for the Season Pass for deep dives?
Reason You go through three missions, you get experience in like one

ruby gazelle
#

New mission idea: Glyphid DNA extraction. management needs to get more information on the Glyphids and just how they exist in general. the general idea is to drop a Minehead like structure on a Glyphid nest or something. the team then have to go to it and set it up as well as clean the bugs off it then push a button to start the DNA extraction maybe having another thing to do before the extraction like finding Glyphid fossils and putting them in the Minehead. The extraction is like the last stand waiting period on the point extraction mission. no frills. just survive then they launch the data into space and you book it to the pod. any suggestions would be appreciated and if so please ping me in Suggestion-discussion.

strong plume
#

A pickaxe and armor set that is from the ancient dwarven times/era? (maybe even a paintjob if it would be a dlc)
We got the grim specter helmets that look great, yet theres nothing that matches them.

stiff sparrow
#

I have a suggestion for Season 2 in DRG. It struck me after encountering wall eyes randomly on certain missions. So far they are just there to creep people out. But what if we have biomes infected by wall eyes featuring wall eye infected creatures or new fleshy creatures crawling around. I'm thinking something along the lines of 'The Crimson' from Terraria. Maybe the new mission type would be to set up a bomb at the heart of the infestation and get the hell out of dodge before it blows up. I think that would add a new flavor of horror on Hoxxes for the next big thing.

runic grove
#

How about an unstable overclock that makes the M1000 lock like the lok-1? But in exchange for ammo, damage, and magazine size?

azure frost
#

i often dream about a classic mode.
a real mule, a tank, a healer, a melee and a bow for the scout.
going dungeon crawling for the gold.

rancid thistle
#

please create more perks - i have dozens of perkpoints and cant use them....

azure heart
#

Okay, so, I've managed to play the game and get the hang of it a lot better, although my Dwarves are only level 20 so I still have a while to go and still have to unlock other aspects of the game, but for the most part I can see what the game offers.
My idea earlier about the PvP aspect and having Orcs in the game I can see now was definitely a dumb idea. Maybe having Orc skins/cosmetics wouldn't be so bad, but the game specifically states its about being a Dwarf. As for the PvP, I could still see it working but it wouldn't exactly be PvP. Hear me out. Each team drops into a cave system that is instanced to that team, so neither can interfere with each other. The main jist of it would be to do the mission in the fastest time possible, with bonus points for doing secondary objectives and farming the extra resources that spawn. Both caves would be mirrored as well so anywhere one team finds something the other finds it as well. It would be a little more of a friendly PvP thing as neither team can do anything against each other, let alone even see each other. Since it's mostly balanced for PvE, I could see it working out like this without needing to really change anything from where it is now, balance wise.

As for my statement earlier about making a DLC or something that adds in new characters, where I originally mentioned the Orcs and PvP aspect would come from, scratch that for the rehash I just did of it.

I've come up with a few other ideas, such as a new Dwarf to cover the role of a Medic as I noticed there isn't any way for the Dwarves to heal aside from Supply Drops and Red Sugar, and the melee perk that I can't remember the name of. I'm working on it on a seperate thing and will eventually post it here, but I want to get a little more in depth with it. Basically, to give a short description, think Baptiste from Overwatch. If the character limit didn't hit, this would be like 3 sentences longer...

#

The traversal tool I am pretty well stuck on is a pair of Exo-boots that work similar to Baptiste, with altered affects based on the chosen final bonus you can unlock. The healing factor wouldn't be extravagant, but enough to at least help players recover after a fight if they can't find any Sugar or Nitra to to call a Supply Drop.

wild grotto
#

during october the "i'm not scared of you" line should be replaced with "i'm scared of you"

proven raft
#

a tornado alley biome?

eternal frigate
#

Flares should slide on smooth ice, for fun :)

azure frost
#

make beer ingredients sellable or tradeable

eternal frigate
#

Objects and minerals that fall into hot spring tubes in the Glacial Strata should be held aloft by the air coming out of them so that they can still be picked up. It's really frustrating to have important objects fall into them and have to spend forever digging them out or just forget about them. If they can spit a Dwarf out like that, they can spit the minerals out too.

proven raft
#

medieval knight armor

dry cargo
#

Can there be a limit to how quickly you can call molly, to avoid someone just spamming the call molly button and making it impossible to deposit in her

azure frost
#

can we get the option to use hair when wearing the industrial face mask?

mortal maple
#

Soldat have the ability to cancel false zipline within 5 secondes after placed

Players can trade our forge ability

eternal frigate
#

Assignments that can't be aborted once they're chosen should be changed so that you can abort them, but only before you've completed the first mission. That way, if you select an assignment but then realize you want to do a different one first, you can switch them.

woeful echo
#

would be nice to have a few minor hud changes. I think players should be able to change the reticle colour, and it would be nice for the gunner to have a bar that corresponds to the overheat for the lead storm, so that you dont have to look away from your cross hair to see if youre gonna over heat

chilly dome
#

It would be fun to have kill counter weapons, maybe as a bonus for a promotion (Hit promotion for Engie, you get to pick an Engie weapon to make a Kill Counter). Would be really fun to know how many kills I've specifically got with my Warthog vs Stubby.

near glacier
#

A biome thats just an underground aquifer that has swimming bugs and we have to mine stuff in the water. Make it extra dark and add bugs that glow in the dark similar to praetorians.

river gyro
#

A second support tool.
scout In place of the flare gun, the "firefly", it shoots small drones that follow its target (friend or foe) and light up a small area around the target.
engineer In place of the sentry gun, "shock pylons" you can place down a couple of pylons that create a shock wall (if the pylons are close enough) that only effect enemies.
driller In place of the satchel charge, the "dirt gun" it uses the terrain that you mine with the power drills as ammo and shoot a blast wave of dirt.
gunner In place of the shield, you can request a "combat mule" (mini BET-C) for nitra, it does got a health bar so it can get destroyed.

earnest epoch
#

Is there any plans for ways to spend excessive perk points? I have 90+ points and it's obvious that with more content coming to the game, there will be more ways to earn them but no ways to spend them after unlocking everything.

Since this is a suggestion channel, maybe let us sell them for cash or resources? I dunno, it would be really nice if you could provide an endgame for the perk points.

Thanks.

golden kernel
#

More voice lines for Bet-C once she has been fixed, just like with the Hacked Patrol Bots.

barren condor
#

Suggestion when saluting… occasionally… a non-player dwarf responds. Echoed and distant. During multiplayer you might think nothing of it… but during single player…

golden kernel
#

I feel like the dwarves should audibly complain about the upcoming swarms, considering they're disrupting their work.

prisma wigeon
#

I just got an idea for a lok 1 oc: alternator. After killing a bug with hip fire, you get a damage bonus to locked shots, and after you get a lock kill, you get a damage bonus to hip shots. I think it being a clean OC would work. Interested to see how that is received

manic crystal
#

Scout utility: scan beacon. A place able beacon which highlights bugs and resource deposits and fossils, etc in a cave, which deminishes over time, slowly shrinking the scan radius.
A nerf to make this less OP is to make the scout only get one, which when it runs out, the scout can pick it back up and recharge it. This would fit the scout’s “purpose “ because it acts like the flair gun, Showing the cave to dwarves.

jade blade
#

Allow us to kick minerals on the ground, so we can mine stuff at the wall and kick it down to our teammates

magic yacht
#

Suggestion: Option for centralised minimal weapon elements on the HUD.
Reason: Most of the focus gets poured to the centre of the screen when aiming and firing at things, especially while everything is moving. Having an animated element (like a thin bar or something) that indicates your weapon's heat level or remaining rounds near to or incorporated with the crosshairs would benefit a lot of players. Gotta be optional though in case it's distracting for some.

civic quarry
#

Remove the inability to join a team during certain parts of a mission. We're not allowed to do it during dread fights, the Caretaker fight, or during the final stretch of missions. If I want to play with a friend and he needs some help during the Caretaker fight, he's just SoL because no one can join. I know it can be used to cheese experience and that's not great, but I think most people just want to join the game to play it, and cutting out options because some people misuse the function is not fun for everyone else.

winged tangle
#

A broken gloomstalker helm that shows us all the fancy bits.

tender coral
#

I beg to Karl himself, fellow Scandinavians. Give us a choice to have a overheat meter that’s shaped into the crosshair. It’s a nightmare to have to look down to the right on the Drak once every 0,5 seconds to see how overheated it is.

civic quarry
#

Change the Shield Battery Booster OC for the Drak25 so that the damage is always applied, but that the user gets a -20 shield penalty instead of having to keep full shields in order to get the damage. This way it still works even in situations like Shield Disruption.

little scaffold
#

Suggestion: Add the "Clear bar counter" button to the Abyss Bar.
Reason: Random players in the lobby can buy "fun brew", and it is mandatory to drink it. It is impossible to order another beer while there is at least one full mug. I would like to be able to remove the finished brew from the table, or throw a full mug out of my hands. For example, press "E" for take and press "LMB" for drink or press "E" for drop a full mug.

civic quarry
#

Give scout a codpiece on his armors.

elder jackal
#

Error Tunnels: long tunnels with walls composed of a black substance, similar to that of the error helixes. A constant draft of outgoing air prevents dwarves from venturing inwards, though terrain scanners pointed at the far end report their length to be infinite…

azure heart
#

A shovel

hard magnet
#

eye color customization. It bothers me that every one of us dwarves have green eyes lol

fiery hearth
#

Had an idea on changes to the ammo bar in the HUD. I think right now it works as, well, a proper bar showing 0% ammo to 100% ammo, but I'm thinking that the boxes should light up separately to show ammo counts for different weapons. This hastily made example implies that I'm out of pistol ammo as well as C4, for instance

still talon
#

New Mission Type: Colleague Rescue

Mission Control's briefing: Miners, a colleague (npc) from another space rig has gone missing and their team wouldn't stop annoying management about it, so we're sending you in after them. Maybe the dwarf missed the drop pod and we couldn't find him afterwards, I didn't get any details. Regardless, be on your guard for whatever, or whoever tries to stop you. We have a last known location of the lost miner, so maybe start there.

Mission Overview: This mission requires you to rescue an npc from the depths of Hoxxes IV who is either held captive by the prospectors, pinned down by bugs or simply went mad from sniffing liquid morkite fumes. Find the missing dwarf's equipment and the occasional bug carcasses scattered around the caves to find where the dwarf is and if they still breathe. Once the dwarf is found, you have a timer to kill all the nearby enemies (if it's the bugs) or before the dwarf becomes less than flesh (if it's the prospectors). In any case, you will need to bring the dwarf back with you, whether he's alive or dead. If dead, the npc will slow you down as if you were carrying dottie's head or an aquarq.

Bug variant: There will be a timer where the drop pod timer usually is, slowly ticking away from 10 minutes until the swarm around the npc is slain, or the npc is slain.

Prospector variant: The dwarf will be bound to a slab of prospector technology, poking and adding pieces of their technology to his skin. The dwarves will have a health bar to watch out for as they try to figure out how to shut it off. As they do so, the npc's health bar will start as green and it will slowly fill with a red bar if the dwraves fail to figure out how to save him. This prompts a boss fight with the now mechanical dwarf where the only option now is to kill him yourself. The mission still requires you to bring his body back, for research purposes.

regal oak
#

Hi! Been playing for a while and rewards for difficulty ain't right. There is no point to try hard (I love to be try hard) for rewards. It makes more sense to play on lower difficulties more times than playing once in higher. Can you adjust rewards?

native dagger
#

Idea: Emotes! we all know how you can press V to rock and stone or ya ain't comin home, but what about the ability to get EMOTES from matrix cores, like the scout having a spiderman emote where he grapples the ceiling and hangs upside down, or the engineer building a turret which backfires, causing a tiny explosion, covering said engineer in black soot.

dense cipher
#

Engineer Upgrades Suggestion:
An additional upgrade option for the turret's last "special" modification.

"Set And Forget" System - Turret builds itself autonomously at half the usual speed, and automatically draws ammunition from your reserve. The rate at which your turrets refill is very slow, however, meaning they will still quickly run out during prolonged combat scenarios.

native dagger
#

another idea I had in mind is a rival company dwarf / dwarf team miniboss, where when you attack a prospector, there's a 20% chance that a number of dwarves from the rival company that depend on how many dwarfs you have in your squad will appear nearby, and command will tell you that rival dwarfs have entered the area to rescue / protect the prospector. These dwarfs would be decked out in custom rival armor, and handle 1 of 4 of the main class weapons, so the lead storm, deepcore, flamethrower and warthog, all with the rival company look.

Each enemy dwarf has a custom ability:

  • rival scouts can nyooom across the field with their grappling hook to get closer
  • rival gunners can throw down shields which all enemy dwarves will go to and take cover, shooting out towards you, the shield will stay up until it takes enough damage.
  • rival engineers can place turrets and can shoot their custom platform gun that makes a special "trampoline" that the rivals can jump on to get the high ground on you
  • rival drillers can create tunnels, which enemy rivals can USE to hide for cover and heal with the rival bandages the company provides to them, lucky bastards . . . and can also throw charges, and deal insane upclose damage, but are near defenseless at a distant range, 1 dwarf have 1000 hp each, and is increased by 250 HP per dwarf, so all 4 rivals present ( meaning you have to have a team of 4 dwarfs on your side, if you have friends lol ) have 2000 HP each, ending up a battle of epic proportions.

I can admit, the hp is a bit high, so I'd take recommendations about how much HP they should have.

Cheers. ( so many edits because I had to keep re-reading it for my stupidity in grammar and other crap

surreal ravine
#

i want a dog like a little a pup or kitten as a cosmetic or just something to follow me around and be cute maybe a turtle as well

vocal knot
winged tangle
#

A chance for some wrecked rival tech to just, be there, like an error thing.
Lore wise? A dreadnought got a temporary chew toy.

#

A sci fi roomba for the space rig.

edgy sedge
#

golden exploders that turn the ground gold like the big golden boomer boy?

storm mortar
#

Volume too high on intro cinematic: adjust it so that it uses the audio settings from the config settings

sullen island
#

new warning: hell. simply put, it's every single bad warning, and good mutator, put together. 200% exp increase.

double exp not included, sorry

proven raft
#

i want real sand worms, trawlers are cool but what if they were bigger, and left tunnels in their wake

abstract trail
#

Since we have a new robot company and I think that the robots should be attacking the bugs not just the dwarfs because it opens up gameplay options where you and your team can decide weather to help one side take out the other or let them fight it out and it also just show cases that these sides are really fighting for control over the planet I think it would be really cool and give the players a little thinking room

little monolith
#

Swarm lord
Spawning if the dwarves take too long during a mission or on certain circumstances. This bug can only be described as "virtually immortal" and holds some kind of telepathic control over all other bugs, changing the bugs style of combat drastically from hungry hoards into meticulous killers. While management ensures the bugs are not sentient, they have been reported to speak falteringly, as if they are almost...learning. Bugs under the swarm lords control gain the following benefits.

Fear resistance, bugs have a significantly lower chance of running away.

consume the dead, Bugs have been seen eating their own kind. They tend to pick off the injured or already dead. Rapidly healing after some time.

Meticulous killers, Every bug under the swarm lords control moves smarter. Some examples are moving between cover, fleeing from light sources to hide in the dark, Jumping to attack dwarves normally beyond there reach.

#

The ThunderHead Auto Cannon needs a better crosshair. Highlight which side is being fired at any given time. Would be nice to change my aim to accommodate for the horizontal pattern.

cloud summit
#

This is probably here often, but crossplay between steam and microsoft store players. It would be convenient because some of my friends have the Game Pass and want to play DRG with me.

kindred kettle
#

"Unidentified Mutator" mission warning: applies a random anomaly or warning to the mission, but players won't be able to tell which one it is just by looking at the mission selection interface.

proven raft
#

delete engineer's prox mines, they completely devalue the point of the driller class, engineer on top of his ability to place plaforms and generally help the team also has the ability to team kill his entire team, they don't even have to click a button, just fire and forget, in the current state driller is worthless

hard magnet
#

customizable molly. The host's molly takes priority.

sturdy smelt
#

suggestion to put season challenges tab on the status screen so we can see them on a mission if we hit escape, to help remember progression

signal goblet
sinful path
#

she already is immovable while someone is depositing

uneven rune
#

More music! There's nothing wrong with the current music, quite the opposite in fact. DRG's music is epic, and more of it would just be nice.

near glacier
#

How about ingame emotes
You use your emotes ingame, you can flex your teammates your emotes and alternate celebration besides V or laugh at someone fails

hardy mulch
#

Clean Overclock
for "Warthog" Auto 210

"Double Barrel?"

+Slight Pellet increase
=Fires in bursts of 2

a bit like the SPAS-12 shotgun from half life

tall mango
radiant jackal
#

A few new achievements would be nice, like an achievement for hitting plat/diamond/legendary, just like the others; for rescuing doretta after the mission is done; brewing every beer; maxing out the perktree, killing 10 creeps simultaneously with one blow

eternal frigate
#

Enemies which are functionally immune to shock (such as Oppressors) should still be able to receive the Shock debuff, even if it does no damage to them and doesn't slow them, for the purpose of combos (such as on the Stubby.)

primal vale
#

New secondary idea and suggested mods

Whiplash!

a whip with limited range, higher damage the further away a bug is, infinite ammo, slow rate of fire.

tier 1: flail tip(damage) longer whip (+reach)
tier 2: reinforced cord(damage) longer whip(reach) louder crack (+stun chance)

tier 3: Lighter Cord(+fire rate) wrangler(+movement speed on kill) multi tip(33% of damage as aoe)

tier 4: thundercrack(+electricity) nutcracker (+weakpoint damage bonus) firecracker (+fire whip)

tier 5: Rockianda Stones: (press r to unleah a quick flurry of whipcracks. Uses power attack) 'Get over here!' (press r to drag an enemy to you or you to an enemy and immediately power attack) Rockfall: (press r for one giant whipcrack with a huge fear aoe. Uses power attack)

i feel like this could add the long asked for 'melee combat' without needing to introduce an entire melee system because a whip is pretty similar to a gun.

Yee haw voiceline is mandatory. An overclock idea i have for it is being able to whip teammates to give them minor buffs

near glacier
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Not really a patch or a suggested overclock but I think a change to the bar would be nice. I think maybe making it more enclosed or having more tables would make it have a more warm, homely feel. I get it's not supposed to be a big part of the game and doesn't have much significance, I just thought it'll make sipping on a beer with your crew that much better.

hollow sluice
#

Mission suggestion: at some point in a mission (perhaps a random event?) Your squad loses communication with mission control. No resupplies or drop pods until youre able to reestablish comms. Could be a repair event detour

maiden topaz
#

Today is day 2 of my campaigning for better support for unions on proton. Right now it's hacky and difficult and it would be much appreciated having a better way of doing it.

signal goblet
#

Suggestion based from what @pure sandal said in #fan-art : picking up lootbugs like compressed gold or other large minerals. Maybe throw them a little so they dont eat our precious minerals.

sour wave
#

Have the floating Ommoran rocks show the same icon for when a remote detonation would kill it as bugs do by their health bar

civic grail
#

Make an achievement for doing a mission while plastered

dusky ember
#

Able to change the furniture, walls, poster, floor and terminals in your room. These will all be preset items and can be unlocked by playing (lost equip, cargo, cores, assignments or something new).

This room will load in when you join someone's else's lobby so they are able to admire your room.

main hemlock
#

Gravity reversal traversal tool

woeful epoch
#

Suggestion: Make the Ammo drop reflect who has taken, or needs to take ammo. Reason: Gets confusing if i have taken ammo or if im taking too much when the battle is going nuts. With the chaos of 4 players and several drops, did i, they? who am i? This could lead to a concerning Dwarves mental health and playing fair. Not sure if this is easy to implement. Either way, we're Dwarves.

past quail
#

Suggestion / Question: Why the hell isn't the drop pod doors, which sort of look like a face, have a beard and moustache?

past quail
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It'd also be really cool if there were like, rare lumps of metal you could find in the game, bring them back in the escape pod and they'd be added to like a museum in the game. Could have weird bug parts too, jeweled kegs, stuff like that.

sullen jetty
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Engineer: Expanding on the 'sonic cannon idea I had a while ago, I've decided to implement a radiation gun! The Radiator would be like a significantly more powerful version of the IRL radiation non-lethal weapon. Essentially cooking enemies from within!
Gameplay wise it'd be a constant stream weapon, expanding on the dev laser weapon. It'd do significant damage to single targets, with the ability to cause enemies to explode and spread status effects to other enemies (radiation+heat).
Driller: Driller's secondary's are fairly different, so I decided to come up with something completely out there, easier said than done, mind. The idea would be the Autohammer! A heavy secondary melee weapon. It'd have a fuel meter due to being rocket propelled. Standard attacks are rocket-propelled swings, with a charged attack being a short range barrage from the thruster, which uses a lot of fuel and can overheat the weapon. Think a mix of a mace, jackhammer, and the super-sledge from fallout.
Gunner: Gunner has some pretty straightfoward secondaries for long and medium range, (or close with lead-spray), so something more close range to fit with the Hurricane's long range potential would be fitting. Introducing the 'Wristsnapper' break-action shotgun-pistol. A single-shot shotgun that fires over-sized buckshot for dealing with big targets up-close!

#

Scout: Scout's secondaries are all very close or medium-close range, having something with a bit more range would fit scouts long-range single-target playstyle. Introducing yet another piece of equipment turned into a weapon! "The Impaler" fires what used to be prospecting sight spikes at extreme velocity straight through enemies, armour, and even teammates! Essentially a heavy pneumatic crossbow that fires solid spikes through enemies, charging up to (t5 effect) targets. (electrify, lasso, explode). Lassoing an enemy would cause the spike to stick into the ground, 'lassoing' all enemies it passes through and preventing them from moving a set distance from the point it hits terrain. Stronger enemies would break the lasso significantly faster than say grunts.

primal vale
#

DMM Megacannon

bigger is better, and what's better that a big ol' cannon that shoots glorius good ol' reliable cannonballs?

Heavy weapon secondary inspired by age of sail cannons, possibly uses a barrel as it's... barrel, shoots cannonballs or anything else you shove in there

t5 mods: "Shellback special" become the star bowler you've always wanted to be! Home run!
+10s projectile lifespan, +10 piercing, -60% projectile velocity

"Rock thrower"
Why not weaponize rocks and stones? Cannonballs are made of rocks and stones.+lots of ammo

"Bugshot"
You've figured out how to dangerously shove multiple cannonballs into the barrel, and can now shoot three cannonballs at once! Don't tell management.

overclock idea for said weapon: Barrel cannon. You've managed to steal a few barrels feom the spacerig, and can shoot them at enemies! Whatever strange substance the barrels contain that make them so unstable also seem to be magnified on hoxxes
(+rediculously bouncy barrel projectiles, -friendly fire)

wintry saddle
#

Mission Idea for halloween next year: ghostbusters

Clear an entire cave of unknown horrors (idk maybe about 10 but they are spread throughout the map and have high health but are not very agressive so they dont all gang up on you). You can only damage the horrors when drunk ( at least 26% intoxication). The higher the intoxication the more damage you deal. Slight damage bonus increase to horrors if above 60%. If you reach 100% intox you pass out and need to be revived.

Lloyd is sent down with you in portable version of the abyss bar (similar to point extraction platform but instead of minehead its the abyss bar) and pours a random drink (all drinks, even boosts and craft beers) (so avoid blackout stout and only drink leaf lovers when necessary)(wormhole would just teleport you a short distance in the cave) every 10 seconds with a storage of 4. If there is not enough space for a new drink the oldest drink is dumped away so lloyd can pour a new one.

Maybe a intox/blood alcohol content meter above your health bar

winged tangle
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Surprised there isn’t an OC for the breach cutter that makes it like the cannon from Metroid, like a big ol’ orb of death. Seems balanced to me, hard to hit the small projectile but it deletes the target if it does. Don’t give it the infinite ammo of the cannon though.

feral axle
#

Maybe a mission variant that submerges the caves in water and you need to run a water pump to keep levels at a certain point, maybe there would be more minerals and a water glyphid variant as well

fading lagoon
#

April Fool 2022 Mission Ideas :

Mission Maps where players need to travel with wormhole stout.

cinder hatch
#

I would really like an audio option to disable sound when DRG is running in the background, i.e. when I alt-tab to another program.

main sage
#

Lootbug hide cosmeticsloot

oblique kindle
#

i have a suggestion to add bugs with 2 or 3 heads with more or missing limbs im kinda bored seeing the same bugs all the same time.

wintry saddle
#

Engineer secondary weapon idea: Laser cannon
cant come up with a name. Mk III Beam cannon/ Mk III charge phaser

Click and hold to continuously fire laser. long range. Laser charges and becomes thicker when fired continuously. Damage progressively increases as laser is fired until a limit is reached. Movement speed is reduced while firing. Slowly heats up target and will set fire to them. Aiming a fully charged laser at an enemy will increase their heat status effect faster than a non charged laser thus setting them on fire quicker. ammo is battery% that will be consumed faster the more powerful the laser is. does not overheat.

Upgrades:
T1
More batteries - expanded ammo bag, can carry more batteries
Capacitor - more starting damage for laser

T2
Larger batteries - Increases clip size (battery capacity)
Better handling - Decreases movement speed penalty

T3
Upgraded catalyst - reduces charge up time for laser
compact battery - reduces reload speed
improved material - increases max charge limit

T4
High intensity laser - armor breaking increased
Terrain cracker - gives laser the ability to break terrain but needs to be fired at the same spot for a while (similar to fuel canister harvesting oil shale but slower). Charged laser destroys terrain faster than non-charged
Concentrated beam - increases starting damage

T5
Gamma beam - replaces heat/fire status effect with radiation and laser turns green (formerly red) reduces total ammo capacity but radiation status effect is instant on the area fired on
Electron beam - Does not replace heat/fire effect. Applies electrocution to enemies, slowing them down. Increases battery consumption
Efficient battery algorithm - decreases battery consumption

wintry saddle
#

Continuation
Overclocks:

Unstable overclock - Safeguard removal
Increases starter damage, charge limit, heat effect. Decreases charge time. Greatly increased battery consumption. Will damage user if fired continuously for too long.

Balanced overlock - Alternative power source
If shield is full, laser charges up faster. Increased battery consumption.

Clean overclock - Prototype battery
Increased battery capacity and total ammo capacity

Clean overclock - Lightweight frame
Decreased movement penalty

mighty sapphire
#

i like the hover boots perk but activating it by jumping while midair is more intuitive than calling for molly in midair

torn hawk
#

In the spirit of Yuletide, give Lacerator and Arbalest little santa hats and rename them temporarily to "Dreadnaughty and Dreadnice".

manic crystal
#

Make class lock apply in the drop pod.

vagrant coyote
#

Fashion channel for the discord server?

eternal frigate
#

Hiveguard Sentinels should be implemented as a normal enemy. They occupy a pleasant 'mid-heavy' spot between Praetorians and normal Grunts that could add more variation and fun to normal combat, and they could spawn in packs. They could be recolored or minorly reskinned to differentiate them from the Dreadnought-specific sentinels.

astral mason
#

So I'm new to the game, and a bit of an idiot when it comes to things. It took me a few games to realize glowy blue bug = our friend Steeve.

Now that I've played for a while longer, and have been using Steeve a bit myself, I've noticed other people can be a bit of an idiot sometimes too and waste mags on him.

I propose an ineffective yet humorous solution! Give Steeve a hat. Just like... a little bug hardhat for good little Steevey boy. Protect his tiny bug head and make him "Not like the other bugs."

wild grotto
#

night vision goggles should be in the eyebrows slot

patent breach
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When you all teased the newest set of primaries there were additional guns that did not make the cut (crossbow, mining laser). I am assuming with how far along those weapons appeared that you wouldn't completely trash them, but I could be wrong. If the mining laser does end up seeing the light of day would it be possible to make it function like a spartan laser (halo series, first appears in halo 3) or give it an OC that allows it to do so. It would be an energy weapon which would open its "reload" key to allowing it to charge a large shot much like Driller's Ice Spear OC.

astral mason
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There should be a "test your strength" minigame in the space station, where you have to hit a dirty leaf lover as hard as possible to try and get the highest score.

fiery hearth
#

Snowballs should put out the candles in the Space Rig

pure sandal
#

More food items, like the sandwiches that the game keep mentioning but never shows (might not be super useful, maybe it’s like a very limited health pack you could give to yourself and teammates? [not a Tf2 heavy reference])

maiden topaz
#

Today is day 3 of my campaigning for a better implementation of unions for proton users. It's a PITA right now and some small changes could make it much easier. With the steam deck coming out it might be worth investing in

warm hornet
#

The Engineer's LOK Rifle should lock on to the 4 top points on the Caretaker, and the 'Eye' spots, rather than the middle. I know every other enemy you can arc the bullets around and have fun with it and such, but since the Caretaker is huge I feel like the LOK should be able to lock onto those spots as an exception to help make the LOK more useful in the fight - given that it's a kinda special thing with Rival Incursion and whatnot I feel like this is the way to go for targeting! engiapproves

minor niche
#

Change the sound of bulldog shots. Something with that much stopping power should have a heavier "boom."

mint onyx
#

A perk that increases your mineral pickup radius. Helps nab all the minerals from popping a lootbug.

astral mason
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Beastmaster perk should be updated with the ability to tame lootbugs. Tamed lootbugs can be picked up and carried like eggs, error cubes, and etc.

A tamed lootbug will follow it's master to the best of it's slow slow lootbug abilities, and will slurp up any minerals on the way towards or around their master.

The tamed lootbug will grow bigger and bigger from eating minerals until it's "full". At any point after being tamed, a lootbug can be picked up and turned in for all of the minerals picked up off of the ground since taming it.

slow copper
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Small suggestion but I think there should be visual indicators for when plascrete mk II or repellant additive are on platforms. like maybe a slight tone change or something so fellow dwarves dont assume that plascrete mkII is on a platform and end up plunging themselves into their own demise.

winged tangle
#

More zip lines on gunner.
Not much more just a couple more.

devout basalt
#

bringing this up again cause it still hasn't been fixed : the neurotoxin payload explosions should be orange, not green, to keep in line with the proper color coding https://i.imgur.com/341lUoh.png

pastel forum
#

Even after plenty of hours I have problems in telling, which of the 2 engineer turret is running low on ammo, came up with 3 solutions:
-let us color code turrets so that first one on the list is for example green and second blue
-add red flashing light on top of a turret if it goes under 20% ammo
-add a bar of ammo above the turret when pressing control

Either one of these is gonna matter a lot, listed them in order from least probable to break the UI

winter python
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I know you've said in the past that it won't happen, but I really want to see upgrades and overclocks changing the visuals of a gun. I don't know exactly why it is said that it's unlikely, but seeing something like Plasma Burster Missiles actually change the Hurricane missiles to visually have plasma tech on them, or the Six Shooter and Elephant Rounds upgrades changing the Bulldog's cylinder size, or even simple details such as an extra wire and attached box from where a magazine release would be for Explosive Reload/Embedded Detonators type overclocks, would really change the game's immersion to be even better.

finite magnet
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we have to be able to rock and stone while downed, if weakly

winter python
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Saluting while downed, while a good concept alone, should also shout encouragement to the rest of the team, perhaps with specific lines for when with Bosco and ones pointing out if you have Iron Will or See You In Hell active abilities remaining

finite magnet
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true, but i think it would be simpler to do the original lines, plus people would just hear rock and stone and feel a surge of energy from the teammate anyways since rock and stone is basically vague gesture in a positive direction.
plus imagine falling off a cliff (rock and stone) blowing yourself up (rock and stone)

strong plume
#

More cosmetics in the hair slots that arent hair related
Such as: goggles, face masks, the halloween masks that make you bald etc

stable sparrow
#

Achievement idea:
Hats off to you
brought every hat item for a dwarf/every dwarf

proper burrow
#

Make it so you can still rock and stone in down state and while passing out, but with drunk voice

spare pewter
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A few overclock ideas:

-Lead Storm Minigun:
Full Throttle: +15 rounds per second fired, +50% cooling rate, lead storm only begins cooling process once fully overheated.
-BRT7 Burst Fire Gun:
Pellet Rain: Fires 6 rounds instantaneously (+6 rounds if Longer Burst modification is applied) in a tight spread. +200% base spread, +0.5s reload time.

winter python
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also, a 'Lead Storm' Powered Minigun overclock wherein it has a severely lowered rate of fire and a minorly lowered damage per shot but on the positive side has no overheat penalty, and can just indefinitely fire even when at full heat (though probably at the cost of the weapon's long-term usability or something but hey who cares about that other than management)

proven raft
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buff strong arm by allowing it to deal damage, i just want to cave a glyphid's head in with a piece of jadiz

magic yacht
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Suggestion: Picnic/Lunchbreak Cosmetics
Expansion: I'm talkin' armour and napkins and jeans. The game mentions sandwiches a fair amount but doesn't actually show any to my knowledge. I feel like dressing up for a picnic to go bug-hunting could be a meta, none of this hard-hat stuff.

#

.
Suggestion: Barrels accompany you for missions.
Reason: We spent ages getting the achievement for putting all the space-rig's barrels into the launch pod. It'd be pretty silly (and I like silly) if they were in the pod at the beginning and the end of the next mission, both for moral support and as a hindrance.

Maybe those in-mission barrels could be picked up and launched at enemies for decidedly underwhelming damage—but completing a mission by only doing damage with them could be another barrel-related achievement.

I like barrels.

wet pulsar
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New biome: Deathly Grotto

In the southern tip of radioactive exclusion zone and fungus bogs lies the deathly grotto. This area has very thick, foggy air and smells of rotting flesh. It's caverns are like a maze, there never seems to be a straight shot to the objective.

Many creatures on hoxxes wander into this region only to get lost and die of starvation, the biome is littered with skeletons both small and large.

some creatures have managed to survive the harsh conditions and are much tougher than others. You may find bringing extra ammo is to your benefit.

There have been reports of strange sounds inside the caverns and other oddities such as hearing nearby glyphids or seeing shadows only to find there is nothing there...perhaps these caves are haunted?

near glacier
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Mission/Biome idea: You guys ever think that glyphids sometimes get back onto the space rig, trucks, etc. with all the minerals? Oopsie, someone needs to go clean out the surprise infestation!

willow remnant
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Game mode idea:

What would be fun is a survivalist game mode where management is like “your fucked see ya” and you have to survive on your own. You would have a modified mule that sloooooowly makes ammo and that process can be sped up with nitra. It’s non stop bugs and the only objective is to survive (which would be impossible) you would get rewards from the levels depending on how long you stayed alive.

pure sandal
#

Praetorian death gas and flammable goo should be able to be lit by small explosives or certain bullets ( this is all for realism, it's just kinda weird to see hurricane missiles explode but not ignite flammable gas)

pliant mason
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Mission Type suggestion: Fireteam Cleanup

Premise; DRG has detected massive biosignatures recently, most notably Glyphids, surrounding key points of Hoxxes VI. This may be related to their "mating season" which consists of a complete army of Glyphids coming together to serve a temporary Queen, a Glyphid species mutated when gestating in Dreadnought Cocoons for long enough. Management only asks for one thing: Burn the nest to ashes. Your priorities are to locate the Queen, prepare to fight a complete onslaught of bugs, and burn the nest and the neighboring Egg Burrows to the ground, quite literally. No other enemy types except event types will spawn, forbidding Mactera Plague, Cave Leech Cluster, and Haunted Cave from appearing.

Main Objectives:
1. Destroy Glyphid Egg Burrows (2 to 4 depending on cave length)
Glyphid Egg Burrows are structures formed near a Queen's habitat. These hatch Glyphid Larvae, Swarmers, and are surrounded by Grunts, Wardens, and Praetorians. Uncover the burrows and you may choose to destroy all the eggs yourself and alert the entire cavern to your location, or use some of your Nitra to call in a Napalm bomb and get the hell out of dodge, because it incinerates anything and everything nearby.
2. Locate the Queen
The Glyphid Queen tucks herself away in a secluded area; You may come across a titanic pulsating structure with seemingly no means of access. Once all of the Egg Burrows have been wiped out, a crevace opens up somewhere on the flesh-ridden chamber and gives your team access to the Inner Hive, where you must be precisely careful not to alert the enemies inside. The final chamber itself is absolutely massive. A Dreadnought guards the resting Queen, which is also their designated mate, and must be taken out. It is entirely your choice to tackle both at once, or lure out the Dreadnought. It has a 70% chance to be a Hiveguard, 29% chance to be a Standard, and on an extremely rare occurence, a 1% chance to be the Twins.
3. Kill the Queen
This is where the fun begins. Shoot the Queen if you haven't already to begin the fight. It is a stationary Glyphid that has inherited a lot of the many abilities of its own biological subordinates, meaning it can barf out acidic saliva, force spikes out of the ground, force Dwarves back with a sonic blast, and even summon Sentinels. Glyhpids of all kinds will pour in, and certain types such as Oppressors and Wardens will attempt to support the Queen while the rest chase down the attackers. The body of the behemoth has three weakpoints that change exposure periodically, forcing switchups. On occasion, the Queen will screech with eardrum piercing strength, which will summon an extremely powerful Glyphid, which can either be a Bulk Detonator, Dreadnought Hiveguard, or several Elites if Elite Warning is active.
4. Call in the Napalm Warhead -> Call in the Drop Pod
For the sake of not rendering Hoxxes uninhabitable nor unprofitable, management mandates the NW-FLAME or Flamenado Bomb to be used only in circumstances as this. This bomb will absolutely char the entire cave system and begins countdown as soon as the Drop Pod lands, having a 4:30 timer. Get to the pod ASAP before it goes off, or you will be found in the Medbay looking like a vastly overdone sausage.

I thought about a mission type where Stealth was an option, but also allow a purely combat-focused mission type other than Elimination, and be a spiritual successor to Industrial Sabotage.

desert jetty
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Xynarch Charge-Sucker
Previously only seen infesting our poor BET-C models, these parasites have become worryingly common in certain regions as leftover tech has proliferated in the caves. While not directly dangerous without a host machine, they can still be a detriment, hosting an astonishing propensity for sucking the juice straight out of smaller unshielded tech, even at considerable range. Management has already informed us that the cost of upgrading anything other than weaponry is not acceptable, so be sure to look out for the creeps if you find yourself unable to use some of your equipment.

Combat Tip: While near a Xynarch, the laser pointer, terrain scanner, flashlight, and related HUD elements will be nonfunctional!

Combat Tip: Xynarch's love electricity, don't shoot them with it!

Resistance: Electric

Attack: None
Defense: Low
Speed: None

Family: Other
Type: Stationary
Attack: None
Special: Energy Magnet (Area)
Armor: None
Weakpoint: None

They don't have too much health, and they're not super common, but they proliferate in some biomes over others (Previously suggested biomes from Finch: Boneyard & Failed Venture would be where Xynarch's are most often found). They end up being closer to an environmental hazard than an enemy.

If paired with a fully realized "dwarf mimic" concept, this would work very well in tandem, blocking off the teammate wallhacks while a "teammate" is closing in on you

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Glyphid Keeper
Pale as the grave, this particular Glyphid spends almost all of it's time in the dark aftermath of battlefields, finishing any remaining half-dead creatures with it's psychotropic venom, dragging corpses to the boneyard, and consuming them there to make room for more in the future. Fearing nothing but light, Keeper's tend to roam in packs separate from typical swarms, and will not back down when coming across live prey. Understand now, miners, that letting one of these harbingers of death near you very rarely has any outcome where you survive, as their venom works fast and is known to incapacitate workers from fear alone, not to mention how vividly they recall the resulting hallucination's attacks to be...

Combat Tip: Keeper's sensitive skin is vulnerable to bright artificial light, slowing them down if they get too close to flares!

Combat Tip: Along with poisonous damage over time, being bit by a Keeper causes auditory and visual hallucinations!

Resistance: Fear, Stun, Cold
Weakness: Fire

Attack: Average
Defense: Average
Speed: High

Family: Glyphid
Type: Ground
Attack: Bite (Melee)
Special: None
Armor: Body and Legs (Light)
Weakpoint: Head

Keepers are akin to grunts, but chalky white with venom dripping from their fangs.
Hallucinations caused by keepers take the role of various bugs, projectiles, and sounds, drawing from the afflicted's memory. Only a keen eye and sharp mind can tell the difference. Poison resistance affects duration

pliant mason
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To follow up on my Fireteam Cleanup concept, is my Glyphid Queen entry;

Glyhpid Queen
Technically a Dreadnought by genetics, functionally it is nothing like its pre-evolutions, actually being an entire genetic conglomeration of almost every Glyhpid genome, including other Dreadnoughts and even Bulk Detonators. It is the final stage of the Glyhpid life, only achieved when the magnetic field of Hoxxes is affected by its parent star, indicating mating season within the regions. Every fifth Cocoon spawns with a Queen, and any of those that spawn with a Dreadnought begin mating immediately. These big berthas don't live for very long but the amount of eggs they can produce is akin to that of a gargantuan mosquito; Perfect conditions can replenish thousands of Glyphids that were killed over several missions that same day.

Combat Tip: Do not approach a Queen without any semblance of a plan. Their primary attacks can do anything to you, and they surround themselves with Wardens and Oppressors.

Combat Tip: Attacks from the air are primo, just be careful you don't get sniped by any spitters.

Resistances: Radiation, Stun, Fire, Electric (0.7x)
Weaknesses: Impact, Explosive (1.5x)

Strength: Varies
Defense: Maximum
Speed: None

Family: Glyhpid
Type: Ground
Attacks: Varies
Special: Suicide Summon/Elite Summon
Armor: Only on its weakpoints. (Damage to body is 0.5x)
Weakpoint: Three points, one on each side and another above its abdomen that swap exposure at random. (3x damage)

desert jetty
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Glyphid Phantom
Reported only by delirious workers through comms shortly before their complete radio silence, these creatures seem to emerge from small patches of choking mist found haphazardly around the Boneyards. Darker than the deepest caves, only offset by their pure white pinprick eyes and sharp teeth, a shadowy mist coalesces around Phantoms, almost seeming to eat light closest to it. While it would normally be recommended that our hard-working and esteemed miners ignore the various visions and delusions of the caves, this shadow will not ignore you, cutting deeper than the real thing, and colder than the grave...

Attack: Above average
Defense: Low
Speed: Average

Combat Tip: Phantoms drown out all light in a short distance around them!

Combat Tip: Phantom attacks apply minor cold damage!

Resistance: Fear, Stun, Cold
Weakness: Fire

Family: Glyphid?
Type: Ground
Attack: Bite (melee), Slash (melee)
Special: Light Absorption (Area)
Armor: None
Weakpoint: None

Phantoms only spawn from occasional clouds of dark smoke strewn across the boneyard biome's caves. Trying to enter this dark miasma will slowly choke a dwarf, and firing at it is the prime method of incurring Phantom attacks, though they occasionally poke out of their own accord, especially when Keepers are near.

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Dalvuid Larvae
Most akin to giant fuzzy caterpillars, the larval form of the Dalvuid reacts rather defensively in the presence of light in order to compensate for it's slow pace, forming a hardened shell around itself until the atmosphere darkens yet again. Despite this, they still prose a threat in the dark too, as even the graveyards of Hoxxes are a constant war for food among metaphorical vultures. A dwarf caught alone in the dark will be seized and rapidly pulled away to be devoured by the larvae's many razor-sharp sets of teeth, and many dwarves before you have already learned that gunfire is not as suitable a deterrent as light...

Combat Tip: When fleeing with it's prey, a larvae will focus far more on avoiding light than avoiding dwarves!

Attack: High
Defense: High
Speed: Low

Family: Dalvuid
Type: Ground
Attack: Consume (Melee)
Special: Grab (Melee)
Armor: Whole body when exposed to light (Heavy)
Weakspot: Mouth

Have to balance keeping it in the dark to avoid dealing with it's armor but having light to try herding it around if it has someone

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Dalvuid Moth
Having reached the bat-like adult stage of it's lifecycle, a Dalvuid Moth needs little energy to survive, and is mostly docile. The catch is their eyes are so extremely vulnerable to light that almost anything short of pitch black causes excruciating pain, which they prefer to retaliate to in kind. While not very dangerous or bulky, Moths are far more agile than any Mactera, and enjoy destroying artificial sources of light, most commonly flares. Aside from violence, a reproducible method of ensuring they stay out of your beard is to approach them in the dark as a friendly gesture, though Management heavily disapproves and would like to once again remind workers that giant wild bugs are not pets.

Combat Tip: If no flares are nearby, try to approach a Moth and pet it to prevent it from interfering in the future!

Combat Tip: Moths hate sharing the air almost as much as they hate flares! Almost as much!

Attack: Medium
Defense: Low
Speed: Maximum

Family: Dalvuid
Type: Air
Attack: Swipe (Melee)
Special: Flare Destruction (Melee)
Armor: None
Weakspot: None

Dalvuid Moths resemble a cross between a black bat and a fuzzy white moth. They are audible from far away, using echolocation to 'see,' making it easier to know when to head forward in the dark to find them. They usually stay close to the ground unless aggravated, making it easier to find and befriend them.

Befriended moths are not considered tamed beasts (ie, Steeves), and will simply avoid flares and hacked patrol bots (likely with some grumbling), while trying to attack enemy flying bugs/robots

cobalt fractal
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Adding in a rare spawn event (like 1 or 2 percent) that can occur in any biome, wherein somewhere in the cave generation, an abandoned makeshift camp can be found by the players.

With the camp containing a stock pile of resources, a discard tent and bedroll, and a smattering of empty mugs.
(And maybe with a dead bug who has a pickaxe embedded in it's head)

The insinuation of the event being that the legendary Karl lives, and is surviving on Hoxxes all on his own.
As only he could be able to do such a feat

dry cargo
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I'd like to be able to spin up the lead storm without firing it (it could be triggered by the reload or something maybe)

jaunty garden
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Double tap mule input to cancel

keen lotus
grizzled lichen
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Please enable the dash perk on the space rig (double hit shift for a short burst of speed)

white nymph
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add slugs as an overclock to shotguns

maiden topaz
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Today is day 4 of my campaigning for a better way for people to connect to unions under proton. Right now it's a huge pain and with the steam deck coming out it may be worth fixing now

sand dagger
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Suggestion: A shooting range in the main building to test out new weapons / mods.
If it's not possible, then maybe a mission that brings you into a shooting range, accessible through an elevator instead of loading into the droppod

worthy crescent
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A new warning modifier: Heavy Infestation. Causes swarms to appear more often and with generally more glyphids in them. On Haz 5, this translates to essentially near-constant swarms of ridiculous sizes.

narrow charm
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Suggestion: Make a new/updated shop for error cubes that allows you to buy whatever weapon or cosmetic overclock you want for 1 cube. Gives error cubes a use and reduces RNG nice

sterile mason
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(1) For the jock-fingered among us, the ability to cancel a supply pod beacon in the first like, <1s that you activated it.

(2) Hawkeye system: a button to release targeting/return to automatic targeting, just like you can hit [x] to cancel Bosco's active orders.

naive lagoon
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Multiplayer gameplay suggestion:
Adding an option to vote-to-pause in multiplayer rounds. One dwarf could send out a vote, and if it unanimously passes then it pauses the game (same vote system for unpausing).
I got this game to play with my dad, but sometimes we can't play because he might get a work call and there's no option to pause the game for a few minutes.
If an entire team could vote to pause the round, people could answer a call/pee/answer their wives or husbands without sacrificing their team members. Thank you for all y'all do!

acoustic ravine
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Suggestions to the server list:

  1. Filter improvements
  • Filters being actually used for looking for specific server tags and not just server/host names (i assume that's how it works right now).
    Example: Looking for a certain mission type, region, role lock being On or Off or even modifiers or mutations being applied

Yes, you can click on the "Mission" field at the top of the list to sort missions and then manually look at mission preview (the little field with server name showing the location) but that's not enough. What if i don't want to scroll through all of the missions and I only need a specific type or two? This new battlepass system specifically points out the lack of such functionality.

  • If you'll add proper filters, an explanation would help. Example - source games where game lists all available filters or shows the autocomplete options when you type something in the filter field.
  1. Show ping in the server list. I can't really believe that's not a thing yet and the game still shows the Close/Medium/Far instead. I have games with people displayed as "Medium" with ping over 150 as well as people from "Far" having a ping of around 120. That doesn't make any sense to me.
native dagger
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ngl, it would be cool if driller had a canister of gas for a secondary throwable, and could throw it and shoot it, causing a small explosion of fire, covering most anything in fire that isin't flame resistant, and causing grunt gaurds, slashers and grunts themselves to flee in fear cause y'know, fire scary.

scarlet hinge
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This is pretty boring but it'd be nice if assignment and other popups didnt totally block chat at the conclusion of a mission. Sometimes I want to say something nice before a team breaks up but the "YOU DID A THING" modal always pops in and its mega frustrating

charred aurora
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Ability to skip promotion dialogue, its very annoying to have to hear mission control say the same thing every time you promote.

Once is fine, but 4-10 times later is out right annoying...

wraith parrot
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Something that lets Engi’s platform gun shoot vertical platforms for easy cover

neon fractal
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it would be cool if when you kill a paetorian the nearby grunts will be come more cowdly and unorganized.

winged tangle
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A beer that turns you into a glythid for a couple seconds.
Also has the strength of blackout.

earnest ore
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A way to toggle priority targets for Bosco. I can shoot these grunts perfectly fine on my own, you flying tin can. I'd be a much happier dwarf if you took care of all these swarmers!

sharp adder
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Radiation Weapon(s) For Driller

hardy prairie
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A visible spot inside the drop pod where Bosco will be strapped, for when you drop in solo so you can Rock and Stone and he will salute back. Maybe even have him strapped in when a party drops so you can salute him on your way out.

civic coyote
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Release a new skin each month for people to pay for individually or subscribe to unlock automatically for cheaper. Free cosmetics would come out as part of regular updates. Your game has the potential to make a lot more money if you release more dlc cosmetics regularly

plain vortex
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Copy and Paste

Allow us to copy and paste our loadouts/cosmetics into other loadouts. (example: I want my A cosmetics in my B loadout)
This would make keeping our cosmetic across our loadouts easier, allow us too easily see what we should change from our loadouts, would just be a quality of life improvement.

narrow lynx
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Have dwarves walk out of the drop pod after completing a mission, rather than waking up in their rooms. Maybe some cheerful voicelines congratulating themselves!

azure hull
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Suggestion: let us disable quick swap on pressing reload twice.

limpid ether
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A 'punk' cosmetic pack that gives all the dwarves awesome leather jackets.

tardy fulcrum
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let us name our loadouts

void acorn
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Suggestion: provide a bit of extra server power or whatever makes servers run faster & better into deep dives, and more specifically, final segments of deep dives. I just lost a) my first ever deep dive, b) the XP of a full deep dive and c) the rewards of the final tier of a deep dive because the game crashed. As you can imagine I'm pretty pissed to lose all that to no fault of my own. If "close" isn't good enough to prevent this shit I don't know what is

unkempt falcon
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A helmet somewhere along the lines of a half-gloomstalker/half-dark future, like so

finite magnet
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Please make the overheat and sheild battery booster back to what it used to be, where it'd recharge instantly once done overheating. It was really cool and added a ton of nuance to the gun

astral mason
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I have an idea for a gun that I intend to ||incompetently|| develop as a GMOD mod when I'm done with the mod I'm currently making. Backstory aside though-

If I could send pictures I'd make a mock-up, but basically it's a sci-fi looking pistol of sorts. The entire concept of the gun was based around novelty reload animations where you discard the gun and keep the clip, so the grip & trigger mechanism are able to be detached from the barrel, and the grip houses a powerful crystal that basically has unlimited energy. Unfortunately, it's so volatile that the barrel of the weapon is destroyed after so many shots are fired.

Now, skipping to the actual mechanical part of this.
TL;DR: I have an idea for a plasma pistol that is reloaded by discarding the destroyed barrel. The weapon has 8 shots in a clip. The first 7 shots function like normal pistol shots, but the final shot is more powerful and functions similarly to a shotgun or front facing blast (to represent the barrel exploding, kind of like with a misfire IRL).

It is a novel idea, certainly. However, also a fun one... I hope anyway.

Edit: Basic visual concept
https://cdn.discordapp.com/attachments/922830462232199178/922845844720451614/MisfireGun_Concept.png

dreamy quarry
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Let us click on player portraits when joining and see their loadout like we would our own. Would go a long way towards synergizing with randoms.

finite magnet
near glacier
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can I please suggest that when the host does a Disband Team at the end of the mission (which happens on 99% of the PUGs that I play) that the software handle it with a big more grace than an error 'Connection Disconnected, try to reconnect?" especially since the reconnect would not work anyway, since the team was disbanded

fresh lichen
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GigaLootbug
Rare event: (only for a limited time)

A very small chance to encounter a giga-lootbug. This (Boss) is about 10X the size of a normal lootbug and will chase after you. (Slowley)

Once you defeat it it either explodes into an abundance of resources, or like 20 little lootbugs, idk...

It would most likely just have a melee attack of some sort, and can also burrow to you...
...no one can escape giga-lootbug

(Please leave suggestions for improvement, I just though if this super quickley).

supple flint
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Improvement suggestion for binding waypoint (not calllout) point creation:

This is a VERY obscure mechanic that is VERY useful:
Laser Pointer(Ctrl or Hold X) + E: places a waypoint that you can see on the map. This is HUGE when you're a driller who is going into a wall and you want to come back out at a certain point.

I never even knew this existed until I saw a tips and tricks video.

The issue/fix: this feature doesn't even exist within the key assignments list. It should exist in the list. This could be a one key entry, just like all other key assignments, as it can be assumed that the Laser Pointer must be out to perform this operation. As an extension of this, please let us set "right click" to this key assignment, such that you can pull out your Laser Pointer and right click to set this waypoint.

This is a huge quality of life improvement, and I think all miners should know about it, and be able to use it how they wish.

ocean minnow
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An armor set that matches the Waster weapon skins. Currently all other weapon skins have an armor skin equivalent. Nothing really matches with the Waster set right now.

full sonnet
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A simple fix

The victory moves Beer Toss and Double Drink Drop use Leaf Lovers as the beer model and that should not be. I recommend using Glyphid Slammers for the model as it's a real beer and it could possibly have the regular and Supporter versions appear.

fiery hearth
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You know how occasionally, a broken supply pod will just explode upon being repaired? I thought that when this happens, it should have the chance to spit out some debris that vaguely looks like the remains of a barrel.

tranquil slate
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Can you guys for the love of god, have bosco prioritize killing the cave leech that grabbed and downed you before reviving you. Just had a mission where the leech dropped me 5 feet below it and instantly grabbed my when bosco revived me

warm hornet
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A T5 CRSPR Mod that makes the Sticky Flames patches either larger or more frequent. It could work with specialized Sticky Fuel builds, and could be weaved into other builds allowing more interesting variety and options! drillchamp flamethrower 🔥

gray prairie
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can we get a "kill assist" stat on the round summary screen?

as a cryo driller it shure would be nice to know how much i'm helping (if at all lol).

and in general it would be nice to get an assist for any enemy that you partially damage but don't kill.

indigo berry
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Please add a option in the settings to turn off auto switch when double tapping the reload- interaction button. I cannot explain the frustration that this setting its not already available and how extremely inconvenient the setting it and how little use it presents to me with any character but maybe scout.

stable sparrow
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Lootbug and gold lootbug caps 🧢 cosmetics

cosmic current
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I have no idea if anybody has mentioned this yet, but the season pass stuff feels like there was way too many levels, and too many of the levels and tree rewards were credits and minerals.

At the current rate of gaining experience, I think about half as many levels would have been okay. That said, it might depend on how everything is handled going forward for getting the content out for people who missed things.
The problem with seasonal things is that a lot of people feel pressured to get everything and play to the point of getting burnt out (especially if dates aren't clearly outlined for when it will be over).

jovial mason
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Instead of lootbug caps, why not more types of loot bugs? Like one as big as a Praetorian but it spawns less often. So instead of 5 small ones you get 1 or 2 big ones. Maybe with a bit of armor to shoot off. You could also have loot bugs mutated with big chunks of precious minerals. Greenish purple loot bugs filled with Croppa and gold, for example.

cosmic current
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I have seen some complaints about cores being too difficult to acquire, so maybe promotions should include a class-specific core/blank core if all of the class-specific stuff has been acquired?

fiery hearth
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There should be some voicelines if shooting an immune enemy, such as Dreads, I'm kinda surprised how many new players (and myself, for a time) I've seen that didn't know the bar going grey means immunity and I think this may help

echo path
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rework the shield battery booster OC for the drak to have it be a scaling bonus based on how much shield you have rather than being an all or nothing deal with full shields. currently, especially on haz 5, there's too many sources of random chip damage from enemies, environment, and even stray friendly fire if youre playing online to make the OC practical

small root
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make rocky mountain work on gold

near glacier
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Boomstick oc concept for scoot

near cedar
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I wish Perk Points could be used for something else after you've unlocked and upgraded all of your perks. Maybe be able to spend them on gold, crafting materials, or blank Matrix Cores.

little axle
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Sludge Pump rework: Primary fire has 4 fragments on impact by default
Secondary fire fragments have a little more velocity so they spread out further.

mellow veldt
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Suggestion; Twitch Integration

Player can link their twitch to their Miner Profile;

Upon going live and playing Deep Rock. Each of the bugs have the name of an active twitch user in chat and whatever the Twitch Chatter type, the bug will have a small text bubble above it

Example;

Streamer trigger one of the boss; Instead of Hive Guard its "IrishInvasion" [subtext; Hiveguard] and the Streamer [only the streamer] Can see the Hiveguard relaying whatever IrishInvasion is saying on twitch

or

A giant swarm of swamers all spamming "GONNA GET THEM TOES" coming at you.

You can adjust how big, how transparent, how long the text box stay up, etc.
Fun way to interact and give the game some more twitch following

Edit; Inspired by this Rimworld mod; https://steamcommunity.com/sharedfiles/filedetails/?id=2075845400

dreamy quarry
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Make the strong arm perk affect grenades please, thanks.

stable sparrow
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Huuli hoarder style cap🧢 with some jiggle physics

little axle
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Cosmetic rewards for reaching milestones with total perk points, like the battle pass except each reward is a one-time thing.
This way people can stop asking for something to do with excess perk points.