#suggestions

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knotty glen
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quick ping, or a perk that highlights the last living enemy you dealt damage to every x seconds. Holding ctrl breaks the flow of combat a little bit, not sure if its intentional though.

knotty glen
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interactive mining like rust has, or unleashing q mining 😛 would also be badass. I'm a sucker for skill based bugs 🍭 and just in general

near glacier
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hi i feel like we need a skin for molly

strong lichen
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"Employee of the month" posters near the bar that change each time you return to the station/restart the game
They could randomly choose between molly/steve/bosco/dolly

clever dirge
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Increase drop rate for lost packs and cargo crates in salvage missions. I feel like it would make more sense to find lost things dwarven related because we are finding and repairing lost components of fallen dwarves. I'm not saying that the chances should be increased to 70% but add 20% to each mission length

The original values for mission length are as follows. 1 = 15%, 2 = 20%, 3 = 35%

Edited values could be... 1 = 35%, 2 = 40%, 3 = 55%

This is just a number I'm throwing out but I do want to see an increased chance for discovering lost packs and cargo crates during salvage runs.

Values are not set in stone and could be edited.

tawdry cosmos
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A very simple suggestion. When the Driller uses his drill, he leaves a luminescent trail like a sticker fosfor. A light that shows the way, but is not strong enough to illuminate the environment. The light intensity would be a little weaker than the magma veins on the Magma Core map.

brisk epoch
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Can we get a thanking chat? I really wanted to thank the devs without annoying them or pinging them, I played on xbox before, but changed to pc, my laptop is a surface pro 7, it is a potato, but the devs have made a game so well built, that I still bought it again and doubled my progress, so overall, a huge thanks for allowing graphics to go low, it may not help most but is a lifesaver for people like me.

rugged marsh
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Cosmetic: Drill Beard

north skiff
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Mission anomaly - close to surface

"this cave is particularly close to the surface and light is seeping through, you may not need your flares for this one."

Basically big open cave areas are lit up by cracks in the ceiling.

dawn fulcrum
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This has probably been suggested before, but, how about a mod to let you throw C4 a lot further?

stable pewter
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Mission Hazard Anomaly / Rapid Growth

“It’s breeding season, and swarmers are growing at an alarming pace.”

Spitballers/Cave Leech/ other unique creature spawns are likely to be replaced with a Brood Nexus, and Swarmers that are not killed in a certain period of time mature into full Grunts, rarely being Slashers or Guards

radiant heart
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In-mission deployables that function as an additional per-mission buff alongside beer.
Costs credits, each dwarf can pick one deployable-package per mission.
Deployables are physically present on racks in the space rig(think shops in oldschool rpgs), when dwarves buy them they're visually placed in the drop pod a'la dotty's heads. In mission they are carried in the dwarves' inventories.
The number of each available to be picked per mission is adjustable for balances sake (IE: only 1 nuke is available so only 1 can be used per mission despite team size) and unused deployables are refunded after a mission.

A few ideas:

Lightstick Bundle: Set of 3 deployable & retrievable area lights. Each provides dim(and perhaps reddish) but serviceable illumination in a somewhat smaller radius than a scout-flare.

Mining Pike: Ranged mining tool with 4 or 5 charges, fires a long, explosive-filled, impact driver-tipped spear that will stick to whatever it hits, hammer itself into it (making pile-driver noises) and then detonate, carving terrain in a similar radius to a TFC. Useful for knocking down high up minerals without a scout, cracking out quarqs and busting praetorians. Once deployed acts like a dotty fueltank, thrown with RMB, fired with LMB.

Gravity Lift: Set of 3 deployable gravity lifts, vertical traversal tools. Can carry dwarves 40 or so meters vertically, path taken is indicated by blueish/purplish rings (think Outer Wilds). Pads can be "tuned" by holding E, where the dwarf hits the pad repeatedly with his hammer, randomly bending/curving the path of the lift and increasing/decreasing its speed/range (adjustments are ill-advised while the lift is in use).

Nuclear Cask: N U K E B A R R E L. has the form factor of a dotty fueltank with keypad/screen on one side. Once deployed can be carried around, thrown and is armed by holding LMB where the dwarf keys in the arming code (1,2,3,4 or 1,1,1,1). Once armed a countdown is shown on the screen (10-15 seconds). Primary explosion is like a beefed up version of the fatboy leaving a crater a bit smaller than a bulk+radioactive AOE. Could also spawn secondary explosions that spread out along the path of least resistance like a blast wave which thinly carve terrain. Leaving a big crater and a bunch of scarred terrain. Making it a combo swarm-clear, dynamic mining powder-keg and meme all in one.

Terminator Drone: 1-2 limited lifetime combat drones. armed with twin SMGs and a Plasma Slicer. Suicides into bugs with a large explosion on death.

Mini Mule: Your own personal mule! Follows you for the duration of the mission, can only hold regular minerals (ie: no aquarqs, pearls, jadiz) and minerals are deposited more slowly. follows the main mule back to the drop pod or makes it's own way back on missions without mules. After deploying it the mule-case is replaced with a remote used to call it, or it could by called by holding C

worldly coral
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hazard where its all ebonite glyphids, even the cave leeches

jovial marlin
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Dunno if some of these have been done before, but I had some cool grenade ideas:
Engineer: Swarmer Grenade
The engineer tosses a grenade and spawns in a group of 6-8 mini swarmers, reversed engineered from DRG’s rivals. These mini swarmers are small but pack a punch; every time they dive bomb an enemy they unleash a mini explosion that stuns nearby bugs. If the swarmer doesn’t find a target, it will self destruct.

Gunner: Reflective Adhesive Grenades
The gunner gets a grenade that allows a large area of terrain (or enemies) to be reflective, exactly like the bullet hell Overclock. This field would be usable for the entire team, and also applies a toxic effect to the effected hostiles.

Driller: Shockwave Grenade
The RnD team has been researching the dreadnauts, and they’ve been able to come up with something special. This grenade has two functions; first, I’d thrown at an enemy or group of enemies, the grenade explodes in a fiery shockwave, similar to the Arblast twin’s ranged attack. Throwing this grenade at the ground however will cause a large tremor across the ground, stunning and fearing all bugs nearby.

Scout: UV Field Grenade
For the scout, he gets a grenade that is complimented by his flare gun tool. This grenade when thrown casts a large field across an area; dealing fire and electric damage. The kicker is that the more illuminated the area around field is, the stronger the damage and elemental damage. If you add a flare gun flare and toss a few flares, it’ll increase the radius and damage

fiery hearth
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Since we have more unique out of ammo lines for certain guns, I think it's worth re-mentioning the idea of the support/traversal tools having their own lines for going on empty
Make them take priority over other lines when playing too, so players know not to ask for any more aid from that tool until resupplied

wispy path
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I want a new mission where we mine in asteroids and bugs come out of that steroid and possibly Rivals.

strong lichen
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***Stable Lead Storm overclock: ***

"Insulated Holster"
Description:
"R&D has decided to rip out thermal protective panels from the drop pod and use a gun in their new makeshift alcohol distiller. Turns out this has also some other,albeit less practical applications"
Effects:
-100% passive cooling while unequipped
Application:
This could be used for certain heat-based builds,allowing switching to a secondary in order to store heat,at the cost of versatility during a firefight

tranquil marsh
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As a dwarf who likes really big guns, I would desperately love to see the zipline reworked or replaced.

In terms of reworking it, a drastic improvement to the angles and travel speeds would certainly help. Can be balanced out by adding a ton of weapon spread/recoil, disallowing weapons entirely, or giving bugs new countermeasures (eg: swarmers can crawl on the line, bigger bugs just smash it down).

In terms of replacing, I think it would be really neat to have a plasticrete sprayer that adds a layer of high-traction plasticrete to the terrain, allowing dwarves to walk comfortably on steep surfaces. Gives lots of room for interesting mods and adjustments, such as an attraction mechanic (opposite the deterrent of engineers) and slowing bugs, or even adding width to the sprayfoam so that it can build a small amount of terrain

tame horizon
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Can Mission Control PLEASE learn to SHUT UP when we're scrambling around and trying to survive a bloodbath of a Salvage Op?!

"You're jeopardizing the mission!"
"Get back in the zone!"
"We're losing your connection!"

Our arses are trying to survive around 100 various types of grunts, 5 Praetorians, and a BLOODY BULK DETONATOR "SIR." Shut yer gob and just LET US WORK you bumbling mud-miner!

(note: the annoyance in this suggestion has been amplified for comedic effect. please lower the rate at which mission control reminds us we're outside of a zone in salvage op, please and thank you)

stiff tartan
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A new Mission type where you invade a Glyphid Hive, fight a largeer bug than a dreadnought + dreadnoughts and defenders. A great way to use glyphid Hiveguards some more aswell as creating a larger more chaotic "raidboss" style perhaps? It could just be a special event for once a month or something, like Central has discovered a brand new Hive you must eliminate before a Hive "Monarch" Or something finsishes growing, and you get there and fight it, and collectables could be like "Glyphid" gunk, which is found around the nest areas for the swarmers.

raw crater
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A mission anomaly I think would be a good idea is one where the our characters can see dwarves who where killed in action while mining. Looking at the ghost dwarves will trigger an effect on the dwarf looking at the images that will increase the damage they take temporarily as they are overwhelmed by fear as well as trigger voice lines

uneven notch
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I think it would be nice if management added a little hacking station in the space rig so newbies could practice their hacking without having to do it under pressure in the field

tranquil marsh
# tame horizon Can Mission Control *PLEASE* learn to __SHUT UP__ when we're scrambling around a...

Related suggestion: Can we please add some sort of threshold for Doretta getting chewed on by bugs? I love the idea of the voicelines and Doretta's screams when under attack, but without a damage threshold it just turns into constant noise instead of a helpful or amusing notification of a problem.

Ideally I'd love to see triggers for 3 scales of problems:
Small Whining / Somebody watch Dotty - Doretta drops below 90% or takes a few small hits in a row
Major Whining / Bugs on the Dozer - Doretta drops below 50% or takes some big hits
Dotty Screams / Dwarves Panic - Doretta drops below 20% or takes a huge hit

tall scaffold
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let me add friends on steam from the "status screen" when i find someone i enjoyed playing with! (u can go in the recent players on steam but it would be easier to make friends ❤️ )

clever dirge
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New grenade for engineer. Spotter.

Deploys a device that starts about the size of a bowling ball but expands into something reminiscent of a spotlight on a tripod. When deployed it can be picked back up. The device searches for enemies with either the most amount of health or most amount of damage and works in unison with sentries by relaying the information to the turret and focusing fire while also providing the turret with whips in 40 second intervals. The spotlight head is also a functional light source to better identify the dangerous target and if a bulk detonator is detected the device will alert the whole team of its presence.

raw crater
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I think a cool addition to the biodiversity of the plants in the hoxxes would be a plant that has the ability to trap players and glyphids like a venus fly trap except in drg form

toxic adder
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In escort missions, Bosco can be charged to guard Doretta so how about a new command for him in salvage operations: Maintain signal triangulation/protect the refueling pod.
This way the player is free to move out the boundary constrictions without risking mission failure.

median crescent
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let us rank up the battle pass with credits (max 50 levels and its only possible 2 weeks before the season ends) i mean its nice that nothing gets taken away and can be obtained BUT 1. with 5-10 passes in the chance of getting what you want is almost none if you had 50% left and 2. even with the daylie missions as casual who hops on for 2-3 hours a day its almost impossible to finish the pass in time (also its not the only game i play tbh and if it feels more like a job than fun then somthing is Wrong with the progression of it imo)

Also the rank ups should be expensive so you can not buy it just right away so either you save credits and unlock one once every few or just a few levels of every pass (10k credits per level would be reasonable as example(500k gold for 50 levels) i played around 200 hours on season one and got only to level 45 i think so unless you grind hard its not viable on the long run since with more and more of the things getting added to cargo crate and backpacks on season 10 a new player CAN find a lot but prob will never catch up if he doesnt grind as crazy and has a small chance of getting what he wants.

gilded zodiac
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Replace Drillers HE grenade with an impact boomerang.
The HE grenade is By far the most boring grenade out of all the grenades and arguably the least useful out of drillers grenades. The impact rangs would feel a lot like the bodkin points OC for the boltshark but in grenade form. So it would be good at clearing grunts but weak enough to not 1 shot mactera and guards. It could also count as melee like the impact axe so it could be use to quickly gain health from vampire.

chrome vale
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Small, simple suggestion, but I think it’s valuable.

Fix the punctuation for the collette wave cooker! Every other weapon had consistent periods or other punctuation marks for all of their mods, but the CWC only had periods on tiers 4 and 5! It shouldn’t be that hard to fix either. It’s small, but it bothers me, and I hope I’m not the only one who’s noticed it.

coral widget
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Quality of life suggestion. Give bosco a r2d2 esq scream when he gets hit by a stray bullet or explosion

solar grail
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In-game ready check function in case you can't use chat for it for whatever reason. Maybe if you hold a hotkey and point at the MULE / a dread cocoon / an event, it does a special callout?

gilded river
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Serious suggestion: whip and/or nae nae dance on jukebox/blackreach blonde

woven python
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I would love to see a helmet cosmetic that is a glass helmet, like the one that mr.freeze uses from batman animated series or even from batman and robin film, yes I'm trying to make driller look like mr.freeze.

red juniper
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Paper bag with holes for eyes hat please

gloomy fjord
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This might be a repeat suggestion, but:

A new hotkey which will activate the 'wallhacks' and depository list like how tapping ctrl does.

This is because you currently cannot view the position of your teammates or your nitra amounts while downed or carrying something, as you need to be able to pull your pointer out. I've had multiple situations where I wanted to get a bearing on where everyone was, or check nitra amounts, but couldn't since I was either downed or hauling an aquark across a zipline or up a hill

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If a new form of cosmetic is required, a more subtle and simple one could be:

Stickers! You'd unlock them and could equip them onto your guns and maybe armor. Since they'd just be flat images they should be easier to implement than whole new models and skins. However, one major issue is that I'm not sure if all weapon models would have the space to support stickers, especially if they turn out to be large.

To draw a comparison, the game Hardspace: Shipbreaker also allows you to slap unlockable stickers onto your tools to decorate them. In a similar vein, maybe these would be applicable mainly/only to support/mobility tools?

maybe require you to spend perk points to get them idk

delicate cedar
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Unstable Overclock- Breach Cutter: Plasmarang

rocknstone Shots return to the user.
rocknstone Fire Button can be held down to increase range and velocity.
rocknstone Clip and Ammo Pool are fused, no reload required.
rocknstone 50-100% proc velocity increase.

tothebone 2 ammo is used for every shot.
tothebone 25% decrease in damage.
tothebone 50% decrease in armor breaking.
tothebone Shots will hurt the user upon returning if not caught.
tothebone The weapon cannot be fired until shot returns.

rocknstone Damage will increase the longer the projectile is alive to a max of 75% increase
rocknstone 1 ammo will be returned on catching the projectile.

Explaination: The weapon will fire a plasmarang that scales up in damage the longer it is alive, as well as returning some ammo upon being caught. (firing when the projectile is near).

AKA. A high risk and high reward OC, where shooting a long range projectile will give a 50% buff to damage on reentry, but also leaves you open to bugs during that time as well as hurting you and losing ammo if not caught.

(Could also be a boomerang reskin.)

clever dirge
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When grabbing an item from Bosco have some voice lines around the dwarf saying "Give me that.", "Thanks little guy.", and "Your almost like Molly."

When calling for Bosco while he has an item in his hands play different lines from the dwarf based around. "Bosco toss it over here.", "Throw it, I'll catch it this time, I swear.", and "MOLL- I mean Bosco come here will ya?"

mild idol
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I would love to see more utility in the icon options for character presets (A-E) as well as the Bosco presets. There's a pretty limited number of icons and they don't do the best job at infering. What the build might be for.

hard magnet
#

scale brigade pickaxe

uneven notch
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"Breeding Ground" warning - Increased Naedocyte breeder and brood nexus spawns

north skiff
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Would love to see the model for the glyphid sentinal in the beastiary.

frosty dock
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Here's some little things I think should be added.

Exit Animation. the animation shows you leaving Hoxxes

The Option to tame loot bugs and such maybe add little pets

Endless horde mode

Switch port. I'd feel like it would make a good port

These are some ideas I came up with. When I get more idea I'll make another list

cloud sinew
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Sorry if any of these have been suggested before – Just a brain dump of some of the ideas I think would be cool to see:

• Uses for error cubes – exclusive skins/frameworks only available through using cubes in the shop OR that you use them to start rare events in maps with big rewards.
• Rewards/incentives for promoting dwarves – Could be an exclusive armour type or skin for reaching silver/gold promotions and then an extra perk slot for reaching platinum or diamond?
• Overclocks for tools – Loads of potential here.
• Skins and frameworks for tools – I want to be able to customise my sentries.
• New Mission type – Hive/brood queen. “We’ve located a glyphid queen that needs exterminating.” Could be done similar to industrial sabotage where the queen is stationary and you need to work weak points to kill, all while you also have to fight constant swarms and maybe even dreadnoughts that come out to defend.
• More stuff to do on the space rig – Blackjack tables/slot machines to gamble credits and resources. Chance to win credits and minerals and a small chance to win skins/frameworks/OCs.
• Not really a specific suggestion but I’d love to see more perks (or maybe just extra levels for existing perks) – I have a lot of perk points that are just sitting there.

civic valve
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I want a room where to place and breed lootbugs on the station. Also Lootbugs of different colours would be appreciated-

terse dragon
#

the ability to put your hat on steeve, making you bald but steeve very happy

solemn sleet
#

Maybe add another unstable overclock for the M1k so SCC gets a break

Overclock Suggestion for the M1K

The Double-Quad Combo (Unstable Overclock)
"By violently tampering the Classic's internal firing mechanism, we have successfully changed the way how this weapon works once more. Normal shots now fire in a double burst, whilst a focus shot would spit out a quadruple burst of bullets. In addition, the weapon's magazine size and ammo were increased. However as a downside, the bullets do less damage, recoil is a bit troublesome, and both normal and focus shots waste twice the ammunition."

+Normal shots now fire in a double burst, firing out two bullets in one tap. The same with focus shots, shooting out a burst of four shots.
+Increase in ammo and magazine size
-Recoil increased
-Decrease in damage
-Normal and focus shots spend twice the amount of bullets

wanton island
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Satchel Charge rework;
It feels like if you want to use satchel charges, you're forced into taking both extra ammo so that you get back 2 on resupply instead of one- meaning that the only choices that matter are the last tier

Main suggestion:
4 ammo baseline
Replace the tier 1 ammo mod with a throw distance increase, and the tier 3 mod with something else (one possible listed below)

Secondary suggestion (this would be a major rework to it, but could be fun):
Make Volatile Compound baseline (without the damage buff).

Turn the tier 3 ammo count mod into a Stable compound, which stops the charge from exploding when damaged- so you can play the charges like you do now.

Turn the Volatile Compound slot into a mod which will disable the detonator, but allows you to place multiple charges- so the only way to activate them is to damage them.
It'd give people a few different ways to play the charges, and let people set up multiple traps to draw bugs into.

median crescent
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OC Idea for Scouts DB Shotgun:

Timed Minlets:

R&D Stole a bit from engis pgl as foundation but made something completely new out of it.
Just keep in mind since the minlets are packed with tons of Electronics that they are heavy, and they probably shock you to death when they get wet (not actually).

The Minlets are not desninged for damage but for support like most of scouts loadout while offering him a bit of aoe and also a new playstyle/ breathing new life in the DB since its almost never used outside of special powder. a sawed of shotgun should tear trough even haz 5 pret with a few well placed shots while they usually dont / you need too much ammo compared to scouts other secondarys to do enough damage since the boltsark and the MPs are much stronger in every other spot than special powders mobility.

Stats: 20 impact damage. after 3 seconds they explode for 10damage in an 5m radius and eletrefy anything that can have the debuff for 3 seconds.

+Timed Minelets
-Normal Shells
-75% ammo
-200% longer reload

summer ridge
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I just started using minimal HUD. Please give compass / depth meter and weapon details "dynamic" option.

gloomy fjord
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Looks like there've already been suggestions for space rig room customization, so here's a list of what I think you should be able to customize instead of just the general idea:

• Bed
• Desk
• Paintjob
• Posters (multiple slots)
• Random junk on the floor (e.g soda cans, ammo boxes, etc.), with multiple slots
• Door
• Lighting

I imagine that implementing custom rooms would either be kind of impossible, similar to how a firing range just can't really be implemented, OR just a challenge to redo how the spacerig level loads in

pale stag
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Crash landing mission:

At launch, the drop pod crash lands (due to system malfunction, rival attack, etc) in a random biome, and you have to complete objectives in order to repair the pod to continue into your mission. Could also occur at the end of a mission, and you have to fend off enemies while recovering as many resources that you collected as possible, while waiting for a new pod/repairing the crashed one

pseudo lava
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Mission control voice lines where you catch him in the middle of eating, or doing other dumb things.

slow star
#

Make Blistering Necrosis Overclock for Driller's Wave Cooker not block weakpoints on enemies

tardy crest
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Chaos Wastes like mode

A series of levels akin to DDs/one big level where with a mega objective where dwarves can exchange gold or resources to swap for weapons with more and more powerful OCs. Some exclusive to the mode.

toxic kernel
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Ideas for the Supercooling Chamber Overclock for the M1000:
-Significant Weakpoint damage at full focus
-Can load up to 4 bullets (would be cool, but optional)
As of right now, I tried to make SC work because on paper it seems nice,but in practice you're forced to take a focused shot in order to get the value,not to mention the huge ammo penalty it comes with and the other downsides.It would be actually nice to be able to actually feel it packs a decent punch and it should be able to compensate for its downsides and make more sense with the playstyle it's hinting at

tranquil pollen
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A shooting range to understand how weapons/skills work. It can be implemented as a separate large room in the lobby, with a projection of enemies and the landscape of caves.
And cross-platform play, pls

dawn fulcrum
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Maybe buff the base damage of the Subata a little? At least enough that it doesn't need the T4 damage mod to one-shot swarmers

arctic jay
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idea for dreadnought: armorless like the twins and you can damage it by shooting at it from anywhere but if you repeatedly shoot the same spot on the dreadnought its skin in that area will harden and that hardened area will not go away unless you wait long enough

twilit shard
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Can we get like a boneyard like biome? A place where creatures kinda just go to die

near glacier
#

What if before a mission we got a preview of what a cave or two would look like before we got into the pod and dived down? This would be on the various screens in the center console area and in the drop pod aswell, flipping between 2-3 pictures of the landing zone/various parts of the cave, allowing dwarves to get their traversal gear together-if they cared of course

||totally not suggesting this so I can bring speical powder/RJ250 on perfect looking missions :)||

worldly coral
#

I stg hover boots should be a long spacebar press not the Mule button.

quick fox
#

Arm Wrestling with other dwarves

south ridge
#

Shellbacks should be buffed, they're such cool enemies but are complete wimps that die before they can do much

latent mango
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Armor paint idea
“Slightly off”
A more purple skin for Scout
A more pink one for Engie
Black or gray for gunner since that was his old color
And orange for driller
Just something to change it up a bit
Description: who mixed up the laundry again?

jade blade
#

Alternative input options for different tasks and activating perks.

Same button for different stuff or double presses result in too many accidental inputs, even if you‘ve played a lot. I feel bad connection adds to this.

rare scarab
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Make scout's grappling hook capable of pulling heavy objects towards you, Like aquarqs and gunk seeds

oak cradle
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If you use hyperpropellant into an enemy with collision (Silicate harvesters, dreadnoughts, praetorians, etc.) It hurts both you AND the thing you went into. Or maybe just any bug, and it has AOE.
I feel like this would just be funny tbh, doesnt have to deal loads of damage.

jovial oasis
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A mission where u go against a queen glyphid or mactera

granite hatch
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builders choice colors for diffrent frames

twilit shard
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I wanted to expand my idea for a boneyard like biome. I think it would be cool if the boneyard (as I will call it for now) had a variety of dead species littered around with one predominant one. That one being the another invasive species. I've always wondered why the glyphids don't attack the other species (lore wise) I've interpreted this as all or most of the species on Hoxxes being symbiotic. Glyphids act as the vanguard and protect Hoxxes from intruders. Loot bugs eat minerals to help clear paths for glyphids. Mactera might collect corpses of other species to eat or feed to their young. Silicate harvesters might filter out harmful minerals in the dirt etc. I think it would be cool if the we could see and explore more of how the different species coincide with each other. Beyond eating dwarves that is lol

#

I also had an idea for another boss. A mactera nest that much like the brood nexus or the bough wasp nests. You would fend off waves of Mactera (much like mactera plague) as you slowly waddled down it's health. Its abilities can be anything from summoning more Mactera to shooting out goo (much like bombers) to shooting out small swarms oc Mactera flies (like the wasp nests) that slowly do chip damage and block vision

dusk coyote
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I am disappointed with the DRAK nerfs even if I didn't use the gun. I just think other options might need a buff instead such as the Deepcore gk2, I think Deepcore needs some base damage boost because right now the two other primaries are better in every way. I would like that the DRG team focused on buffing only weapons that are bad instead of ''nerfing fun'' as some other people says. In my experience, I didn't see guns that are too OP but mostly some guns that are too weak.

dawn fulcrum
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Rough idea for a Boltshark overclock: Shooting an enemy with two special bolts in a row will either intensify the effects of it, or spread it to nearby enemies. Or, shooting an enemy with a special bolt then a normal bolt will cause some kind of effect based on the special bolt type, kind of like a turret whip

rough dawn
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When activating a Machine Event (Inserting Tritilyte Key),
Allow Mission Control to describe the Event with the usual lines/with some additional lines, instead of AFTER beginning the Event.

Additional Line examples...
Generic (After Key insertion)
"A Core Infuser! Stock up before you engage, and be ready. You won't have too much time after you start up the machine."
OMEN
"So you've found an OMEN Modular Tower. Careful, this one's tough to crack. In order to destroy this thing, Maintenance Platforms surrounding the OMEN will expose vulnerable weakpoints. Each segment has its own unique method of keeping on your toes, so keep your eyes peeled...and good luck."

median crescent
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A New nemesis related event/Mission (he shouldnt just be named like that for what he is right now (a reskinned bulk with more close range damage ))

Our Rivals processed the data from the nemesis as probably planned of them to fix their weaknesses. Reports show a new kind of nemesis, a stronger one, one that not just seeks out dwarfs but even tries to capture Drop Pods and use their Navigation Data and Thruster Parts to get up to our Spacerigs. Even when they seem to fail for now we cant let them proceed to Advance. Manegment has seen enough. They... NO, WE need everyone of you to stop that ONCE and for ALL before its too late. Show them what Rock and Stone really means.

Well basically its a Buffed up and Improved nemesis with 4 arms (yep 4!) it its faster and way stronger in every way BUT has still one weakness, and that is Shorting its circuits. since the AI of it is way more capable than the MK1 it is packed with sensitive eletronics. It may be capable of evading like a mactera but it isnt safe from traps. So you start in a large cave already supplied with nitra and traps (platforms or similar idk) wich where launched down before wich will generate there you have to lure the nemesis inside to stun it (they need to be charged beforehand by someone so work as a team), and disable its shield before you can do damage to it. then fire as much as possible. this has to be repeated but he gets more patterns and more agressive the lower its hp fall. Also it gets aided by Shredders patrol bots and even (but rarely) another MK1 Nemesis). Once its Destroyed you have 1 minute to get to the escape pod before it self destructs causing the entire cave to collapse. (when stunned you can resupply and it cant call new help (stun should be 30 seconds to 1 minute) Electro DOT should do 5 times the usual damage on it (only when stunned).

That could give the nemesis models a bit more depth than just being another enemy (the normal ones could just be prototypes)

little mica
#

Just look at how awesome it is. Black suit, nothing more. Please add black paintjob with white lanterns.

rain star
#

-a slider for aim assist/sticky aim so controller players can turn it off or adjust it

twilit shard
#

Another idea taking inspiration from the last of us. Cordyceps infected bugs. I see it best implemented as a season event like rival tech. But could also be it's own mission.

I know kursite is already a thing but I think Cordyceps would make more sense. Most people are aware of nits capabilities thanks to the last of us. But more importantly I think they would add a bit of much needed eeriness to the game. At would also ground the game a little more in reality and help immerse us into the world of DRG

twilit shard
#

Yet another idea I had was a slight tweaking of the haunted cave warning. Instead of an invincible incorporeal bulk detonator why not trade it for a very real very corporeal dreadnaught that has fully matured just like how mission control warned us they would in elimination missions. That would also tie the missions a little closer together and give the players. A sense of emergency which would do further wonders for immersion.

And we can still use the haunted texture from the haunted warning and convert it into another warning like ambush or camouflage. All enemies would have the same texture making them a bit harder to distinguish from or her bugs around them. It would add a new level of challenge. And you can explain it as the glyphids adapting to the dwarf threat. Which in itself would make us feel like we are actually having an effect on this planet and it's ecosystem.

Now we have more immersion and a whole new warning without losing anything for them

cold plover
#

I feel like radioactive exclusion zone could use a bit of a darker setting, perhaps making it a more of a "dead", hollow biome, instead of slightly mutated, including a geiger counter sound (perhaps when being close to the crystals, as to not annoy with the constant sound). Would go lovely with the new radioactive preatorian sound.

grim bay
#

The one thing that I thought deeprock should capitalize on is making an ecosystem. I really think this is a small way to add a lot of cool interactions and overall immersion to the game. We already have some of this in the case of flora in the cave but it would be really cool to see stuff like glypheids hunting down some prey or the sentient cave vine killing glypheids. These small interactions would really reinforce the idea that the dwarves are alien to this environment and while everything should be hostile to them they shouldn't all be peaceful to each other. Some examples of games that do this are spelunky 2 and rainworld (rainworld being the extreme) where some animals will eat others and some will cooperate in neat ways. not everything on hoxxes should be hunky dory. especially to gyphids as all they do is kill and ravage anything that moves

near glacier
#

Shield boost ability disabled when someone is down.

Multiple times when i was trying to revive, i accidentally just shield boosted which afterwards had no effect and wasted me a cooldown

oak cradle
#

Shooting teammates with Explosive Chemical Bolts makes them send an AOE shockwave when dying

languid stream
#

A single pen blowthrough mod or a damage buff for GK2, to make it more comparable to the other 2 scout primaries

cerulean wren
#

Let us bring steeve home with us. He deserves it

regal minnow
#

I know that Host migration has already been suggested before, but I'd add another reason to why the game should have such thing. One hosts a multiplayer game, let's say a Deep dive. The group is great. And after the deep dive is successfully (hopefully) finished, the team wants to do Elite Deep dive now. But the host has to go due real life reasons. Which means that he has to destroy the group (as everybody gets disconnected when the host leaves) instead of the same group continuing under another host, which would be given the host status by the leaving host. Or automatically by the game. Which results in people having to find themselves randomly in another server somehow. (And yes, I know that friends feature exists.)
So let the host to make somebody else host. Or implement an automatic host migration.

primal kettle
#

GOLD NEEDS TO BE WORTH MORE!

the amount of players just just don't even bother mining gold is to high for us to be considered dwarf anymore. and to be frank I don't blame them! no dwarf worth their Beard would mine gold that worth so little! it might as well be the crystals we trash!

woeful fjord
#

Destroying a brood nexus should call out a small wave of grunts

crude crystal
#

Sludge Pump should dissolve Glyphid Exploders like it used to, without them exploding. Please.

main bolt
#

Make a new ”beer”, that would be called: Earth Liquid ”Water” (or Papa Dwarfs Secret Liquid) or something in that topic, that would be obtainable from an assigment (at profile level 20 or something) with a price of 3000 coins that would make the dwarfs burp or something (because we can assume that dwarfs can’t drink water).

Would be served in a glass

#

Another suggestion:
Let us eject people from the ship

wide shell
#

Make it so Impact Axes and Nishanka Bolts don't glow if they hit an enemy or are non-retrievable.

crude crystal
#

CRSPR model to be redesigned, I do not use it just because it's ugly.

crude crystal
#

Other Driller guns/canons are heavy as his equipment. Meanwhile the flamethrower is just a stick with a PP looking nozzle. Which for some reason has three ignition sparks. Tank is like a lighter fluid canister.

fair smelt
#

Could extra perk points for us grey beards go towards season pass XP? Or converted for extra beer 🍺

eternal frigate
#

Cause the impact of the Chemical Bolts to not stun enemies; stunning them when landing a chemical bolt is counterintuitive, as you're usually aiming for a grunt in the middle of a swarm, but they can fall behind the swarm because of the stun letting other grunts move out of their AoE, so having the stun is actually a negative.

proven sandal
#

Unique voicelines for the aggressive venting mod / overclock

for example:

"Venting!"
"Yeah, run ya buggers!"
"Too hot for you?"
"maniacal laughing"
"boom!"
"Venting plasma!" (drak only)
"explosive cooling!"
"tactical overheat!"
etc etc

nimble stream
#

Pride Armor Paint jobs please?

stiff barn
#

felt evil today so i have invented a bug with the sole purpose of trolling people

the glyphid pest/glyphid mimic periodically produces sounds from other bugs like mactera grabbers, opressors, menaces and other bugs that make you put your guard up

does not attack the player but will instead hide and follow the player. will fly away when shot at or to catch up to the player, but you can stop it from flying by shooting off its wings at the back. spawns similar to menaces (away from the main crowd) but doesnt spawn during swarms.

when it feels like its in danger (losing health quickily or when a grenade is thrown near it), does a callout move where it does a screech unique to itself and a horde of grunts will appear near it

gleaming slate
#

Stop nerfing Drak into the ground and make other options viable for scout primaries 👍🤔

formal bay
#

Suggestion: A new random event (roughly same spawn chance as cargo crates/lost packs) called Explorer's Data. It can be something similar to Deep Dive black box where it spawns a wave of enemies and you got to defend it.

Unlike cargo crates/lost packs, this does not reward cosmetics, but instead unlocks some lore about the biomes and things found in it. Stuff like what are aquarc's, minerals, secondaryObjectives, heartstones, and eggs used for by management? or what are the origins and purpose of those glowing rocks and mana well in the Azure Weald?

The event may also reward some post-mission exp, in the case all current lore is already found but still encourages players to take part in it.

teal wharf
#

LOK-1 needs it's targeting adjusted for Patrol bots, it's impossible to hit it's head when on level ground or below it, below it is understandable, but level ground you cannot arc it enough to line up the shot on its head, only if above can you do this. Really is frustrating fighting them with it, it's fantastic when you are able to hit the head with Executioner OC, but you can't make use of it when you don't have elevation advantage.
A suggestion I would probably think will solve this is too simply raise up the targeting point slightly, just enough so that the arc will just about intersect the head while on level ground.

coral yew
#

Drak nerf is whatevs, but please make the one oc that increases its capacity better. Can shield battery booster please work off of shield percentage instead of having to be full 🙏

woeful fjord
#

Give a slow and terrifying unique spawn animation to bulk detonators, possibly with some fear-inducing sounds

oak matrix
#

A small thing to help greenbeards : Have Mission Control gently remind the dwarfs that they do not have enough Nitra to call in a supply pod when they try it without having 80 Nitra first.

near glacier
#

OC Rework Idea: Re-Atomzier

Alrighty, I know it, yall proabably know it... the Reatomzier isnt really useful to any capacity and is just really a cosmetic OC at this point-in my opinion atleast. Heres what I suggest, a total rework around the OC as a whole.

The Idea: Re-Atomzier

With the power of precise biological studies and the upgrade to a radioactive round, you get to play God! Upon hitting a bug with a shot, you have a chance to de-evolutionize it back to an earlier stage of its existence! However, this puts major stress in the battery, increasing the charge per shot and charge times signically.

rocknstone Upon first bug hit, have a chance to lower the ranking of that bug (Turns guards to grunts, Grunts into swarmers, Praets into guards, acid spitters into web spitters, etc etc.)
-(Will not work on Dreds or robots)
-The larger the bug, the lower the chance it gets devolve. grunt sized enemies are 100% chance, large sized enemies (praets, adult shellbacks) are 75-50% chance, very large enemies (opperssors, breeders, bulks) are 5-10% chance, just an example-numbers can change for balence reasons. This effect would lose % percentage for every target getting hit with a penetrating shot.

(Alternative idea: Have this weapon simply just shrink the target instead, praets to tiny praets, bulk dets to regular exploder sized dets, breeders to near jelly sized floating things that cant spawn eggs-etc.-making it weaker and less dangerous. I think deevolution is a cooler idea but this is a logical friendly alternative)

tothebone longer charge time
tothebone more charge consumed per shot
tothebone full charge is required to devolve a bug

Just an idea to play into the reatomizing apect of the weapon, literally rearranging the atoms on a bug to change it into a weaker verison of its class(or just a smaller cuter verison of it with the second idea).

coral yew
#

Counter to my suggestion earlier: Have friendly perk negate 100% of friendly fire so that Shield Battery Booster oc is actually usable in multiplayer please. It doesn't matter how good you might be, you're never having your shields up 100% of the time, especially with randoms

oblique coral
#

Add a rare type of Crassus Detonator that turns the terrain around it into a random material

gilded zodiac
#

Can Goo bombers and its variants get a re-model? They look rly strange having no legs and there goo sacks don't look like they would drop the goo themselves.

main zealot
#

A room customization system would be neat. so it would be like when you load into deep rock you spawn in your individual room and you could customize it. Some examples of room customization are posters, colors, custom cryo pod, etc. You would be able to unlock these things from exploring caves, purchasing from shop, seasonal events or dlc. Also if you load into another player's game you're personal room would follow into that game.

digital ether
#

Revert nerfs to Drak. Buff Gk2. Thank you for coming to my Ted talk dstare

gilded zodiac
#

Rework The GK2 Deepcore! Its by a country mile the worst primary in the entire game.

reasons for rework:

  1. It does subata damage, a driller secondary.
  2. it deals the worst dps compared to scout's other primaries, even with its best dps overclock.
  3. It sounds weak.
  4. Its incredibly boring.

What i would change to make it good:

  1. Make it less reliant on weakpoint damage. Or give it better bonuses for hitting weak points through mods/Overclocks.
  2. Give it way better base accuracy. If i need to be accurate with the damn thing, the gun better not have anoying ass spread.
  3. Give it mods that make the player chose to hit weakpoints or not. You trade damage for added effects like fear or ricochet when hitting armor.
  4. Just give it better base stats in general
rancid hill
#

Any chance scout (and in particular the Drak) could stop getting nerfed/revert nerfs? It's so disheartening to see his only good primary left take all these hits

plucky zephyr
#

I want it's a bug thing to be a pacifist perk that's even more horrific.
You can press E on them to drain them of their minerals, putting it in your inventory directly.
This makes the lootbug skinny until it eats again

graceful dust
#

Make a fine for things like leaving a turret behind or dying an stupid amount (10 times) and make the fine small about 10 credits.

ember elk
#

Kind of a dumb overclock idea, but here goes.
For the Shard Difractor

Digging Star (Name is almost irrelevant)

Balanced overclock
rocknstone Increased damage
rocknstone Cuts through terrain

tothebone Lowered total capacity (-100?)
tothebone Slower recharge rate

Does exactly what it says on the tin, it's a mining laser.
The holes it'd make wouldn't be Driller drills large, just enough to cut through terrain, help excavate out things like jadiz, and make us able to write our names into the rock.

ivory mortar
#

Pretty sure there isn't a Mission Control voice line for when you manage to stuff all barrels into the drop pod (even though there's an achievement for it), so there's no in-game acknowledgement of the feat you've accomplished, but there is such an acknowledgement for kicking every barrel into the launch bay.
Now I know it's probably been requested more than a few times by now, but I think a voice line from Mission Control should be included in acknowledgement - he seems to be aware of you kicking barrels into the drop pod, and he seems to know how many barrels are in the hub, so he can probably put two and two together.
My suggestion is simple - when you kick every barrel up into the drop pod, have Mission Control let out a single exasperated (or perhaps resigned) sigh. I think it's quite elegant - you know what sort of tomfoolery you're up to when you do it, as does Mission Control, and nothing more needs to be said. However, this one sigh will provide in-game acknowledgement of this similar to what we already have for barrels in the launch bay.

quick shoal
#

My number one most desired feature is the ability to select which monitor the game is displayed on. I've got a three screen setup with a vertical monitor on the left that I use for work and in order to play DRG I usually have to disable the left monitor, sometimes also the right most monitor (which is horizontal) just to get the game to display in the center monitor. A dropdown in display options to select the monitor the game should display on would be AMAZING.

dawn fulcrum
stiff oxide
#

credit to @tawny shell for the formatting and some inspiration!
(I didn't check all previous entries, but I imagine this will resemble other suggestions)
gunner Gunner: "Stim-Pack"
"In a continuous effort to improve dwarven survivability, R&D has provided the gunner with a deployable Stim Pack. When placed down, it creates a temporary field that notably hardens dwarven skin, improves jump height, and hastens reload capability or cools your heated weapons. It even occasionally repels bugs!"
~ Thrown grenade sticks to terrain. After 1.5 seconds, deploys a short-range field (gunner's smallest shield level) that lasts for 6 seconds.
~ The field only has a 1/4 chance of fearing a bug inside the area each second.
~ The field gives dwarves that pass through it 33% non-elemental damage resistance(this would include fall damage), 1.5x jump height, and halves reload speed or doubles heat shedding. These effects last for an additional 3 seconds after leaving the field.
"Let's open a cooler!" "Stims here!" " Stim pack!" "Stim field! And I didn't fart in this one!"
4 count

scout Scout: "Glue-Grenade"
"Given the proven effectiveness of the sludge pump. A far more... sanitary version is being provided to the scout. While perhaps not as effective at slowing enemy movements as the IFG, this version of the concoction we've discovered is exceedingly effective at weakening the armor of any bugs trudging through it."

~ Thrown grenade explodes after 2 seconds, leaving a spread of flammable white lighter green goo in an immediate area across terrain (Lobbing it high allowing a wider spread with potential gaps, not unlike a charged shot of sludge pump colliding in mid-air).
~ Slows at half the rate of IFG, but erodes away armor rapidly without dealing damage to the bugs.
~ Lasts 12 seconds.
"I'ma Glue bomber!" "Stick it out!" "I love the smell of glue in the-wai-no you! " "What a sticky situation!" "
4 count

#

driller Driller: "Rad-max"
"We're unsure how you got a hold of this, or why a massive rod of irradiated material hasn't managed to set off our alarms. Just get it off the rig."

Tosses a green rod projectile similar to a flare that does intense rad damage in a medium area for 12 seconds (perhaps continues irradiating in a very very small radius indefinitely once spent). Need I say more? Warcrimes?
2 count

engineer Engineer: "Project Canopy"
"Using rejected turret sensors and faulty-returning bolts, The engineer has managed to build an answer to mactera and Grunts swarming on the ceiling."

Tossed like a normal grenade, but sticks to terrain to deploy and always aligns itself vertically. 1 second wind up before firing.
Essentially unlimited range up to the ceiling. Limited firing arc (45-30 degrees?) Fires up to 9 bolts(3 per second) with high accuracy over 10 seconds before falling apart. Killing most grunts and unarmored mactera in a single shot but ignoring swarmers. A great one to drop on allies when dealing with leeches and grabbers without knowing where they are, or if your ally is next to a wall the enemy are likely to descend from.

6 count

median crescent
#

New Grenade Ideas : (i Know nades are not high on priority just wanted to give my ideas)

Driller: AT Mines:

Take 3 seconds to deploy and set to active, if a large bug (pret or larger) walks on them the bug (And a small area) takes massive damage (that it isnt replacing engis nades ) the damage could be 400 on the bug itself and 150 in an 2m radius also they can be shot to detonate and leave a small crater.

Engi:

3D Matter Recycler:

Using it creates a 5m field wich Does around 2 damage per second and slows bugs 10% down (they are then 90% as fast) the field lasts 10 seconds. Depending on how much enemies die inside by the field or your guns it creates a small amount of ammo fair divided by 4. (NO HP and the amount is low so as example 20 grunts for 5% ammo or 1 pret for 1% ammo (the ammo also only counts for Primary and secondary NOT for support tools or grenades).

Gunner:

Omoran Black Hole Grenade:

A Chunk of Omoran wich gets unstable on purpose creating a black hole for 3 seconds sucking grunt sized enememies inside in an 4m radius and killing them intantly. Larger enemies take 100 damage per second while "inside" and get pulled slowly towards it. Also on the end it explodes in an 3m radius doing another 200 damage. (you can only carry 2 of them tough to counter their high damage potential)

Scout:

Underhill Special:

Underhill created a Grenade that let bugs shrink forever, these will have half of the orginal size and also all of their stats are halfed (damage hp and so on) but this doesnt work on bosses bots or Bulk detonators.
If swarmers get hit they get so small that they just disappear. It has a range of 6m BUT has a limit how many can be shrunk inside of that. either up to 30 grunt sized bugs 2 pretorians or 1 opressor.

These are just Concepts no stat or other things have to be that strong or weak.

trail ice
#

Setting (in the settings menu) to auto-screenshot the end-game screen, perhaps with an option to designate a folder and/or naming convention for the screenshots. It goes by so fast, I can look at it for like 2 seconds.

dawn fulcrum
#

I feel like the T5 upgrades for the Subata could use a bit of a rework. Anti-mactera coating definitely feels like a relic from earlier game design, and it's useless if the mission never contains any mactera, and the mod for +50% damage vs burning targets is barely useful if you're running cryo or sludge. Maybe make the fire damage boost also apply to sludged enemies, and give something for cryo cannon synergy too. And of course, something entirely new could be added for that upgrade tier as well, especially since most T5 mods are pretty significant. But with the Subata, the T5 upgrades currently feel like "Do I run the CRPSR or do I take a mediocre consolation prize?"

near glacier
#

Preventing duplicate classes should be enabled by default

woeful fjord
#

Make the cave leech hissing actually come from the side of the leech rather than the opposite side. I swear my headphones aren't flipped

dapper heron
#

Low chance for lootbugs to drop regional crafting materials? They do be eating precious minerals tho

bleak pawn
#

We need more ork themed cosmetics, colors, and skins.
Because you can't gets further away from being a leaf lover than when you are an orkzy boi. Thanks for listen to me tedtalks WRAAAG

worldly coral
#

Cave leech grabbing logic needs work, I cant count the number of times i've been grabbed by a cave leech going full sideways.

tranquil marsh
#

It'd be neat if we could harvest the full 'worth' of a lootbug by petting it. I know my wife would certainly approve, and she wears the beard in my family. XD

regal flame
#

I don't know if it's more a bug or a feature atm, but i've had several occasions where Nemesis spawns right at me and almost instantly grabs me and kills me. Just now it happened to me and my friend and the Nemesis killed us both in an instant. And we were 35min into the mission and just about to go into drop pod. 😦

If this is intented, sure, but if not, can we either have some warning that the Nemesis is going to spawn, or maybe have it spawn some distance away from players?

untold totem
#

make scale brigade weapon skins match the armor if they have the same color (example, dawn of the dread paint on armor has golden brown hammer knot things on the kneecaps and belt, while the scale brigade weapons hammer knot things are all dark brown with dawn of the dread paint) https://gyazo.com/f305913084f4ca91e6fff82655934887

tranquil marsh
#

How about some feminine cosmetic options, like 'sideburns' slots with pigtails or over-the-shoulder braids? My wife has been getting really into the customization, but she's disappointed to not have any feminine options to really choose from.

echo geyser
#

A beer rework?
Right now it's kind of a vanity feature (excluding beer of the day), but it's one of the most central parts of being a dwarf.

Miscellaneous perks for drinking, like a small dmg/accuracy/reload speed buff, a slightly brighter view of the cave. Hallucinations induced by the Leaf-Lover's Special, similar to the effect produced by audio/visual mods right now.
Maybe a side-objective with brewing or recovering a barrel lost by another team so you can get buffed/change your buff on the go.
A mission where you don't start from the drop pod, but wake up with a hang-over after having one too many Blackout Stouts and have to find your way back (or just start a random mission that way, out of those currently availiable).

ruby wasp
#

Give GK2 +2 base damage and +1 Rate Of Fire. And rework some of its OCs. By nerfing DRAK you wont make GK2 better. You just make it more annoying to use.

unborn raven
#

yay new suggestion i gave no thought to less goooo
so atm the mole overclock for the coilgun requires you to either have the best possible crystalline caverns generation for the mole to work, or you have to have an engi that can listen to you and make a platform of cheese, then you use the upgrade that lets you fire as soon as one bar is charged to make holes in the cheese to make the mole work really effectively, and not only does this force the engi to waste like 9 platforms on something that is decent at killing high health enemies but also ends up using up a lot of your ammo and engi platforms.
My fix for this is simple, make it so that the mole doesnt get a damage boost by every piece of terrain it pierces, make it so that it gets the damage increase when it penetrates a certain amount of terrain. for example, if you fire a shot that goes through 11 meters of terrain then you get the +150 damage bonus because you penetrated at least 10 meters of terrain.

TL;DR, make it so that the mole increases damage for every set of 10 meters of terrain it pierces, possibly every 20 meters instead so its not bustedly overpowered but so we also dont have to get engi to use 9 platforms and make us use like 100-120 ammo just to give the platforms holes so we can make the mole work best

digital ether
#

Rework to the clean Gk2 ocs rocknstone Make 2 of the ocs increase the duration of Battle Frenzy (BF) and Battle Cool (BC) alongside bonuses that synergize well. BF oc can also +1 to firerate, +1 to damage or even less reload time, kind of like a berserker rage mechanic where you can zip around quickly and do some more damage. BC oc can give a slight weakpoint dmg bonus maybe 10% so it synergizes well with Battle Cool.

west folio
#

More grenades!

Scout: JoRS (Jar of Red Sugar)
The boys down at R&D have found a way to replicate red sugar so they put it in a jar and told Scout to throw it at his fellow dwarves.
Heals 25% of health on impact to any dwarf in the 2.5 meter radius.
Amount: 6

Gunner: Low gravity Field
Due to Gunner’s complaints of being too immobile R$D took some samples of the low gravity pits at Azure Wield and somehow replicated the effect.
Applies low gravity to anybody in the 3 meter radius which lasts for 10 seconds. The effect itself lasts for 5 seconds.
Amount: 4

Driller: Fuel Canister.
Driller has accumulated too much oil and complaints of the smell is rising… and several fires have already went off in the space rig. R&D suggests that Driller just throws the canisters at bugs and set them on fire.
Creates a 5 meter puddle of oil that could be set on fire but if bugs are in the radius of the splash they will have the “oil” debuff where they will instantly be set on fire if they are affected by heat.
Amount: 4

Engineer: Plasticrete grenade
Engineer has realized that Plasticrete is good for platforms but not so good for anything else so Engineer has been cooking up something in their workshop. Engi says that they were inspired by riot foam.
When thrown at a bug or a group of bugs there is a chance that they will be stuck in place or applied 0.25x movement multiplier.
Amount: 4
Edit: 2.5 meter radius

Just a couple of grenade ideas. Hoped you liked them!

wraith root
#

some way to see what minerals your teammates have in their inventories. like if you hold the laser pointer over them it'll pop up with a small display showing what they have. Because I've had a couple games recently with troll scouts that were holding the last fossils to complete the objectives and refusing to deposit acting like they didnt have them

main zealot
#

Add the miners union system to consoles

lapis dawn
#

It would be awesome if your turrets didn't shoot into the front of oppressors. Sad to see them waste whole mags firing at opressors, especially with better targets in LoS.
Like how they're smart enough to to not attack hive dreadnaughts till their back is open.

olive oracle
#

Scout Zuhkov: Change Gas Recycling to have instead of 0% weakpoint damage, 20% weakpoint damage, as of right now even with the buff total Raw damage of Gas recycling does 1000 less damage then imbedded dets. and gas recycling is such a fun OC to use, just spray and pray.

lapis dawn
#

Also, noticed we can now lock onto fester fleas with the Lok, any chance we could be able to lock onto lootbugs as well?

slim lynx
#

A story assignment that has us going through missions to bring back whatever remains of Dwarves that fell or were left behind that culminates in bringing back Karl.

woven python
#

buff some perks, like elemental insulation have some utility on other biomes and beast master have a reason to use other than meme, for exemple be able to tame a pretorian, don't think it would break the game if he does less damage, or something else like steve could get heavy gems or pick up downed dwarfs

full fern
#

Please add another promotion border, I am now at player level 750 and have gone through countless legendary borders

strong lichen
#

Since the top areas of the station are fairly empty, you could add a door to mission control's office
The door would be locked, with a "Do not disturb" sign.
Knocking on it would lead to mission control shouting at you to stop annoying him and get back to work
There could also be a small hole (intended for receiving food). Putting beer in there would play a voice line along the lines of "Wha- ...A beer? That's nice of you. Knowing your pranks it's probably poisoned but thanks regardless."

rancid hill
#

Any chance the amount of biomes out of range could be reduced? It is infuriating when most of the time you're just trying to get a certain season challenge and/or mineral type just for the correct biomes to constantly be out of range

red juniper
#

New mutator where bugs have no weak points
If your gun has a weak point damage bonus it just gives you more damage

digital ether
#

Roll back the recent nerfs to the Drak, alongside the previous nerf to velocity. It was completely fine when it released and didn't need any changes to the base gun. Oh and remove the aim sway when firing, it is just a nuisance and only detracts from the gameplay. The gun is already not hitscan so I don't see why we need further things to hinder our aim.

faint glacier
#

Make turret whip a bit stronger and make it an overclock

oak matrix
#

Present "Crafting Mineral" as a 4th option for dwarves during matrix core infusion, in the bizarre event the dwarves are not interested in getting cosmetics/overclocks.

strong plume
#

Add something punchable in the spacerig, with a photo on it of the guy that programmed Molly, so us dwarves can let our anger out as we walk by gunnergrin

north cedar
#

Only host can call the drop pod option

coral yew
#

Give subata some much needed love. It is easily the worst weapon in the entire game and I'm not sure if a single popular build type uses it. They stats are meh and it's kinda boring to use. I feel like it needs some sort of gimmick whether it be base or in the form of an oc. Perhaps giving it base fire damage or something could help to make it combo better with cryo or sludge.

gloomy fjord
#

Accessibility Feature: Scintillation

For deaf & hard of hearing folks, it might be difficult or impossible to hear the beeping of helmets/batteries, which might make them go unnoticed more often. As such:

Add an option to enable a subtle scintillation effect to part of the screen when a helmet/battery beeps (think the sort of vibrating air you see in heat waves and such). The louder the beep, the stronger the effect. It should also be directional to the source of the beep.

This is intended to be a similarly subtle indicator that something valuable is nearby, like the beeping, and should be easy to miss if you're not paying attention, just like with the beeping.

Edit:
This effect could be extended to other things like cave leeches, though it should be distinct from the beeping. Somehow.

graceful isle
#

Subata rebalancing proposal:
Remove both T5 upgrades
Remove Homebrew powder OC, Automatic Fire OC
Add Bullets of mercy OC
Add Mactera toxin-coating as clean OC
Add Homebrew powder and Automatic fire as T5 upgrade

woeful fjord
#

Make "Collect the data rack" season challenge reward more scrip. I don't think killing the nemesis is equally easy as 2 rival presence missions

median crescent
#

I think Biomes like crystal caverns, radioactive exclusion zone, and maybe even magma core, glacial strata, sandblasted corridors and salt pits could get a bit of a optical update to be up to the newer ones. Salt pits radioactive exclusion zone and Mostly crystal caverns feel empty in comparison. Maybe add biome exclusive passive mobs there like in azure weald or new plants /threats like stabber vines ^^

lament hollow
#

Idea for a space rig customizer. You could change out the furniture, decorations, and plants and rocks n stuff. Also I think you should be able to add other minigames other than the barrel game. Stuff like a shooting range and stuff Other players could see your space rig when you are the team leader.

median crescent
#

New Enemy Idea:

Could be a bot or glypid design wise.

An enemy wich uses EMPs to hinder your information Systems.

It doesnt do damage and tries to hide similar to Wardens.

If it uses the EMP, 1 dwarf gets the EMP debuff shutting down his entire UI and Pings from other dwarfs except HP. this lasts for 10 seconds. Also your shield goes down but instantly starts to regenerate since it does an emergency restart.

It tries to target the same player over and over Building Stacks and it shoots as fast as acid spitters.

If you got hit 3 times without pause between the debuff you will get the Hacked debuff.

In this state you cant hear some enemies (priority targets (bulk betc nemesis etc) some enemeies are "invisible" like the ghost and your teammates have a low chance to appear as grunts for 2 seconds.
This state lasts for 5 seconds. if you get hit again in this state the time resets.

(this could be a fresh aproach to enemies with some kind of psychlogical attack instead of physical ones)

worldly coral
#

M1000 OC idea: Jaeger
rocknstone Focused shots only use one ammo
tothebone Longer reload
tothebone less ammo

desert merlin
#

M1000 classic over clock idea rocknstone shooting a(thrown) flare while its in the air makes the bullet ricochet to a enemy weakpoint rocknstone ricochet bullets deal more damage (ricochet bullets can ricochet off more than one flare dealing more damage) rocknstone(thrown) flares have more air time tothebone less ammo totheboneshots deal less damage when not shooting weakspots tothebone(thrown) flares dont last as long tothebone(thrown) flares are not as bright (yes its the marksman pistol from ultrakill but come on dude its a cool idea (thats not mine) )

fiery hearth
#

I think an expansion on the tutorial system would be nice to have. People have long requested tutorials for the other classes, and while I'd say that's a priority, you could go beyond with that too! Accessible from the Miner's Manual, you could have say, trials which would give you a situation (such as your teammates being downed in a escape scenario and needing revives), practicing machine events, stuff like that
Could provide new players some extra chance to learn in the game, and give returning players a chance to sharpen up on certain aspects of the game

near glacier
#

Suggestion for a change to the weapon "licenses": Provisional licenses

rocknstone Weapon license assignments should give players access to the gun on starting the mission assignment
Why? To allow players to get used to the actual gun and establish their skills for it
Plus, the current method of assignments is like getting a full driver's license by cycling: cars and bikes are two completely different things.

tothebone Weapons cannot be upgraded or overclocked until the assignment is complete
Why? This is only a provisional license: the full license allows for upgrades and overclocks and incentivises players to complete all missions in the assignment.
It also prevents choice paralysis by allowing players to focus on using the weapon, which will help narrow down what playstyle they use it for and obtain upgrades and overclocks for the weapon accordingly

versed nebula
#

Option to pick up and hug steve

desert merlin
#

#suggestion-discussion message speaking of hazard there should be 1/2 hazs so insted of a jaring jump from lets say haz 4 to 5 its would be haz 4 to haz4.5(or4.2/1 (or 4.1/2 (i dont remember wich one))) to haz5

bleak pawn
#

Holding down the salute button starts a chant or shanty. Other dwarves that do the same nearby join in.

late valve
#

Suggestion for a new weapon for the Driller: The Condensed Matter Launcher (If anyone can think of a better name, please be my guest). The way this weapon functions is a sorta of amalgam of ideas taken from several games, specifically the "Gravity Gun" from Valve's Half-Life 2, The "Vaccum Gun" from Monomi Park's Slime Rancher, and the "Fuel Cannister" from Ghost Ship Game's own Deep Rock Galactic. As the name suggests, this weapon launches projectiles of condensed matter, matter that is taken from whatever biome you find yourself stuck in. That's right, it uses the very earth under your feet to eliminate any hostile that dares interfere with you. Note, that in order to fire the CML, you first have to absorb some local material first, which you do by holding the "Reload" button and pointing at whatever patch of rock you want to turn into a lethal projectile. The more matter absorbed, the bigger and heavier the projectile. Once you have gathered as much material as you want to launch in the CML's next projectile, simply hit fire button to launch your ball of compressed matter, and watch as it crushes those bugs flat. However, be aware that CML's projectiles are subjected to the Laws of Physics (Relatively speaking since video game physics tend to be a little liberal); in other words if you fire the weapon with only a little matter inside it will fly like a baseball, where as if you fire the CML while it is full the projectile will roll like a bowling ball. This is NOT an infinite ammo gun, it does have a battery that will run out just like the Plasma Pistol and Carbine. One last thing, the projectiles of CML retain the characteristics of the materials it absorbs: if it sucked up molten rock, it will launch a fire ball, where as if it took in volatile uranium, it will launch a radioactive boulder of death.

dry tapir
#

Give engineer a useful resistance on his armor.

red juniper
#

More options for engineer turrets, eg one is like the thunderhead

halcyon dune
#

Suggestion : A blacklist to prevent trolls to join my lobbies and ruin the game

manic crystal
#

thats a lot of work for a super rare occurrence

steady thicket
#

Suggestion: group the mineral containers together in the forge and instead display an amount. I.e. instead of listing 12 separate Bismor containers, have one Bismor containers with the 12 by it

plucky jackal
#

Please move from mod.io to steam workshop or nexus mods. Steam workshop is best choice, but nexus is nice too since it allows local mods, so you dont have to deal with mod.io's nonsense. I should not have to mess with my game files to make mods work. (Mods can only be downloaded in game sucks)

copper finch
#

Suggestion: have the platforms when using plastcrete catalyst turn red or something to indicate when they will explode

rough dawn
#

Give Nemesis and Prospectors a chance to drop Miner’s Packs, filled with random minerals (all below 40) such as Nitra, Gold, or Biome-specific Minerals.

rich kestrel
#

Add overclocks for: Travel items (zipline, drill, grapple, platforms) and grenades and class items (shield, C4, flare-gun, turrets)

plain fox
#

One for the programming team.
TL;DR: Insta-class lock due to drop pod launching is a problem: check to see if the player has picked a class before locking them into their current class.

If you join a player's hub lobby right as they launch the drop pod (IE the mission start timer reaches 0) and haven't picked a class from the class select screen, you become class locked as whatever class you picked before joining and can't switch. If it's possible at all to change this so that you can select a different class regardless of this, please make it happen. I've been in so many lobbies where this has happened to me that it's not a rare thing anymore.

Right now the only solution to this problem is to always pick your class before choosing a server from the server browser, but that means having to know what classes are available / need to be filled. ||Taking into consideration this a scenario where all 4 classes are present, which happens a lot of the time.||

My chances of joining said servers are slimmer if I have to tab in and out of the server browser, refreshing to check the class slots to satisfy above quota. Someone else may join in the time it takes to do that.

I realize this may be a long winded suggestion to an inconsequential problem, but I feel like saying "It's annoying." wouldn't explain it very well.

remote raven
#

Biome-Specific Cavern Ambience Cues, so modders can have specific music tracks play for specific biomes.

magic crypt
#

THE CARCASSAR (New Zone)

Description: The Carcassar is a place where the remains of every living being from the upper layers of Hoxxes that died and was not eaten go. Here, the air is choked with fetid vapors and the buzz of flying creatures; while, on the ground, exoskeletons of all sizes dominate the landscape and serve as shelter for scavengers and predators who wait for a relatively fresh snack. Is a cruel lair. A rot kingdom where flesh and bone cracks under your feet and the liquids of the dead fuse into a bubbling reddish ichor (recolor of the sticky goo).

New Local Creature: The Carrioner. This land creature adorns its shell with exoskeleton for camouflage. It remains immobile until a dwarf walks near, that's when it jumps on him and starts attacking him.

west current
#

Now that it's Pride Month or as I like to call it "The Rainbow Solstice" I feel like having a Shard Diffractor skin where the laser shoots out a color changing beam would be cool.

unkempt falcon
#

MIRV Missiles OC for Hurricane
Upon impact, missiles will split into microbombs, resulting in an explosive crescendo! To fit the smaller explosives inside, the payload for the initial blast has been reduced, and the loading mechanism has been slowed down in order to handle these missiles with more care.
+Missiles explode into 3-4 micro bombs
-Overall damage reduced
-Slower fire rate

final hill
#

💡 Instead of exploding when a player joins your mission, Bosco should instead teleport out. Bestest goodest boy is too precious for such abuse.

Besides, the Rival Corp's constant teleporting shows the technology is well-established and heavily refined in-universe, to the point that it's capable of precision drops right next to the team.

kindred kettle
#

Enable the Caretaker to damage itself accidentally when its appendages are baited into lunging into its body.

tawny shell
#

So, we all know sometimes we run out of ammo, not enough nitra for a ressuply, but you have lots of gold.
How about we add a use to it?
This gun is available to ALL dwarves after doing an assignment. This is called a "Backup gun" and has a new slot for it.
Introducing: "The gold slinger"
This gun will convert 20 gold into 20 shots for it. Damage is medium, attack speed is sorta like gunner's revolver, no reloading. Each time you press R it will cost 20 gold to get 20 shots (changes with upgrades). This will play a small animation, and you can't have more than one conversion per mag.
T4 mods:
"Improved gold converter"
You will get 50% more ammo from converting gold. (Example: 20->30)
Or
"Nitra converter"
Will convert nitra instead of gold. Increases all stats, conversion is 1:2, so 1 nitra = 2 ammo.
T5 mods:
"Shotgun blast"
Will convert the wep into a shotgun. Costs 5 per shot
"Better mechanism"
More damage, attack speed, reload speed"
"Golden flak"
Reduces attack speed by a lot, but makes the weapon fire aoe golden blasts. These cost 10 per shot.

Unlocked mods stay between classes, but loadouts can be different

kindred ravine
#

I wish you could report lobbies like these

coral yew
#

overall turret overhaul including rework so they dont directly shoot opressor armor and new t5 upgrades such as firing rockets or maybe an arcing tesla

strong lichen
#

Hawkeye system should probably get infinite range vs marked targets and work with teamate's laser pointers (prioritizing them engineer's > newest > oldest)
The laser pointer thing feels like an extreme gimmick as it is, if I have to aim at something to focus it, I may as well shoot it myself

daring portal
#

Guys, I really don't know how you feel about smoking. What do you think about cosmetic items like cigars for some beards

verbal lark
#

icons for teammates' perks and perk charges/charge time

daring portal
#

suggestion: red overclock for scout's rifle "lead storm". it will reduce accuracy and range, but at the same time will give a shrapnel. As longer you charge than more pillets will be. In my point of view, m-1000 have only one problem, it is absolutely useless for ordinary missions and not popular at all and maybe this overclock will make her a bit more flecksible.

thick sand
#

A small buff to the Heightened Senses Perk;
An indicator such as screen glow or sound when within ~10m of a secondary objective.

I think this would improve use rates of this perk at higher levels of play, and also give a fairly balanced way of finding the last Boolo caps/Fossils/Apoca bloom on missions where they are scarce

strong lichen
#

Let us bring a spaceball on mission

strong lichen
#

High five animation if two players rock and stone next to each other

flint jasper
#

Steve should be able to follow you a bit easier - or at least give you an indication that it can't follow you past that path (perhaps starting to whine at you when you are out of sight?

cobalt fractal
#

I had a couple consideration for alternate equipment in the future

For engineer, potentially a turret swap out. It changes them to be short range (flamethrower, shotgun, Bosco with a pickaxe idk). You alter their ability to cover a large area by converting them to short range and higher damage to cover choke points.
The other thought on turrets is too make them weaker and turn them into flying drones ala Bosco. Make them more flexible and responsive by being able to move when they can't shoot stuff

Another thought is an alternate movement tool for the gunner. As it is, his movement tool is very horizontal for due to angle limits. So reverse it by giving him the option of a very vertical tool with little horizontal distance. By letting him deploy jump pads

cobalt fractal
#

I also can't remember if I've seen this before, or posted it before or whatever, but,

The dark morkite bar drink should be swapped out to dark nitra or something. Since morkite mining affects one type of mission, but a bonus to nitra would be universally appreciated.

Dark morkite is the only drink that benefits a single Mission type, and as such, it's a waste of a slot whenever it's the available beer buff

sullen jetty
#

Simple suggestion, beer mug hat! The type with the straws connected to two mugs/cans

median crescent
#

Soemthing that Bothers me:

Can you Maybe think about reworkin the escort missions a bit? aside from standing on doretta and the final fight its really boring compared to ANY other mission type. I often skip even assingemts now if i dont have to do them (promotion or DD) since its just not fun to do them.

But not just compaining without solution ideas :):

  1. Make doretta controllable by a player so you have to drill, that way its more interactive.
    2.Omoran should defend itself on the way somehow instead of just chilling until you start drilling it, its sentitent so it should recognize a drilldozer in its area.
  2. Maybe obstacles like ravines where you have to build a bridge for doretta or undrillable terrain you have to avoid.
    4,Some Omoran excluisive enemies because somehow they have to reproduce or be created nothing "living" can just pop out of nowhere not even on hoxxes (if you see it from a lore stantpoint).
rough dawn
#

Some kind of Dark/Dull palette armor color, with a hint of blue...for Gunner.
I'd love to have another armor paint to confuse Greenbeards (but more seriously have another armor paint to diversify Gunner's current color palette (that isn't DLC))

unborn condor
#

cosmetics for steeve glyphid_smol

near glacier
#

Pathfinding for Molly based upon the route the dwarves take, as opposed to the shortest possible route.
Why? Sometimes, the M.U.L.E asks us to travel sideways up a cliff.

ivory isle
#

Give Bittergem, Compressed Gold, Jadiz, and Aquarq different models so they don't look the same.

alpine ridge
#

I would like to request more beer and beer steins. As well as custom beer stein displays for the host. If DRG actually releases irl beer steins, I will need the entire collection.

gloomy fjord
#

Unsure if this is already a mechanic but:

Any knockback resistance should apply to ziplines, making you harder to knock off a zipline. Not sure if there are any instances of knockback resistance in the game, but this would be very nice to have.

fallen grotto
#

Doretta should only use one canister at a time. Once one canister is out of fuel, Doretta will move slower and use the second canister, meanwhile the dwarves can take the used canister and refuel it. For those who have played Payday 2, expect something similar to the BFD from the Golden Grin Casino, refilling the water tanks occasionally while it drills.

Given the abundance of Oil shale throughout the mission, it would be able to accommodate these changes without any additional changes to their spawning.

Just these couple of changes would spice up the mission significantly, giving the player more agency over Doretta along the way. Solo players or newer teams can choose to allow Doretta to use both canisters before refueling, which would play out essentially the same as it does currently, while more experienced teams could split up defending and refueling and gathering minerals as Doretta moves forward, allowing them to reach the Heartstone more quickly.

languid stream
#

More Builder's Choice frameworks following the Stubby's flat top look. The handle bars on the other weapons are a little bit obstructive (specially the Zukhovs, since they are so small)

vale root
#

An "Apply to all loadouts for class" button in the Wardrobe/Pickaxe Customization menus, and "Apply to all dwarves" button for just the Pickaxe Customizer, to remove tedium when you get new cosmetics that you like.

dry tapir
#

Minigun overclock:
rocknstone 2x ammo
tothebone 0.5x Damage.

hard rover
#

Gk2 idea: increase damage by 2 and rof by 1

unkempt falcon
#

Indicator on the Hurricane's Crosshair that tells you if there are missiles still airborne

stable sparrow
#

Bulk Detonator but it’s full of Wormhole Special and upon detonation becomes a miniature black hole
Maybe has some unique characteristics like the ground slam doing less damage but teleports you

dry tapir
#

Standardize language and units. I'm tired of having to guess/ask what things do exactly.

signal elk
#

A cool lil pride flag I can put on my dwarf

flint jasper
#

Alright this is going to be a complicated suggestion but it does bother me a bit that mission control doesn't give lines based off of how mission is going in a deep dive

For example I feel like getting to the end of mission 1 before 15 or mission 2 before 3 minutes he should say something to the effect of "Keep up at this pace and we'll have you back home with the goods sooner than expected! Good job" (And something about being way ahead of schedule completing mission 3 before 45)

No one go down no resupply durring mission 1? "Allright - impressive work - don't kill yourselves by not resupplying though" Mission 2 "... Do you even have enough ammo to go on?" Mission 3 "Ok - you proved me wrong - it's not just Karl who can do that... don't do it again"

You get the idea

red juniper
#

Pat molly option

kindred kettle
#

Maybe tone down the glow effects for the Copper Patinate, Deep Sea Defender, and Moss Crawler weapon paintjobs. They glow far more intensely than any of the other paintjobs.

woven laurel
#

overclock for lok-1 that makes it talk.

low kraken
#

Please add a simple message for consoles in game where every x minutes/start of a mission it says “press R3+R3 to chat”, because as it is now barely anyone knows how to because it’s buried in the settings, took me and a lot of randoms I meet upwards of 200 hours just to find out you can chat with others.

boreal rune
#

Adding onto that, I think a row of always-on-screen button prompts would be nice.

knotty idol
#

very niche but I believe a filter to find lobbies that are missing a specific class would be convenient. For example, if you wanted to play gunner but not unbalance any teams, you could filter for only lobbies without a gunner in them

turbid scaffold
#

New side mission ideas:

Gather/collect the Tyrant-weed moss: gather (10 to 20 )

( little bit of lore: unlike the actual Tyrant-weed where it attacks you. This little plant or I guess seedling is very passive and doesn't cause any harm or danger to the miners below but is said to produce. A large bunch of moss-like veins that has a lovely green glow and has the feeling of hair to it. Management as well as the Great corporation to stop hair loss has taken quite an interest in this interesting plant and has asked for you to collect it. Miners who do shall be paid an addition amount upon retrieval. )

Destroy the buzzing beetles. ( 15 to 20 )
( Due to the hard working miners like yourself and management finally getting a large shipment of pesticide. The fester flea population has gone down quite significantly or at least retreated into deeper cave systems. As that said a new species of annoying bug has burrowed its way into management's cost book and yours’. ) sharpen your pickaxes and aim miners; their shells are quite tough and so are their burrow skills.

Scrap collecting ( 25 to 35 ) Due to the increase of scrap metal and tech being left around by are new found enemy the R&D team has asked as well has pitched in bonus payment for collecting pillars of scrap that their scout/ collect drone have made on hoxxes 5. Retrieve them and store them in mule.

Side note: the R&D has asked that you do not talk to management about this mission and leave any talk of this to a low.

covert ravine
#

Unfreeze Steeve with pickaxe

thorn hatch
#

Revamp the promotion assignments.
At the current moment they're exceptionally repetitive, with minimal differences between each (excluding Driller's).

All four start with mining, all bar Driller's then go Salvage --> Egg Hunt --> Escort (Gunner/Scout) / On-Site (Engineer). Eliminations are nowhere to be seen, PE is exclusive to Driller, and 3 out of 4 of the assignments are almost identical to each-other. The mission choices made sense back before the Roughnecks update, but all of the promotion assignments should've been updated instead of just Driller's (Which now involves both Roughneck mission types).

These new & improved promotion assignments could take advantage of having mutators as targets - rather than mission types, similar to how the Rival Escalation assignment handles it.

steel crypt
#

New mission type: Track down and destroy Glyphid nests. Alternatively, gear up to besiege one large nest, lots of fighting and destruction involved

languid stream
#

A cycling button for weapon frameworks and skins

golden hearth
#

Have Bosco salute when you ping him! It's a little weird seeing him rotate and try to light up an area when I wanna ping my best solo bud

sacred perch
#

Biome based passive temperature effects

An ambient "cooling" effect on the Gunner's Minigun while in the Glacial Strata. It would overheat slightly slower (Or cool down slightly faster) because of the freezing temperatures in the region.
To parallel this, the Magma Core could have a passive "heating" effect where the gun would overheat slightly faster (Or cool down slightly slower) due to the insanely high ambient temperatures of the region.

wheat patio
#

Create a DRG merchandise line

steel crypt
#

Space Rig orbital indicator:
How would you guys feel about a little icon on the mission screen/map that shows where the Space Rig is in its Hoxxes orbit? It could be a simple yet immersive way of showing which missions are available and which are about to change

torn glen
#

I would love if there was a visual indication for repellant plats vs regular plats. It would make it so you could properly tell which ones had it active if you have 2 engi and prevents having to ask every time about if the engi has it while working around defensive holds (making sure to not stand on them)

final hill
#

💡 Change the Biker Helmet on Season Pass T99 to allow beards/facemasks to display

gloomy fjord
#

QoL change:

Make the disconnection message (e.g 'Nexusuxen has disconnected." or whatever it actually says) state the cause of the disconnect, namely:

  • Network issues
  • Game crash
  • Manually leaving
  • Unspecified (for edge cases like alt+F4'ing)
oak matrix
eternal frigate
#

Flares should be affected by the geysers in Sandblasted Corridors, for fun. You could throw a flare into one and watch it get launched out. :)

umbral eagle
#

PLEASE make it so that if a dwarf has a hair cosmetic that makes them bald, the top of their head will then be slappable.

strong lichen
#

Special callouts when trying to click with an empty mobility tool , so I don't have to explain to the scout why there aren't any platforms
I'm aware that "no ammo" ones exist but I want them to be different from normal weapons
Engi: "Need more foam"
Gunner: "Tell the management to spend more money on ziplines next time"
Driller: "Has anyone seen a gas station around?"

next shale
#

increase RoF of the minigun to 30

remote raven
#

If facing a wall directly in front of you, or looking straight down, make flares be implanted into the surface of the terrain rather than bouncing around.

buoyant tulip
#

Good day,Miners!Today i gonna tell ya'll an thing, that COULD be in the game,but for some reasons it didn't...but i want it!
I'am talking about "Mineral Mimic" an bug,that will mimicry in some type if minerals.
And i damn love this concept!It would be a pretty weak Bug with a lots of damage from attacks,and after killing him,we can mine minerals from his body!

simple storm
#

I got a suggestion; how about insta depositing the loot when someone disconnects?

visual grotto
#

New Biome: Sludge Swamps

This biome is themed around the corrosion mechanic introduced with the sludge pump, and features new hazards for players to navigate.

Sludge Runoff will collect on the ceiling and occasionally fall and splatter onto the floors below, spreading corrosive goo much like the sludge pump. Getting hit by or going through the sludge will slow you and apply corrosion.

Much like the Fungus Bogs, there is an abundance of goo, forming naturally along surfaces and creating a slowing area. There would also be Oozes, which are moving creatures that leave a trail of goo as they travel, and when killed will burst into corrosive goo like a fully charged sludge projectile.

Other terrain features include Mucus, which acts similar to webs, but are green in color and far more plentiful. There are also formations of Gelatin, which act as a soft landing point much like snow, but will bounce you back into the air if you fall from great enough height.

Minerals in this area are Jadiz and Umanite, and Praetorians and Goo Bombers in this biome apply corrosion with their attacks and death auras. They are very resistant to corrosion and neurotoxin, but weak to other elements.

oak matrix
#

Two ways to go about with tweaking Iron Will :

Have a visual effect on the dwarves when he is down to show that he still has Iron Will, and can get back up for a little bit longer when needed.

I would admit that this suggestion is probably made out of spite/malice, but I had a thought of rottenbeards having Iron Will as one of their perks, but opting not to get up even when everyone is downed, just to waste everyone's time on purpose by playing a game of "One of us has Iron Will, but I'm not telling".

Furthermore, I would suggest Iron Will can only be activated within 3-5 seconds after you go down, as a bit of an anti-troll measure too. A nerf, you may say, but I'd like to believe that this might be needed to further prevent shenanigans from leaf lovers and rottenbeards.

near glacier
#

Let us see what loadouts your teammates have. Cause for example, if you have two Gunners on the team, you cant know what they have. Plus it will help you to know what perks they have.

swift summit
#

the robots and turrets are still too fucking hard on H5. Pls nerf

zealous juniper
#

new biome: TAR PITS!

consists mostly of a deep underground deposit of gas and natural oil. caves are made of an inky dark-gray, sludge-y form of rock that takes 2 hits to break. caves are smooth and eroded, not too dissimilar from sandblasted corridors.

UNIQUE FORMATIONS:

-the bottoms of some pits and areas are covered in a thick layer of viscous tar. this slows down dwarves, aliens, anything that gets in it. explosions or fire-damage sources will ignite the tar, causing it to spread a fairly intense, high-damage wildfire across all its area. it burns up in a similar way to Gunner's napalm grenades, lingering briefly - once burnt, the bottom is clear.

-some areas have a lingering cloud of gas. walking through this gas is thankfully non-toxic and won't suffocate your dwarves, but this gas is dangerous, since exposure to explosions or fire sources will result in this gas violently exploding, with a similar area and damage of unmodded satchel charges. multiple gas pockets can overlap and explode in a chain reaction.

-Coal veins are a common formation. these act like a slightly more fragile rock (1 hit breaks it). they have the particularity of, if exposed to fire or explosions, being set ablaze. they burn brightly, do minimal damage on contact (like stepping on magma floor) but provide a long lasting source of light. to some extent this helps deal with the dark-toned hues of this particularly dark biome, and might help light up ores you'd otherwise miss! a controlled use of them can also lead to lighting up several on purpose during a swarm, to see everything.

all of these flammable formations can of course proc the incendiary/explosive properties of eachother in chain reactions, and this can either be a detriment or an advantage, forcing people to be a little more careful about what and where they shoot. you DO NOT want to use CRSPR while sitting in a lake of flaming tar, now, do you?

near glacier
#

Season 3: Rival Elimination

Our rivals arent pleased with us resisting their efforts to take over Hoxxes. And that's good miners. But the fight might escalate even more than before.
Higher Ups have recieved a worrydome update. The rivals have established strange factories all over Hoxxes. But thats not the worst thing. These machines have began capturing large ammounts of Glyphid Grunts, Praetorians and even some Dreadnoughts.

#

NEW ENEMY - Cyber Glyphids.
These half-bug half-machine abominations are now actively protecting all Rivas sights, such as Caretakers and Comm Towers. They are tougher, faster than anything Bugs could throw at us before. But our tech-specialists have uncovered a weakness in ther design. Just like their robotix bretheren, these Cyber Glyphids can be hacked. After damaging them enough, you will be able to hack Praetorians and Dreadnoughts to your side. But inly temporarily.

But the question is: how do they create these monstrosities?

NEW MISSION - FACTORY DESTRUCTION

New facilities have been spottef in biomes of Hoxxess, where they make Glyphids go through heavy cyberdization. Your objective will be to find these factories, call in the bomb dispencer and use it destroy them. But be warned mines, for you will find ONLY Cyber Glyphids in these missions as well as our Rivals.
I know it's sounds dangerous, but we are Deep Rock Galactic. And faced toughed challenges before. Prepare yourselves miners, for this war for Hoxxes has just got worse.

median crescent
#

A Revisit and rework of some of my enemy desings fitting for @near glacier Idea:

A Opressor with Spinning blades instead of usual Mouthclaws wich almost insta kill you but its even slower than the normal one and if set on fire it explodes but weaker than a bulk.

Spitters have small laser cannons wich fire faster than a menace but they cant use the normal spit and each shot does very low damage.

Grunts and Gruntlike enemies are better armored but slower as well

Pretorians have an electric field 1m around them shocking you and can shoot electric bolts on you but with a low fire rate

Macteras and other flying enemies now shoot 1-3 patrol bot rockets wich follows you a bit but does less damage than usual/ Goo bombers bombs now release also 1 shredder per projectile.

Bulks are now radioactive (A walking nuke)

Dreads are a Fusion of Pretorian and Opressor Upgrades with a strong Railgun on their back with is acurate but very slow. And some rockets on its sides. This one is even slower than a hiveguard but can dig and do what normal dreads can while being able to call actual "rival" bugs as support or bots but at a low rate.
This one can be set on fire but doesnt insta die, instead takes a good amount of damage but also all of its attacks inflict fire while its on fire. if its frozen its not solid but way slower but can freeze you when you get hit.
Its the rivals ultimate Sinister creation. Maybe it could even have 1 nemesis arm like a scorpion tail BUT with a lot less range so only 2-3m range instead of the usual one.

jaunty halo
#

Let bosco insert machine event batteries when you ping them

fallow parcel
#

PLEASE copypaste buttons for weapons and cosmetics between presets. I hate to manually go through 5 kits every time i change my style, and then I forget my gun has different mods on it on a different preset.
Can I just Ctrl+C Ctrl+V a weapon? And at least "Share between all presets" for cosmetics

ornate bluff
#

not sure if this is a bug or not, but whenever you open delete the first letter in the chat it auto-closes chat and it's very annoying when you delete everything you're going to say for something else, get rid of/fix it please?

manic crystal
#

Karl.gg partnership. Like mod.io you could click a button to use a loadout ingame, which would automatically load all the modifications it can ( ones already bought, or maybe buying new ones )

umbral urchin
#

I think the damage of the plascrete catalyst explosion could be slightly reduced in exchange for some more explosion radius

boreal rune
#

Make the entire Loadout flap clickable in the Esc menu so that I can open and close it without moving the mouse (1) and make the entire type/name area the ‘hitbox’ for the i button (2)

woeful fjord
#

Pinging molly or any other deposit point while bosco is carrying a heavy item makes him deposit it

median crescent
# median crescent A Revisit and rework of some of my enemy desings fitting for <@45622657779813580...

Adding to my idea some extra boss idea aside from the dreadnought:

Rival Excavator:

A 4 Legged Robot wich is mainly desinged to Make Supply tunnels and mine the area for minerals. (Crawling like a glypid most of the time but for the drill stomp capable of jumping like an oversized swarmer.
( For a rival mining company i didnt see any mining except the prospector)

It can Drill towards you with double the speed of a Bulk detonator.
It can grab 1! and only 1! dwarf at a time and gets slower while holding one.
Instead of Crushing it he slams the dwarf into the floor or throwing him away.
It has 2 guns wich shoot aoe projkectiles with small AOE with a high ROF.
Its main weapon is the drill on its underside, it tries to get over you then shoots down to crush any dwarf unlucky enough to be under it (1 shot on all hazards) (but you can only get hit if you not pay attention or get trapped or slowed down to stay in its AOE ,it wont use its grab to put you there and wont stun you)
Also it can use its grabbing arm to rip chunks of terrain out and throw it towards you dealing AOE damage and deforming the terain by creating hills and holes (hills by using the platform gun mechanic and holes like an explosin without damage or visuals)
Also it can call 2 armed prospectors if it reaches half life (these cant call further bots but are armed with Lasers similar to the shard diffractor wich shoot in short bursts (without the AOE) they have around 50% of a normal prospectors HP.

Its up to the devs what they make out of it just thought its not a rival company without actually mining something (the prospectors dont have enough minerals and are too rare to count as actual threat for the wealth of the company (aside from the army of bloodthirsty bots)

arctic blaze
#

make guild. make guild war. guild war fun.

north skiff
#

Rival enemy idea - Arachnoid

A spider-like rival machine. Hear me out. Imagine the arms from the nemesis. Add an elbow/kneecap. Multiply by eight. Unable to fly. Can shoot a laser. Very fast. Add sounds meant to ward off local bugs (just some really creepy sounds sort of like the nemesis).

This is the Arachnoid

It's main purpose (like it's fellow machine, the prospector) is to collect data, but not mining data. This machine will actively hunt down new types of bugs and other wildlife unknown to the prospector. It will grab animals and put them in a compartment in its back for processing. This robot is hostile and its grab attack can end missions. Dwarves can only escape this fate by mashing buttons, as the Arachnoid's arms are weaker than that of a nemesis. The Arachnoid would have one central eye and three others connected by robot tenticles. This central eye has an energy laser capable of stunning the dwarf and dealing massive electrical damage. The smaller tenticle-eyes would shoot smaller lasers like that of a patrol bot. This infernal machine has only two more attacks. A jabbing motion from any of the arms and releasing a smaller Arachnoid, like a swarmer, just a small annoying shield chipper with only one attack, a normal bite.

The Arachnoid has few weaknesses. Fire, kinetic damage and radiation. Also the hinges on either side of the compartment on its back and the central eye. Once it breaks, no more giant laser. If the hinges break and any dwarfs are trapped inside they will be free and the Arachnoid can no longer grab dwarfs.

This machine dosent always get back to the rival base before specimens die. Therefore there is a small chance that (only on rival presence warnings) it will have a fellow miners lost pack, containing a cosmetic.

Because the Arachnoid is not collecting data, but actually specimens, there will be no data cell.

There is is, the Arachnoid

TL;DR
Big scary, pregnant, vacuum robot spider.

versed nebula
#

Give promotions atleast a little more meaning, right now it just feels like a chore.

rugged dune
#

New perk idea: Hacker
Makes all of the hacking related activities easier by slowing them down by 10-20%

ivory isle
#

A few changes to Nemesis:

  1. Make it have a boss health bar that appears when it spots a dwarf.
    2 - A. Make it spawn in the mission generation instead of randomly in the mission.
    2 - B. Percentages: Normally - 10%, Rival Presence - 40%, Industrial Shutdown - 20%.
  2. Increase its health to make it fell more like a boss enemy.
  3. Give the Nemesis an attack that is not grabbing dwarfs or shooting a shield at them as those attacks are not the best for killing dwarfs that are far away.
  4. Perhaps make the Nemesis try to block projectiles with its arms.
  5. Maybe make it call in backup when its health gets lows.
woeful fjord
#

Give Dark Morkite a unique minor boost for each mission type, make it actually worth it at anytime
For example:
• On-site refinery: faster pipe building & repairing
• Elimination: a little bit more damage done against dreadnoughts
• Escort: each absorbed chunk of oil shale worths a bit more fuel than normally
You get the idea now nice

silk galleon
#

Make the Pack Rat oc for the PGL shoot out rats that explode, it’s a ammo oc that is practically useless because there are other oc that give you more ammo, make the pack rat shoot out rats 🐀

severe belfry
#

I have 2 suggestions: Baby Steeve and Patrol bot healing. Adding something new to the Beast Master perk that will let you tame a swarmer or two, for a fraction of the 5 min cooldown. For the Patrol bot healing, it’s a passive on the engineer class that is single use and lets you heal one Patrol bot one time for a quarter of its health.

broken stump
#

The dwarves need to occasionally say, "Brutal" in a low voice when they take out a flock of glyphids, or maybe when they accidentally put another team member down from friendly fire.

low kraken
#

Let us lock certain slots when randomising our dwarfs outfits, eg lock armour and hat slots so everything else is randomised

wanton void
#

Nitra Stout: Dark Morkite but for Nitra

tawny yew
#

add a toggle that skips the forge animation when activated
it takes forever to forge everything

near glacier
#

Suggestion for DLC: DARK FUTUR PACK --> make a paintjob "dark futur" for the pickaxe

near glacier
#

Have various "unions" consisting of steam friends, basically clans.

exotic sonnet
#

A voiceline from management when you start a mission with warnings (maybe mutators too) after the standard mission description line. This would be especially nice for newer players who might not have a full understanding of how say a haunted cave warning works.

dawn fulcrum
#

Have dwarves do a callout when they're running low on ammo (maybe around 10-20%). It'd be especially handy for people who forget to pay attention to their ammo in a heated fight

stable sparrow
#

A streamer section of the options menu that’ll have options like

  • Hiding you or your teammates names
  • An icon on the server list that’ll tell players that your streaming
  • a censer for blood/gore of any kind maybe even one for some voicelines
  • and any other options the Devs might think would useful to streamers
    would also move the disable copyright music option to there
daring portal
#

guys, I am sure that this concept whouldn't be pleasant for players. I think that it will be good idea to make a new enemy(smth like ant lion) which will be subspecies of cave leech. It will spawn in the most cases in sand coridors in a small funnels. When dwarf will come close enough it will grab him and begin to tighten inside the funnel. comparing with a leech, the antlion has more developed lateral tentacles, with which it grabs its prey. I wanted to make an art but I can't

exotic sonnet
#

This one is probably more controversial but I think nerfing/removing/changing the critical weakness anomaly is a good idea. In its current state it basically just makes it so any bullet based weapon just instakills everything even on haz 4/5 and I think it doesnt really fit with the rest of the other modifiers that either dont effect combat or are a trade off and not an outright buff (rich atmosphere makes everything faster not just you).

wheat patio
#

Make emotes. Specifically ones that two or more dwarves can participate in

magic crypt
#

New Boss: THE GLYPHID GULPER (boss/miniboss)

Description:
The Gulper is a subspecie of the praetorian, and if you think the praetorian's vomit is bad, just wait. Bigger, longer and meaner, this creature spends most of the day searching for food, and when it finds it, it wastes no time chewing it. As its name indicates, the Gulper, using its tremendous jaws, swallows its prey whole, no matter the size. If there is no food nearby, the Gulper will devour anything it finds interesting, be it metal or stone.

Fight:

  • The Gulper has thick but breakable plating armor on its back, legs and head. Its belly is naked and weak.
  • The Gulper will chase and attack players with its front legs and head.
  • Vomit: The Gulper will target a random player and spit a large mass of green mucus at its location. This goo will remain active for 10 seconds before disappear. This vomit reduce the movement speed of any dwarf who touch it and cause damage over time.
  • Devour: Oh uh, the hunger!! The Gulper will devour a dwarf whole. When the Gulper eats a dwarf, it will rise over its hind legs, revealing its vulnerable and inflated belly (its weak point). A dwarf that has been devoured cannot move, attack, or perform actions; also does not take damage or healing from external sources. The dwarf will suffer damage over time (Gulper's stomach acids) and the Gulper will heal as long the dwarf remains inside it. The Gulper will vomit the dwarf if the dwarf die, if the Gulper recieves enough damage /edit/ or after 5 seconds.

Loot:
The Gulper's stomach is full of all kind of things, and when its killed, vomits its treasure. This can be a crate with cosmetics, a lot of minerals (gold, nitra, red sugar and random minerals) or Karl's lost diary (experience).

oak matrix
#

Clean OC suggestion for Shard Diffractor : Reversed Polarity

An experimental mod by R&D, an inverter lens added to the weapon turns the heat laser going through it into ice laser instead. Time to freeze hell over!

  • Changes beam's fire element into ice element
wheat patio
#

Make the rewards for completing a hazard 4 or 5 mission better. Not worth

flint jasper
#

Please put a timeout on the 'bag's full need to deposit' lines of about 5 minutes I know my bag is full - I had a crassis detonator blow up - I don't need to be told EVERY TIME I hit a chunk of gold that my bag is full

stable beacon
#

Ideas for 4th primaries:
Driller: Bug zapper cannon

  • unlike most driller weapons, normal shots would deal stronger chunks of damage to single targets and could hit weakpoints. Would give the aoe focused wave cooker a better niche.
  • charge up to arc electricity across several enemies at once
    Engi: Nailgun
  • not particularly sure about this one, maybe highly accurate but projectile based, probably semi-auto
  • maybe pin enemies to terrain prevent them from moving?
    Scout: Lever-action shotty
  • loads shells one at a time for partial reloads
  • maybe have different shell types you can load into the mag, like slugs, or flares that burn
    Gunner: auto-shotty+ shield
  • huge belt-fed shotgun thing that comes with a big deployable shield.
  • Deploying the shield grounds you to the spot but blocks projectiles and melee attacks from the front, but deploying and collapsing the shield takes time.
  • The shotgun also gains increased fire rate and accuracy while the shield is deployed

(I expect none of these to ever get added but it’s fun to write, might do secondaries later)

cobalt fractal
#

Make it so the Nemesis occasionally throws out a "rock and stone" line
It is pretending to be a dwarf after all

clever dirge
#

Be able to link twitch or other streaming services to drg. Viewers have the ability to buy a round of any choice for the streamer and viewers have the ability to spawn swarms or even some of the big bads. Functions can be fully customizable such as setting prices with money, (which I would frown upon but understandable) using veiwing points, of having a voting system. Streamer scan also set time delays after a purchase as to not spam things.

Now as I have mentioned the spawning of bad things, viewers have the ability to give a helping hand to the streamer such as deploying a supply drop or even sending down a temporary Bosco unit. Voice lines can come from management such as...

"Heads up team. Sponsorship went through and is providing your team with a supply drop. Use it wisely." And "R&D is sending down an APD unit for testing so expect some extra help."

The deployed Bosco will have a randomized configuration but have the plain color and framework.

Now to note the allowing of viewers purchasing rounds for players. Theres bound to be some pointy eared leaf lovers that want to buy you their foamy fog water so if you go behind the bar you can find a button to dispose of that horrid brew. You can use it on other drinks but expect a pickaxe to the head or a C-4 at the feet

clever dirge
#

When purchasing leaf lovers have the dwarf whisper the order to Lloyd and will only pour one drink for the dwarf that asked. When holding the beverage, the dwarf will try his best to cover the front of the mug and will drink it as quickly as possible. There will also be a dialogue segment between two dwarfs when he is either holding the mug or after he drank it.

Dwarf 1 holding a mug of Leaf lovers (Sin to dwarvanity)

Dwarf 2 notices and asked "What are you drinking?"

Dwarf 1 stammers "N-nothing. It.. it's just oily oaf. Go away."

Dwarf 2 "Is there any more?"

Dwarf 1 "Nope."

Dwarf 2 "Alright but you better share next time."

Another diolauge segment could be when two or more dwarves have a mug of leaf lovers. (Reason to decompress the space rig)

All dwarves drink leaf lovers together afterwards one dwarf says "This never happened and we're never talking about this." After that the rest of the dwarves will give a remorsed "yup." In agreement.

frank atlas
#

New mission type: Pest control/infested space station

Description: This is why we do not allow you to bring glyphids back with you! Glyphids brought back by mining teams merged and mutated and are now infecting the whole station trying to connect back to Hoxxes IV hive mind! Fix your mess and save the goods!

My idea is to create a new type of mission focused on the horror/horde aspect of the game. You are sent to a DRG space station that was infected and the goal is to first get back the goods (in the form of morkite crates) and then try to save the station by getting rid of all the glyphid beacons hidden around the station blocking the terminals that would start the cleaning protocol (which will bath the whole station in plasma to get rid of all pests left but also at the cost of the goods). The cleaning protocol timer act as the time left before the drop pod leaves you behind.

The station acts as a sort of maze with many corridors leading to bigger rooms (refectory and such) and closed highly secured treasure rooms from which morkite crates can be retrieved (to access these rooms you’ll have to interact with the doors and wait for Mission control to remotely open them, which will work the same way as triangulation during salvage missions). There’s no M.U.L.E, the only way to deposit is via the drop pod (which will stay but only reopen when the cleaning protocol starts) and specials immobile extraction points all around the station. The station is mostly made out of unminable solid metal walls and very narrow corridors, however larger rooms are completely covered in glyphid organic matter which can be broken at will. This same organic matter can block corridors acting the same way as the dirt walls. There are no precious minerals except two new ones: glyphid crystal and chitinous debris (which respectively act as gold and nitra) that appears in areas covered in organic matter or in small quantity from every glyphid killed. (1/2)

frank atlas
# frank atlas **New mission type:** Pest control/infested space station **Description:** This...

During the mission you will be regularly harassed by small groups of glyphids (the only encountered enemies are glyphids) which will get bigger and bigger. Since the station is totally infected it is near impossible for mission control to know when exactly a swarm will strike (it's like spotting little red dots on a completely red monitor), keeping the team on their toes. Resources are very scarce making this somewhat of a timed mission. Ammo can be retrieved from unsent resupply pods (you can find between 3 and 5 per mission), they are locked and must be remotely open by Mission control after interacting with it (if you have enough “Chitinous debris”). Random special minerals (Bismor, Croppa, etc…) can be obtained by looting broken crates.

New glyphid type for this mission:

  • Glyphid beacon: Stationary, born from the merging of many glyphids. Feeds from the station power source and telepathically control/buff (same way as the warden does) nearby glyphids. They formed on top of the terminals needed to start the cleaning protocol. Very resistant.
  • Glyphid snatcher: Extremely fast and frail glyphid that will catch a dwarf and isolate him from his team/throw him in the middle of a glyphid group. Can be heard from the very fast clickety sound of his legs upon the metal walls. (2/2)
fiery hearth
#

Make lootbugs naturally attracted to mineral veins that they will try (and fail) to munch on while dwarves are around
While it's mainly a goofy little feature, it could be useful for tracking minerals you havent spotted yet

little monolith
#

I'd really love to see worms of some kind, maybe as a hazard where carnivores worms infest the dirt. What could also be fun is its domain consists of a large patch of dirt on the cave floor. However, the best idea is that it acts the same as the killer tyrant weed, Blow up the worm to harvest its indigested minerals or maybe harvest some spice or somthing.

steady acorn
#

So i was doing my usual runs for the day and i got an idea while doing an escort mission. not sure if anyone else has had this idea before but an active perk for your terrain scanner on use sends a "pulse" in a given direction for a set distance. this pulse would show all traversable open space as well as any possible threats or loot/side objectives or caches. it would be on a cooldown so one can't spam it and each rank would unlock more functions of the perk (like the mentioned seeing of foes or loot) dunno just thought it be a nice QoL option for solo and squads.

formal forum
#

a perk that makes it so you can more quickly use the next weapon( like the degreaser from TF2)

sullen jetty
#

Potential buff/change to the TCF, to encourage teamplay, if the TCF implosion is caused by a teammate's attack instead of your own, it has an enhanced effect? Maybe additional radius/damage. It is a little tricky with client/host discrepancy though.

flint jasper
#

A button specifically for 'Bosco your in my way BUZZ OFF' and various lines therin

thin glen
#

More effects for killing Maggots based on the biome
Right now, only the ones in Magma Core, Radioactive Exclusion Zone & Fungus Bogs do things upon death, while the others do nothing:
Magma Core: Maggots explode and leave a small patch of hot rock
REZ, Fungus Bogs: Maggots leave lingering clouds of poisonous gas

My ideas for other biomes:
REZ: Changed so that Maggots leave lingering, radioactive zones
Hollow Bough: Maggots leave small puddles of slime that slow down dwarves
Azure Weald: Maggots release bright flashes that stun dwarves if they're close
Glacial Strata: Maggots release cold mist that can freeze dwarves if they're cold enough
Crystalline Caverns: Maggots zap the nearest dwarf, inflicting him with electricity
I got nothing for the others

near glacier
#

i think it would be cool to be able to pick which season pass the player wants to play on? i think having a time limit on the season passes just puts more pressure to play the game as much as possible and it then feels like a lost when you can't complete the whole season pass

static basalt
#

can we have rejoin function for disconnect, we had that for the game crashing, why not disconnection as well

median crescent
#

Another Load of Grenade Ideas 😄

Driller:

Antimatter Excavator Grenade:
By pressing R can be switched from vertical to horizontal. Creates an instant tunnel with 2m size (hope large enough for dwarfs ingame) and 25m lenght. Also does 50 damage to anything in its path.

Engi:

Cortex Attachment drone: (Reusable but with 4minutes cooldown. (idk if its too low))
Choose one bug up to a pretorian to control in a range of 5 metres (no exploders leeches grabbers or bosses/minibosses or bots)(bugs cant dig in (menace) and warden only give you a defense and damage buff but dont heal you. While controling you see trough that bugs eyes.
You can use all abilities of it.
When pressing exit OR the bug dies or you get downed the efecct ends and the cooldown begins.
While in the vision of the bug you cant move or defend yourself so use it with care.
Also the damage to other dwarfs is the same as usual not counted as friedly fire.

Gunner:

Improvised Explosives: A good Old stick of dynamite Uprgraded with a lot of Nails and Stuffed into a Pipe.
Does a large AOE in an 7m radius for 150 damage while stunning anything that surives for 5 seconds. (Whats stunnable of course)
The downside is that 1. it rolls like a flare 2. It takes between 2 and 8 seconds to explode so its not reliable and you could even hurt yourself. but you get an great tool for wiping these buggers in return.

Scout:

Energy Booster: You coat yourself in a refined form of Pheromones to atract ANY bug in an 20m radius for 20 seconds. But that would be suicide on its own. So you grabbed a battery pack from engis Breach cutter to Give your shield a lot more power for that time. (shield from 25/30 (i think) to 200 but doesnt reload itself over the usual value. You can carry 2 Packs max.

orchid gull
#

Would it be possible to add a 'grace period' on Salvage defense phases where, after leaving the zone, it just halts progress for a couple of seconds before starting to drain? I sometimes play the game solo at weird hours, and Bosco is only so useful, so being expected to watch every angle at every moment is pretty rough by yourself. It would be nice to be able to occasionally create some distance to deal with everything without getting punished as hard as you do currently. This might also be valuable in those instances where a bulk or nemesis literally forces a group off the point.

On a smaller note, maybe we could at least get mission control to stop screaming at me every quarter-second i'm outside the zone. I would appreciate some peace of mind, if nothing else!

For the record, I think the challenge is unique and stressful, I just want a little leeway on the death spiral that occurs. Thanks for reading, in any case. I hope you have a nice week.

dawn fulcrum
#

It'd be nice to be able to see the full radius of the defense zone for salvage objectives and black boxes before they finish building, mainly so engineers can more easily figure out turret placement before they start the event. Mainly for salvage objectives since black box's pre-built radius is actually pretty close already

mental cedar
#

Okay so yknow how ants have a place they drag dead ants, what if the glyphids have some similar. The glyphid graveyard. In this graveyard there is just piles and piles of glyphid corpses. As for the enemies in this biome, Zombie Glyphids baby.

broken stump
#

This new suggestion is brought to you by: Driller's Driest Ale. Drillers prefer dry ales because they help dissolve the chunks of C4 that get stuck in their teeth. Buy it now because it's blue flavored! Ahem. A new boss idea involving the Dreadnoughts, based off of when "the guy" tells the dwarves that the dreadnought cocoons need to be destroyed before they turn into something worse at the beginning of their mission. These new versions of the Dreadnoughts are what happens when they cook for the full time in their cocoons. The guy starts this new mission with, **"I just got off the phone with management and they are not too happy. We've lost contact with several teams over the course of a week during a series of dreadnought attacks, which means it is time to bring in some professionals. Look for the lost teams and bring back any data you can find on the matter. Equip yourselves heavily, for there is a chance you won't come back as well. Deep Rock Galactic is depending on your experience to solve the case. Rock and Stone, dwarves." **What could be worse than bulky Dreadnoughts crapping on everything and altering whole ecosystems with their veiny and triumphant egg-pods? Why, a bigger dreadnought that can fly, of course! (Part 2 down below. Too big for one message.)

broken stump
#
  1. The base Dreadnought grows up into a flappy, giant Tri-Jaw looking critter that spits at every dwarf simultaneously in intermittent waves, with dwarves using similar methods to drop it by attacking its dump-trunk shaped cloaca. 2. The Dreadnought Twins will evolve into something akin to dragonflies, taking turns coming in and out of the match to harass the dwarves. When one twin dies, the other flaps its wings on the ground causing a wind storm, ultimately breaking these wings off and then chases after the dwarves on foot with a fury buff. 3. The Dreadnought Hiveguard, when summoned, will call upon its servants and then eat one of them, soon afterward sprouting three sets of wings where its weak points are found (as the weak points were simply undeveloped wings). While the dwarves have to deal with the servants, the Hiveguard Queen begins launching chunks of goo, Mactera-style at the dwarves (the Mactera goo is orange, like the sticky goo found inside the Hiveguard servants). After killing the other servants to the Hiveguard, it will land, giving ample opportunity for the dwarves to cripple its wings (still weak points). When one wing is destroyed, then it flies around again at a slightly slower pace with only a pair of wings. When the second wing is destroyed, it takes to the air again, but struggles to find aim and simply buzzes around in circles with its single wing, somewhat like the Mactera bomber does when you kill it. While it spins around aimlessly like this, it spills out goo, much like the dying Mactera bomber, giving the third wave a heavy amount of vertigo for the players to experience.
gloomy fjord
#

Victory Move: Rip and Tear

Your dwarf pulls out a swarmer from behind them, similar to Bug Kick, before proceeding to rip it in half and dropping the bleeding swarmer halves besides him.

half fern
#

Is it at all possible to get this hat into the game?

neon briar
#

make the zone on the Mini Mule mission a bit bigger. It sucks to play as the scout as your restricted to a tiny area. I feel by making it just a "bit" bigger it would also prevent Detonators from wiping the team.

late valve
#

Suggestion for the amazing people at Ghost Ship Games: please consider posting your next update roadmap soon, either before or after your summer vacation so we can get a hint at what we can look forward to after this season's conclusion.

grim oxide
#

Suggestion for new enemy type - some type of small lizard/dinosaur. They could crawl and dig (like the bugs) but instead of flying, they might glide. Also to distinguish them, they could chameleon at times or they could shoot fire / fireballs. Maybe include some with a poison bite.

flint jasper
#

It feels … wrong leaving BOSCO to his lonesome after a mission - can we have some way to get him into the drop pod during end of mission?

neon crater
#

Promotions are already a joke, so add a random chat voiceline about how you pay DRG but get nothing out of it. Maybe several, and depending on your and teammates' promotions.

fading temple
#

increase level requirement for haz5 assignment

woeful fjord
#

Normal praetorians should explode when dying from fire. Violently nice

sullen jetty
#

Idea for a new biome! Obsidian cliffs
"Set deep below Hoxxes, this biome is what happens when the heat of the planet's core meets the frozen wastes of the planet's permafrost. A biome of dark brittle rock, it's a dark place with little to no light. The bugs here have adapted to the abyss and become aggressive to any source of light, mind your step too, broken obsidian is sharp stuff."
Biome features:
Sharp cliffs, generation is vertical, with large sheer drops aplenty.
Shard fields, broken glass-like obsidian makes areas that damage players and bugs that walk through it, but breaks after being walked through similar to crystal ambience.
Obsidian bugs. Armoured in heavy obsidian armour, these bugs become frenzied and move and attack faster whenever they're exposed to light, but are otherwise slower than usual. Can replace pretorians and guards. Obsidian pretorians have an ink breath that blinds dwarves.
TL:DR, darkness themed 'glass' biome of one-hit-terrain obsidian.

clear ember
#

FSR 2.0, better image quality with less upscaling artifacts compared to 1.0

FSR 1.0 is already in the game so it wouldn’t take that much time (and resources) to update FSR to the latest version.

Maybe in the next mini update during S2 or in S3? :)

analog night
#

Some like "Alright team, looks like there's large deposit of compressed gold moving towards you. Wait, that can't be right." from mission control when a Crassus spawns

buoyant kernel
#

Fix scroll wheel for perk screen with controller, not sure if its an issue on an actual console, but having to constantly switch from mouse to controller just because its so finnicky on controller is annoying. would be a cool qol fix.

spiral solar
#

Why no make a new beer that give dwarfs the same benefits from rich atmosphere but only in the space rig?Just for fun!

fiery hearth
#

Special Powder should add the same "Risk of Accidental Death: High" stat to the Boomstick that the Grappling Hook has

oak matrix
#

A suggestion for the Drop Pod : Instead of automatically respawning in our cabins after completing our missions, play a reversed-version of the "Drop Pod" entering mine zone when we return to the space rig, the drop pod going back up, and the doors open for the dwarves to step back into their home.

... and a slight bonus, maybe play a cinematic of the camera watching the drop pod returning to the space rig from outer space while the game is loading for everyone, much like how the loading screen works for when you're going planetside? It'd be a lovely thing to see, being able to watch your character and your friends go home after a hard day on Hoxxes IV.

||Not sure what cinematic to suggest for when you respawn at the medbay though... last, apocalyptic visions of Karl, maybe?||

near glacier
#

A new warning where Ebonite glyphids spawn normally, but small numbers (2 ebonite praetorians, 9 ebonite grunts)

visual grotto
#

The default 'Waster' framework colors as a paintjob

neon briar
#

Make chat more noticeable by having a little text bubble above the player. This would help when things get hectic

broken stump
#

This biome design idea is brought to you by management, reminding all you damn Gunners to stop flushing your leftover ammunition down the toilets. You can't imagine the damage this causes after your phosphates go through botanical processing! AHEM. Speaking of phosphates…

…Our mechanical engineers and mathematicians have devised a solution for entering into one of the richest, yet most hostile parts of Hoxxes yet. Soon, you dwarves will see the literal bowels of our neighboring rock in a section we like to call the Phosphate Dregs. The beaded, gray walls of this biome are full of rich phosphates, ranging higher than forty percent in purity, and climbing. Due to these numbers, dwarves can find themselves in savage predicaments when some of these dense pockets are triggered by explosive forces. How explosive, you ask? If you must know, One...two...maybe three detonators worth of BOOM? I don't know...Continuing, this particular section of Hoxxes is home to shifting tectonic plates. Over time, the accumulated glyphid and mactera waste worked its way around the innards of the planet, being crushed and pressed into pockets of explosive potential. Lucky for Deep Rock Galactic, this celestial process will allow the unearthing of the rarest and richest of materials, including the legendary metal, Dwarfantium. Help us make history and get ready to sign up for this important duty. (Hell yes, I just made that joke!)

Pros: Rich veins and a crazy rare new mineral, Dwarfantium. Giant pockets of explosive hilarity, detonator sized. Phosphate is weak, only requiring a single swing of a pickaxe to break.

Cons: Giant pockets of explosive aggregation (even the pressure from ammo pods can trigger them). Hidden shallow floors with bubbling traps of glyphid scat. Lots of earthquakes that open up giant fissures, some filled with scat. The scat debuff causes problems with eyesight, giving temporary vertigo, some gagging along with dwarves saying, “Wait… I think I smell the driller.”

rough dawn
#

A-Pose Victory Pose
Call it “Dominance” and add a wooshing sound effect.

still talon
#

I've returned to share ideas; this time it's a season content premise

first idea = Rival Dreadnoughts; Our rivals managed to capture at least the eldest dreadnought variant (pupated or unpupated, a pupated dreadnought would be interesting though), conducting experiments and ultimately fusing it with some of their technology (yep, cyborg dreadnoughts.) I was thinking maybe just slapping a burst turret on its shoulder that has a blind spot behind it and giving a laser breath weapon where it must stay stationary to use it (maybe a twirl attack, idk).

Second Idea = Rival Territories; Our rivals have been able to stay out of detection range, but after management upgraded the radars and scanners with new bells and whistles, we've been able to detect a biome that's just crawling with rival technologies; we've decided to call it the Techlands. This once tropical landscaped has become a dried technological dystopia. The question is; do we play the role of the damn leaflovers to be able to continue operating on Hoxxes IV? Management says yes, so we have to. uuuuuuuuuuuuugh, fine..

Third Idea = Rival 'Mothermind'; Until now, we had no intel aside from the Nemesis scrap heaps that they've been pushing into our zones. But now, scanners indicate new 'walls of technology' as they put it. They seem to be the ones behind everything our rivals have been up to in a 2-mile radius of its wall-mounted position. These 'Motherminds', as management calls them, are some sort of overhauled Caretaker with offensive tactics instead of defensive. There's no telling how many have been slipped right under our noses, but now we know they're there. Let's take them out.

Fourth Idea = Rival Moonshots; I'm running close to the character limit, so al I can really say is our rivals have a moon base with which they can assemble human-sized 'Marauders', robots with whip hands made of sharpened steel fragments and other nasty weapons. Serves as a random spawn like dreadnought when not in its mission.

ivory island
#
-Deep Dive: Survival-```
This is an idea that my pal James and I came up with while discussing the game and possibilities of future updates. I think this concept can fill in not just what the game is lacking, but even introduce some of the popular player requests that are normally rejected by more traditional players for being "too far out there" or "being unnecessary" - without upsetting either side.

**The gameplay**
Deep Dive Survival is a 3rd weekly deep dive option. The main difference being that it doesn't have a traditional stopping point (i.e complete X amount of objectives and stages then escape); it goes on for as long as the players want, or until they die.

Starting on stage 3 of the dive, the players will have the option to extract with all of the goodies they've collected so far. The option to leave would be comedic "reverse" shift or button somewhere on the drop pod, that any player can press. Making the drop pod extract instead of dive deeper. Should the dwarf crew ignore this option, the drop pod will descend to another stage.

Every primary objective in Deep Dive: Survival will be the minimum (4 eggs, 1 refuel/short escorts, 200 morkite, 7 aquarqs) to ensure that the stages don't drag on too long. As the dwarf crew progress through the stages, the difficulty will increase.

The first stage will be Hazard 3, just like the first stage of a classic deep dive. Each stage will increase the hazard by .5. Hazard 5.5 would be reached at stage 6, and beyond that point, the enemies will begin receiving minor buffs. First, slight speed and damage boosts, until they reach a similar point to what the Hazard 6 mod gives them, then, once they've reached that cap (around Stage 10ish), they'll start receiving +10% of their base Haz4/5 hp per stage. Example: Grunts would always gain 11 hp per stage, Praetorians would vary based on the player count - ideally the player count to enemy hp scaling would be dynamic, and adjust to what it should be as soon as possible should a player leave the game. be that immediately, or starting in the next stage.

Just like the other deep dive, every stage would be seeded, and the same for everybody each week.

**Rewards**
As it's another deep dive, it's only fair that it offers some matrix cores. I think 2, or possibly 3 is fair. I won't say "unlimited", since a lot of people seem to be against unlimited core grinding, including myself.

The cores would be rewarded *all at once* upon a successful extraction. This means you can collect them as early as after Stage 3, and you can only collect them once per weekly dive. No ultra-grind to reach stage 10 every single week, but you'd certainly be free to do so! and if you do... there will be other rewards:

Each stage you complete gives gold and minerals in increasing amounts; completing the next stage always gives you a bigger reward than the previous stage, but you always run the risk of failing and getting a fraction of your total rewards. Some xp would be awarded too, but it wouldn't be as much as normal missions give.

**Benefits of the addition & closing statements**
I'd like to quickly review all that this relatively simple idea - that recycles pre-existing assets into something new and exciting - brings to the table.

• An endless mode that everyone can be happy with; no story confliction, no new mission type that just feels... off. Just another deep dive option!

• A new way to get overclocks, which is long overdue with the new primary and secondary weapons!

• A difficulty option past Hazard 5.5 (in the form of the enemy stat boosts past stage 6), without adding any "unpopular" difficulties to the server selection!

• New statistics and records to be grinded and raised as high as possible, for those who care, like in the deep dive speedrunning channels we have here in the discord

• Content that will get players really thinking about their builds and optimization, the likes of which you currently only see scarcely in modded servers!
proven mesa
#

its an obscure suggestion. but i remember the old Veteran glyphids with the purple, spiky carapace and i kinda would love to see em return maybe as a color variation of the basic glyphids. but thats juts my nostalgia kicking in after talking about older drg version with a friend. nice

fiery summit
#

Fantasy based armor set DLC

visual grotto
#

More choices for damage resistance on armor modifications. So far each class only has one option, but it would be nice to have choices to help refine our loadouts.

thin glen
#

Show the player's current mineral supply when in the Promotion screen at Memorial Hall.
This would let players know how many minerals they need (if they cannot afford promotion) without having to run downstairs to find out.

devout wind
#

The ability to throw Leaf Lover "beer" even when it's full like you can with empty mugs

strong lichen
#

Add a lever near the barrel ring to disable the forcefield and flush everything there into space (as I assume it's a trash disposal area)

near glacier
#

More Special Beer‘s

I start with an issue i see. At the moment we have 8 specials and there is one todays special every half hour. A chance from 1 of 8. It happens that you not see some beers for days. Percentage placed on the playtime, you should play around 4h a day to get one beer your looking for.
A new beer will increase these, what makes a problem maybe between the beer‘s, because then we need to wait longer to get one we want.
I got two ways how to implement new beers with holding the current way of chance.

-The first way is based on the weekly reset, 8 special beers active each week chosen from a pool of beers. We maybe can see at the abyss bar which are currently active.

-The second way - i more like, is where the developers can test the system aswell. Implementing around 6 new beers. Now two active todays spacials any half hour, to have a choice and to allow that all beers will shown up by fair. (only one special effect acitve at the same time, if you drink a second one, then it will overwrites the first). Now the chance is a bit higher, 2 of 14 or 1/7. This complete system only active at events, such as the halloween event week. These events can gladly go more special. So its possible to test the new beers +the system and if the community likes it, they can implement it or let it stay there. Aswell they can remove it.

Both variants can work together, variante one active every time and variante two on events.

Finilly, some new special. The main post was the uper part, this is now to complete it.

1.Bouncy Betty: you can double jump (3 Barley Bulb)
2.Ample Nitra: +20% more Nitra from Nitra mining (2)
3.Rabbit Yard: +10% movement speed (1)
4.Rainbow Flow: +50% more minerals from mining minerals (3) my favorit
5.Sclapy Slamer: 15% faster building speed (pipelines, mini mules, uplink, turrets...) and rearm speed on resupply pod (2)
6.Gold Miners: one hit to mine gold instead of two (2)

thin glen
#

Move Victory Moves from Cargo Crates to Lost Packs.
Cargo Crates are currently suffering from a lot of bloat, and since Lost Packs do not have as much rewards plus half of them are focused on the dwarves' wardrobes, the moving of Victory Moves can help alleviate the Cargo Crates' heavy loot pile without breaking consistency.

strong lichen
#

"Grenade Juggling" victory move

median crescent
#

Biome Idea:

Marble Caves: (as kinda opposite of the obsidian biome like glacial strata and magma core)

A Bright White Biome where flares last longer and are a bit brighter. But dont let that fool you, it is terrifying once you can look behind its bright "welcoming" appearance.

Readings indicate a new Area made almost completely out of Marble. But dont think we just send you down to get that junk, while it looks nice its worthless compared to the minerals embedded in it. Also looks like Hoxxes has one more Ace up its sleeves since we encoutered new lifeforms wich seem to consist out of marble as well. So be carefull and watch you back at all times.

So Whats so special and seperates it from similar biomes like glacial strata ? : A lot.

  • Bugs are 10% faster and more agressive (means they ignore fear ).
    -Wall areas can collapse where a few grunts or macteras just wait for you (when you get near the wall)
    -Mirror rooms wich reflect almost 100% so you can loose orentiation.
    -Marble Golem (biome exclusive entity like stabber vines or sandsharks)
    Disguises itself as part of the terrain by being a bit in the Mesh to blend in with the texture.
    If you get too close it starts attacking you. It either triest to hit you (with a load of knockback) or throws rocks at you wich cause a good amount of AOE.
    It cant take damage by bullets instead you have to pickaxe it like ebonites.
    it can only hit you infront of it so if you get on its back at pay attention that you stay there since its slow you can take it out.
    -Biome has Enor Pearls and Jadiz in it.
    Large enemies have a chance to have small marble golems (10% stats of the normal one) on their back wich are like a parasite. if the Enemy takes a good portion of damage or is killed the mini golems (if not killed before by shooting on them while on the bug) will run towards you and start attacking you on melee only (they are fast as swarmers and can only damaged by pickaxes but are just a few (pretorian max 3))
visual grotto
#

Petting Steeve should put out fire if hes burning

grizzled stone
#

If you have fully recharged beastmaster and steeve is still alive, you should be able to use it to heal him fully.

wooden bramble
#

Add a new mod on tier 5 for drak-25 plasma carbine because currently both tier 5 mods are suicidal on shield battery booster overclock because shootin faster can get you overheated accidently and tactical overheat isnt a good idea either (just a personal opinion)

broken stump
#

Incoming message from Deep Rock Galactic’s Brewery and Intelligence Division: AHEM.

We have heard your complaints, and we eventually listened. Don't forget to pre-purchase our limited-time brew, the Destructor-Draught: High-Life Edition, coming soon! The most expensive brew in the Abyss Bar, the Destructor-Draught was designed specifically for those veterans who complain about having too many materials and pesky credits.
For your pleasure, management sent out wave after wave of eager, young drillers to collect the richest sap known to dwarves: the detonator's pus-sacks, also known as nitro-glucose. Despite the loss, two small vials of the potent material were successfully retrieved by one very lucky dwarf. Prepare to order your four-pack today for an unforgettable fee and give award to those heaps of honorable drillers. May they always rock and stone...

Conditions Apply

Deep Rock Galactic is not responsible for the reaction this beer may have on dwarves, nor is Deep Rock Galactic responsible for any damage this may cause to your surroundings. Deep Rock Galactic cannot be held at fault for the death of any driller, because contracts… Deep Rock Galactic’s credit system allows any dwarf to charge up to nine months of paychecks for their four-pack of Destructro-Draught.

Price: 50 Starch Nuts, 50 Malt Stars, 50 Yeast Cones, 10,000 credits (maybe upward to 50,000).
Effects: This beer creates a shockwave and a hearty detonator-esque BOOM that launches all party members away from the user, similar to how the Ommoran Heartstone’s shockwave works. Also, there is a chance the ship’s gravity will fail when this shockwave hits. (Maybe also add a chance of the ship’s windows failing from this, pulling every dwarf out into space for a moment before bringing them back into the ship. This could also be a rare event that is only triggered by all four dwarves drinking all four explosive beers at the same time, giving a unique achievement for destroying the ship.)

timber holly
#

New cosmetic item idea victory pose or other. Loot bug with a hat.

grizzled stone
#

As the game gets more and more overclocks and cosmetics, I think more ways to earn blank matrix cores is warranted.

Consider that if you want a certain OC, it becomes less and less likely and takes more and more time the more possible cores are added to the game. So I think that it would make sense to have more ways to earn blank cores. Maybe a random chance to get one in a lost pack or cargo crate, or maybe a new event altogether where you can get one.

versed lava
#

Pots of gold beer needs a buff, a little more incentive to buy it.
I suggest just adding the rocky mountain effect to gold, make it so you can mine gold in one hit. Do not increase the amount of gold it already gives.

worldly coral
#

the sound that plays when you get health from vampire is kinda distracting. I want a way to turn just it off.

rugged field
#

Gunner's Coil Gun - I think moving some of the mods could be a good idea:

Tier 1 = Move the chargespeed to tier 4.
Tier 2 = Move the reloadspeed mod to tier 3.

That way tier 1 choices are all about total damage output (damage / ammo)
Tier 2 is all about ammo handling (overcharge / partial charge)
Tier 3 is all about control (stun / fear / reload time)
Tier 4 is all a mixed bag of combat utility (charge resistance / shockwave / charge speed)
(And tier 5 remains the special effects ofc)

woeful fjord
#

Make shellbacks actually freezable. Freezing one when it's rolling keeps its velocity but makes it crash into a wall and instantly die. Also make it splatter bugs smaller than a praetorian on its way drillchamp

wanton island
#

It'd be cool to be able to kick flares around

verbal pelican
#

I found this on Reddit, and completely agree this needs to be a thing, partially because it's adorable and partially because even with the glow on Steeve it can be easy to lose where he is or at a quick glance not see the glow and attack him. Steeve Cosmetics.

tawny shell
#

A T2 mod idea for the pickaxe:
"Boomerang structure"
"By adding some gravity controllers, we were able to make your pickaxe's power attack ranged! Although because of that it now suffers from longer recharge and no AoE damage.

Upd. Changed the downside

next basalt
#

I feel that a biome bleed over warning/anomaly could be cool in that the close biomes can have some generation from each other i.e. in crystalline caverns you can get a frost vent from glacier to make it so that the enviro doesn't feel so hard and fast based on the map lines

clever dirge
#

New modifier - Super Steeve

Steeve's stats are buffed but all possibly tameable glyphoids are buffed as well.

Random chance for a Steeve to adone a cape once tamed with the dwarf taming him saying "Knew this would come in handy one day."

Explanation in the description for this could be.

"Scanners detected a crashed supply ship carrying a strength enhancing drug ment to be delivered to R&D for testing. Turns out the stuff works as well on the small sized glyphoids as it did on lab rats."

fallen forge
#

what if when you promote you get a minor 5ish % credit reward increase, this has probably already been suggested.

night harness
#

the name color of players when sending messages in chat should be deterined by the class that player is playing. Makes it easier to tell at a glace who is who, especially in public games

glad holly
#

Sorry if this is a duplicate,

how about we get more exciting response when a frozen enemy dies? i dont use the cryo since its so boring, but the fire response got me ^^

vivid estuary
#

A new enemy of glyphid that takes inspiration from the net casting spider and uses a net of webs to capture dwarves. It can press its long dangly body against walls and the ceiling to hide. To possibly help spot it before your demise it also drools a lot and makes creepy almost human like groans the closer you get to it.

flat kelp
#

Simple suggestion: Why not make the elevator on to the Memorial Hall static, at the bottom, until the player triggers it by standing on it?

clever dirge
#

Add some dialogue lines between scout and driller. At this point the community have made the explosive friendship canon.

Something like.

After landing in drop pod
Scout : "My grapple is all warmed up and ready to go"

Driller: under his breath "I'll warm you up."

And

"After Scout uses the grapple"
Scout: Yelling "Zippidy zoo, I'm coming for you."

Driller: Yelling louder "Shut your damn gob or theres going to be a large crater and an empty seat on the drop pod!"

near glacier
#

When you ping other dwarves your character says something about them "you drink too much", "Nice beard", "stop eating my sandwiches" stuff like that

robust hull
#

engi's single sentry needs a boost, gemini is always a first choice and the best choice I just pick single sentry once in a while so I don't forget what it looks like. Why not give some outstanding perks and features to a single sentry it needs bells and whistles lasers, rockets, mini minefield around it I mean at least something so It becomes a first pick

winged jay
#

Some Scout secondary overclock ideas

turbid scaffold
#

So I was thinking that there should be a little bit of changes for the Promotion room such as.

Maybe where the large Statues are there could be the Ghost ship Logo in the front saying some like ( For the honor and fallen of the Grand miners of the Ghost miner team… Allowing for the maker of drg to put their avatar names or real names down along with at the end Add KARL to it. ) just to add a little bit of lore and honor to the Ghost ship team and for all their hard work.

Was also thinking of maybe adding a little bit more lights. In that room like hanging chandeliers that are made of different ore types and gold and even add some local plant life on the side to add that kind of Rest and peace feeling to the room.

Was also thinking that there could be like the Ghost ship Banner hanging somewhere in the main lody too.

terse acorn
#

Deepcore GK2
-Increase base spread
-Increase rate of fire by 2
-Increase magazine size by 5
-Increase both weakpoint damage bonus and weakpoint stun chance by 20%
-Increase weakpoint stun duration by 0.5 seconds
-Tier 1
-Decrease rate of fire bonus from mod B by 1
-Tier 2
-Increase amount of max ammo given by mod B by 50
-Tier 3
-Increase direct damage bonus given by mod B by 1
-Increase magazine size bonus given by mod C by 5
-Tier 4
-Decrease weakpoint bonus given by mod A by 10%
-Remove mod C from tier 4 completely
-Tier 5
-Increase duration of spread recovery speed bonus by 1 second
-Compact Ammo OC
-Replace recoil reduction with a 0.5 second decrease to reload speed
-Gas Rerouting OC
-Increase rate of fire bonus by 1
-Replace reload speed reduction with a 30% recoil reduction
-Homebrew Powder OC
-Increase max damage increase by 0.2
-Bullets of Mercy OC
-Allow affects to stack once
-Increase magazine size penalty by 5
-Reduce maximum ammo by 50
-Electrifying Reload
-Enemies within 5m of affected enemy also are electrocuted with the same dot damage and duration
-Decrease dot duration by 2 seconds
-Decrease dot damage by 2 damage
-Increase magazine size penalty by 5

terse acorn
#

M1000 Classic
-Supercooling Chamber OC
-Replace increased focus shot multiplier with a weakpoint damage increase based on distance between you and the enemy (undetermined amount)
-Closer range reduces weakpoint damage (undetermined amount)
-Charge shot increases said bonus by 100%
-Decrease maximum ammo by 30

sleek river
#

it’s been suggested before but would really love more end game tier missions akin to Destiny’s raids. DDs and EDDs are great but are essentially just harder missions. It would be great to see a similar system with puzzles similar to the new event and a boss like the hinted queen or some walking fortress bet c modular tower combo

clever dirge
#

New victory pose - Sneaky Steeve

Dwarf will be carrying a large backpack with a top flap pouch and Steeve will poke his head out of the top and the dwarf will quickly pat down his head and close the flap.

quasi geyser
#

Please for the love of god let us ping the specific enemies we want Steeve to fight so he doesn't run of to die to the 50 exploders he tries to fight. I know you can make it happen, it's already in the game for the sentry gun.

boreal rune
#

Make the Heavy Cargo Drop deal more damage. I feel like an object 5 times the size of the Nemesis falling on it should insta kill it.

modern tendon
#

Pheromone darts work on teammates

tawny shell
#

"SMUSHED!" achievement idea:
"Kill a big sized bug using a ressuply"
I just want this feature to be more known cuz it's fun

near glacier
#

Does anyone fine Drillers Frag Grenade useless? Maybe Swap Driller frag with Gynner sticky grenade? I mean Frag Grenade is basically useless in comparison to Cluster Grenade

true oasis
#

Allow the medical gown to be permanently unlocked in your armour cosmetic when you end the mission while down (well obtain per the usual way you get the gown)

near glacier
#

For Driller's drills: Add an "aggressive venting" functionality to the -3s overheat duration mod, that sets enemies on fire and scares them away when you overheat.

Currently, the faster cooling speed is way better unless you overheat your drills every time you use them. This change would give the overheat mod a combat benefit.

gloomy dragon
#

make mission status "screen / room" accessible while on spacerig

tacit kelp
#

Hold an overclock idea contest, the winners will get a ton of in game goodies, and the overclock(s) they submitted

karmic path
#

Seeing that there is 5 classes (weapons, cosmetics & pickaxe ?). Why can't we have a ctrl c ctrl v button to avoid doing the same thing 5 times

hearty snow
#

Make it so you can hold E while on a zipline to stay still, so you don’t need to mash it when trying to stay still on it.

grizzled stone
#

Enemy idea: Glyphid Stalker
It can become invisible, it has no armor and little health, similar to a webspitter, but does a lot of damage up close, possibly more than a slasher. Its stealth isn't perfect so it can be spotted if one is paying close attention to their surroundings and the cave is lit up nice and bright. They generally try to path around to approach a dwarf from behind. Sentries, BET-C, Steeve, and proximity mines all ignore them when they are invisible. They become visible when they attack and cant go invisible again for a while after that.

fallen grove
#

Hi, im playing deep rock not for long (level 22) and recently i met the mactera grabber. I have arachnophobia but the spiders dont really look scary but the grabber does, sice my "meeting" i refuse to play solo missions, so could you please add an option to make them look less "spiedrey"? Thanks

gloomy fjord
#

'Armskore' Coilgun Overclock: Endokinetic Rounds

Premise:
rocknstone Deal significant cold + freezing damage in the trail radius
Intended to significantly soften or slow down enemies before you fire with your primary.

Possible downsides:
All, some, one, or none of these could be used
tothebone Significantly limited range (This one is the most interesting one and what I based the description on)
tothebone Significant damage reduction
tothebone Trail no longer deals normal damage, only cold
tothebone Slower reload
tothebone Slower charge speed (makes it so you have to plan ahead to freeze a swarm without getting mauled)
tothebone Significant ammo reduction (Freezing is pretty damn strong so it probably shouldn't be spammable)

"R&D had to rewrite the laws of Thermodynamics for this one. The coilgun's rounds now use their kinetic energy to destroy heat around it, freezing anything nearby. Unfortunately this means it slows down very quickly."

fading glade
#

Tentative idea:
I'm not sure how cancerous this would turn out, as I don't frequent games like this, but I'm sure the implementation and goals of the devs have a lot to do with it. But I was thinking that end game value can be added to the cargo crates if skins and paintjobs could be traded or sold like CSGO skins. Obviously this opens up some really nasty issues and it would have to be approached cautiously, but it might be a fun idea. I do currently like the implementation where we all get the same cargo, though.

thin glen
#

Add "A Clean Shave" eyebrows
It feels kinda weird that they're the only customizable piece of facial hair that doesn't have its own "naked" version, unlike all the others.

fading glade
#

I do have a forreal suggestion though. I want some more feminine customization for my dwarves. I remember seeing a big ol hooplah debate about gender diversity in the game. From my perspective it would be fine to have some "girly" articles or whatever, and it would be less work than making a whole new gender for the dwarves with models and voice lines. Like just let me put a bow or something on his hair, it doesnt have to be a big deal.

spark laurel
#

Please add more loadout slots for all the new weapon combinations, and maybe a "cosmetic loadout" bank for the thousands of different dwarf combinations you can make with all the awesome content

ripe ledge
#

https://drg.mod.io/platform-effect-indicator
I think this mod could be made official. It makes sense for the in-game universe too, like DRG would probably want these platforms to be as visible as possible in the dark caves. The different coloring is not that necessary imo. I know some players would screech that engies don't use repellant, which in turn makes those engies screech as well.

true oasis
#

Half versions of helmets and masks that don't have half versions such as Corporate Marine, scale brigade and strike team alpha. Our beards need to breathe

dawn fulcrum
#

What about a way to call in a mini-resupply, when you wanna restock but don't want to call an entire supply pod? I'm thinking it would only have one charge and cost like 25 nitra, just to make sure it's not flat out better than calling a normal resupply. And it probably wouldn't provide oxygen on low O2 missions either

icy rock
#

make bulk detonators spawn 6 explosive lobs when it dies instead of 3. For each weakpoint sack you destroy it shoots out 1 less explosive.

woeful fjord
#

Change most of the sludge pump frameworks to actually bring any noticeable difference in the first person view

dry wave
#

I'm sure this has been suggested before, but it would be awesome if Molly had a jukebox

broken stump
#

Give us small jars that we can use to capture Hexa-wings, or those little fire-grubs in the magma biome. Why? Because we can use them to fight one another and gamble away our credits battling other dwarves' Hoxxes-Monsters. This could also be used as quick and simple way to determine who has to buy the Slayer Stout before a mission in a paper-rock-scissors type of bug-battle. There may be a dozen, two dozen little critters to capture between all biomes at this time. Maybe even make it possible for players to capture the elusive tiny loot bug, which could be a great little support character in a team of 3 Hoxxes-Monsters. Characters won't know what their opponent might have for their little beasties. That's their secret. Each little beastie will have base attacks and elemental attacks, or even some support moves. You can't control what attacks your beasties will use. Outside of little beastie-battles, each small Hoxxes-Monster can be taken with you into your missions as a means to help catch the more elusive beasties. As an extra plus, each Hoxxes-Monster gives their parent-dwarf a tiny buff of some sort. For example: a baby lootbug sidekick can give the dwarf a 3% increase to all minerals, the fire grub can burn some enemies that attack the parent-dwarf, the hexa-wing can give dwarves a tiny 5% boost in jump height, etc. Want to make this super interesting? Then make each beastie prone to death during battle, forcing the dwarves to think twice when using their favorite Hoxxes-Monster. This will add some extra value to each and every monster, along with mixing player priority for some of our daily shenanigans when choosing a biome/mission. This is a great excuse to make baby versions of every enemy, cuz cute. Giving the dwarves a single bottle to capture something each mission would help add value to each bug as well. Some bugs might be as rare as a Huuli Hoarder, so be careful what you place in the jar, because once you make your decision, there is no changing it.

ivory isle
#

New Engineer Shard Diffractor Overclock: Pressurized Cold Plasma Laser
Overclock Type: Unstable
Description:
After a long amount of research, R&D has found out a way to make the laser that comes out of the Shard Diffractor freeze instead of heat enemies. The Shard Diffractor has had to have significant changes to ensure the that laser does not do anything that could result of in a lawsuit against the company. The recharge time of the laser is increased to ensure that nothing explodes or freezes. If the Shard Diffractor's laser is being used for too long it will cause the user to take 5 damage every second off using and begin to freeze them too.
Modifiers:
rocknstone The laser now applies Frozen instead of On Fire.
tothebone Recharge Time has been increased by 0.8.
tothebone The Shard Diffractor will damage the user after being used for more than 5 seconds dealing 2.5 damage per second to them.
tothebone The Shard Diffractor will also slowly freeze the user after being used for more than 5 seconds.

sleek river
#

more armor frameworks and more weapon paint jobs added onto armor paint jobs (especially dark future)

sleek river
#

also skin crates could use a higher drop rate with nearly if not over a thousand skins ingame

median crescent
#

Gunners Autocannon OC Idea:

Unstable:

Cluster Rounds:
! Hear me out 😅 !

R&D Managed to fit a small version of your Cluster Grenades into a Bullet. They are devastating on Groups but since they are way heavier you can carry less of them. Also the Main Bullet detonates after some time if it doesnt hit anything.

So the Bullets split now into 3 small grenades wich fly up to 1.5m away depending on their spread wich is random.
Each of the grenades do 4 impact and 6 AOE damage in an 1m radius. The main shot does now only 25% of the usual impact and only 50% of the AOE damage and the AOE range is reduced by 25% Also the shots explode after 0.5 seconds in the air no matter what so the Range is limited.

+Cluster Rounds
-75% impact and 50% AOE Damage
-25% AOE Range
-110 Ammo
-Rounds explode after 0.5 seconds

  • (optional) Bullet spread + 50%
limpid glade
#

A couple people suggested you should get the medical gown when dying in the barrel hoop.
I agree, and would add that it'd make sense for it to be given when passing out drunk, too.

near glacier
#

You know, I feel a little sad when I'm unable to take souvenirs from missions with me back to the station, and to an extent it's understandable. But it kinda irks me how i can have sooo much money but you're still restricted to living in those small station quarters. However, I've noticed some prime unused real estate in those two nearby planets that are visible from the memorial hall.
So a suggestion has been lingering in my head for a little bit now and I'd like to share:)

Condo Real Estate

So, if a player has reached a certain threshold (could be special missions, level, promotion, etc) you could buy a condo of sorts on a piece of land (underground obviously) in one of those two planets. There, you can purchase decorations, furniture, and further customize your condo with wallpapers, memorabilia, etc.
The size of said condo can be determined by it's tier, with larger condos being more expensive and allows for more décor.
These condos can act as a social space, or as another way to show off your wealth and experience.

Some ideas i have for features/decors that can be included inside condos

Achievements can grant you special décor/memorabilia to display you're accomplishments, probably in the form of a golden trophy.
Ever wanted a pet lootbug? Buy it from the shop and have the little guy in your home (golden lootbugs are extra fancy)
Small customizable gardens of Hoxxes vegetation for those who have a passion in floriculture
Head mounts of dreadnaughts and other bugs?
Private bar for special occasions (with customizable droid)
Customizable floor materials: Carpets? Tiling? Industrial metal look?
Want rugs/mats? Cushiony couches or lavish beds?
And heck, if you're rich and crazy enough how about everything being made of gold?
A basic condo might be one floor with decent space, and higher tiers could be two or three floors with plenty of space. If drg ever adds water maybe even an indoor pool?

I think this kind of system would feel very rewarding

tawny shell
#

Some unique phrases when doing some specific things:

Killing a big bug with a ressuply:
"WOAH... Whoever called the ressuply, I owe you one!"
"GET SMUSHED BUG!"
"SMITED BY THE GODS DRG IS!"

Pinging a fossil:
"Hey scout, grab that!"
(When not having scout) "Hey scout... Oh right, we don't have a scout..."
(When solo) A fossil! Ugh, why can't this tincan just pick it up...

When not fighting (random phrases):
(Engineer) "Hey guys, want to hear a joke about my license? Oh right, how would I joke about something that doesn't exist!" (Everyone laughs)
(Gunner) "Caves are surprisingly quiet for now... Well, i guess that's good, tho i miss the sound of bugs dying..."
(Scout usually when he's far from everyone) "Guys, hurry up! It's too boring here for now!"

(That's all the ideas for now. Maybe I'll add more soon. Feedback appreciated in #suggestion-discussion )

hybrid cosmos
#

I love the new ping lines on a dwarf, but there is a missed opportunity here. When someone says something "Did you wear my underwear?" you are not sure from the sound cue who is talking to and always just dismiss it for fun ping.
I would love if there was better context only from the sound cue, like: "Hey Scout! Did you wear my underwear?", so I know to look around for someone pinging me if someone needs me.
Ofc it would be awesome to see from that who is doing the pinging, but that might be too much work for little benefit.

zealous juniper
#

OVERACHIEVING

acquiring more than the quota of primary or secondary objectives could offer increased credit rewards! it'd be an encouraging way of having people actually complete mining expeditions instead of simply extracting once enough morkite has been mined. it always feels a little jarring to me that I'm told to call a drop pod in say the final mining expedition room, while looking around and seeing 3+ veins of untouched morkite. or leaving aquarks behind. or having enough spare apoca blooms to start a greenhouse.

grizzled stone
#

Face accessory slot for dwarf customization, perfect for things like glasses, bandages, eyepatches, cigars, pipes and whatnot.

stiff barn
#

this probably has been suggested before but i think it would be nice to have items from other objectives spawn randomly in caves, eg Oil Shales, Aquarqs, Morkite Apoca Blooms, Nuts etc appearing in missions they shouldn't be in. but make it still worth going out of your way to collect them even though they dont actually contribute to the mission objective, since they will give credit bonuses at the end of the mission.

why? i think it would be a lot more believable that hoxxes is a real planet, and minerals don't only exist in the mission they're in.

to further expand, maybe randomize the percentages of said minerals spawning, eg a cave in salt pits could have more dystrum than morkite in it, even though the mission is point extraction and neither of them contribute to the core objective.

to make sure gold is still relevant, maybe increase its value or have it contribute towards season exp? im not sure here, but ill think about it and try to follow up.

jade blade
#

Something movement focused

I love flying around with grappling hook + special powder or doing pancake parkouring as Engi. Even ziplining and drilling can be a fun way to get around. Tricks like preventing fall damage on ledges or jumping while sliding down even add to that.

I think the movement in DRG combined with the tools you have could make up for some interesting movement focused game modes. Maybe the core concepts from games like Trackmania, rocket jump maps in TF2 or Defrag in Quake could be somehow implemented in a fitting way into DRG.

In-game implementations could be anything

  • a new mission type with a new cave style (more narrow, streamlined and complicated) which requires heavy use of the movement/terrain tools
  • maybe just a new event where you have to collect stuff in the entire cave in a limited time
  • a room in the space rig with obstacles and a climbing wall creating a path with start and finish (which gets re-arranged every week and has a timer, like EDDs)
  • or someone could just mod in some sort of jump map with a timer and a leaderboard?

there are probably way better ideas, I just wanna go crazy with the movement mechanics speen

thin glen
#

Make mining out the small vines in Hollow Bough more consistent.
It can be rather annoying when you're trying to get rid of one of them, but you find yourself smacking the air with your pickaxe, forcing you to mine the dirt the vine's in, instead of attacking the vine itself. I often have to dig out two or three layers of the ground trying to erase the vine, when I should simply be able to strike the vine's tip all the time instead of half.

near glacier
#

Ideas for extra cave features that can be rarely found:

Ancient Ruins: remains of a bygone lost civilization that seemed to have once thrived, but eventually succumbed to Hoxxes' hostile environment and ecosystem.

Such related structures and features could include:

Abandoned homes(similar to irl cliff dwellings of Ancestral Pueblo)

Cave paintings?

Strange monoliths of unknown purpose, usually made of stone but can sometimes rarely be made of gold

Perhaps clusters of old semi broken pottery

Perhaps a reintroduction of fossilized bugs, but sometimes they'll have weird looking spears going through the fossil (remains of a failed/abandoned hunt)

A new mission type could be made from this:

Archeological Expedition
Main mission: collect ancient runelets/tablets
With molly's delicate handling of these precious artifacts, management believes these runelets can lead to a vast wealth of unknown and hidden treasure if deciphered by r&d.

Be wary when excavating these artifacts, as those who made these things may have set up boobytraps and other suprises;)

I feel these features can be used as an opportunity to add additional lore to Hoxxes while also adding a sense of a deeper mystery and history while exploring caves. In these vicious environments, you may not be the last, but you're certainly not the first

near glacier
#

Side suggestion after watching dev stream:

Simple flare upgrades similar to that of the pickaxe as in:

Flare compacity +1
Flare cooldown -2s

Flare duration +10s
Flare brightness +10%

For balancing purposes, you may only be able to equip one or two at a time. Especially useful for solo missions (especially especially when multiplayer doesnt work)

turbid schooner
#

Salute is still broken 😦

Gameplay actions should override an ongoing rock and stone animation, and rock and stone should not override other actions.

visual grotto
#

A new secondary objective similar to Fester Fleas where instead of having to kill the creature, you have to catch it.

It can't be killed, but it can be slowed with electricity, goo, freezing and so on. They are attracted to the light flares give off but will run away if danger presents itself.

fervent phoenix
#

could we have a little cooldown when we are downed to the time when we can use iron will? I was grabbed by a mactera today and I was gonna use my heigthened senses to get out, but as I was about to used it, I got shot and died, so instead I used iron will

needless to say, that caused me to fumble my iw and later lose the run, so when we get killed, make it so that the spacepar action enters a cooldown and we can't immediately use iron will, it would be better if iron will is only available when we enter the 3rd person camera

fiery hearth
#

Born Ready should provide a a small boost to cooldown rate for weapons that operate on a heat mechanic when those weapons arent in your hand

olive mural
#

deep rock needs a mission where the cave slowly fills up with water and you have to work your way up the cave

knotty crown
#

you should be able to order beer on an mission for diffrent kinda short buffs

arctic jay
#

if the preatorion is like the grunt and if the oppressor is like the guard, we should have a slasher variant for the preatorions

desert merlin
#

holing tab in the mission loading screen could show the weapons of your team mates (see image)

scarlet topaz
#

Is there any kind of plan to make loadouts more intuitive? I usually come up with better ideas for Single weapons or a group of 2 weapons that synergize well with each other. The other 6 components of the Build (Besides perks) usually dont change very much. I'd personally really like to see something like having each gun having different configuration slots to make it easier to pair each gun with each other. If theres 2 different secondary builds that pair well with a single primary build then you'd have to have 2 seperate builds, with the same build on the primary to have that function. I'm not 100% on how you'd do it, but it does pretty often get annoying having to remake my builds so that they function properly, and I often forget which build has which synergies between weapons, since there is so much potential between both weapons in most loadouts, but the two usually need to be specialized to do it. I wouldn't be distraught if nothing comes of this, 5 slots is usually going to be enough but I'd be lying If I said it still didn't feel like that much considering the variety we already have and will have as the game continues to develop.

#

Also I'd Like to see names for Loadouts or at least a wider variety of Icons. If I could easily differentiate each loadout I have just from a quick glance without having to decipher the hieroglyphics I put in place to designate them that'd make the build UI feel a lot smoother.

surreal nexus
#

Decorate the memorial hall with plants from Hoxxes, make it more beautiful with flora from the planet they gave their lives mining

weak sedge
#

Feature to shard diffractor, so it can melt the platform, ice and snow.
For example, you can cut down the bridge and bugs will fall, also with this feature engineers could make a better fortifications or something like that.(sorry for bad English)

storm ember
#

Unique voice lines for when someone else deals more than 60-70% of your HP in one hit due to friendly fire? something more eccentric with a lil more name calling perhaps

olive pond
#

PLEASE fix Biomass Converter (mod for Shard Diffractor) as client. The mod currently just does nothing unless you’re host. I made a bug report weeks ago that got zero traction.

hollow kraken
#

Chance for repaired mini mules to add some minerals to depository either alongside or instead of gold

woeful fox
#

We all know Gunner can’t have a cigar, due to those damn age ratings. So give him a Nicotine Patch, to show he’s kicking the habit.

rare scarab
#

I have a very shitty idea, how about a dreadnought mactera?

winged jay
#

Gunner primaries overclock ideas

slim lynx
#

A tape-on beard that we can unlock for Steeve.

limpid dawn
#

elite cave leeches when

buoyant sun
#

My great suggestion: Monkey Business.

An idea for a dlc cosmetic, event cosmetic, or something of that sort that adds business suits to the game that may or may not look ugly.

All this really adds to the game is a cool cosmetic that many most probably will enjoy, be it event or dlc cosmetic.

kindred kettle
#

(An option to) replace the segmented ammo bar on the HUD with a series of meters that display remaining ammo per weapon/tool.

fiery hearth
#

Cave Leeches respawn on Cave Leech Cluster

near glacier
#

Another Qol suggestion:

Cores you get from missions/deepdives will have a 25% increased chance of it belonging to your currently selected class.
(Especially useful for when maining a class)

#

One more small suggestion:
When playing missions with "golden bugs" modifier, all bug's materials are replaced with gold to fit the name. Also hitting them with a pickaxe will make gold mining sound instead of squish

#

Also i feel a bit strange asking this but maybe a future implementation of liquids? Undergound lakes, rivers, streams, falls, both of lava, water, or slime depending on the biome. Would add so much beauty and variation to the environment.
(Also fish would be fun to shoot)

clever dirge
#

When starting a solo mission there will be a rare chance for mission control to say.

"Welcome back to Hoxxes. Due to the lurking dangers and clear lack of teammates, corporate is providing you with APD unit B317 to help you with your endeavors. Get to it."

After the speech your dwarf will reply with.

"His names Bosco! He-hello? They never listen."

This is ment to show how by the books mission control is and refuses to give names to DRG's equipment.

nimble stream
#

Overclock Rework:
Double Barrel
rocknstone Fire both barrels at once!
rocknstone +3 damage per pellet
rocknstone x2 pellets (not really an upside, just to counteract the weird way current DB fires)
tothebone "One" bullet in the chamber (not really a downside, just to counteract the weird way current DB fires)
tothebone Reload speed is -50%

quasi geyser
#

Fix shotguns occasionally firing pellets outside the crosshair's indicated spread.
or give shotguns a fixed pattern spread

#

Also fix the minigun only firing one bullet for every two ammo expended.

shadow leaf
#

This game is amazing, all I ask is that you add more loadout slots.
Maybe rework it so that there isn't an A slot for every gun, requiring you to switch the guns around in your loadout slots to access all your builds, but I feel like just adding a bunch more slots might be all that is needed to fix the problem I am having.

Not a huge issue, just a bit annoying after a while.

grizzled stone
#

Add some infighting between monsters, it would make sense for the bugs to attack the rival tech, or bugs of different species attacking each other, perhaps it would make the game too easy if there were all caught up fighting eachother, but it just strange that it seems they have all formed a truce with the sole purpose of killing dwarves.

daring ivy
#

An option in the options to hide swarmer holes (maybe just remove the holes, make them a flat purple-dirt texture?) for people, like me, who have trypophobia.
I love this game, but whenever I see a swarmer hole my skin crawls uncontrollably and it's really uncomfortable.

fiery hearth
#

Add some tutorial pop-ups regarding support tool usage
The game tends to bug you about using focus shots on the m1000 even though im running hipster so it bugging me and other players about our tools would be nice

grizzled stone
#

Forced video tutorial for first-timers where you learn how to play each class at the most basic level, or at lest how their support tools work. Greenbeards who cant use the flare gun or refuse to give platforms give me mouth sores.

surreal star
#

The ability to replace the Mission Type of your current assignment at least once a day.

I already don't like Eliminations in general, but I had one there the Hive Guard didn't spawn its Sentinels that forced me to quit because it was Invincible.

And just Today another there the 2nd Dreadnought Twin, The Arbalest, burrowed after receiving a lot of damage and never returned... Another forced failure thanks to the Dreadnought bugging out...

So yeah, just let me replace these annoying Eliminations with literally anything else, I'd even take a Sabotage Mission, because at least the Caretaker hasn't bugged out so far...

frank knot
#

a "hold to fire, release to detonate" overclock for the grenade launcher would be awesome.

thin glen
#

Change Roll Control so that the projectiles spin constantly without the need to hold down the fire button.

calm roost
#

Deepcore Gk2 base ammo increase from 375 to 400, with upgraded ammo pool 475 to 500
Deepcore GK2 Base damage increase from 15 to 16
Deepcore GK2 Electrifying Reload rework -
-Electric Pulse on reload, 3m Range dealing 1 damage and Electrifying enemies
-Same Ammo and Magazine size reduction

charred sable
#

It'd be neat if you could review past mission tallies. The Mission Complete/Fail screen's stats, with a date+time stamp, etc. Essentially just present the same information that the mission end screen shows. Sometimes nice to look at but in multiplayer especially the screen's up for maybe 3 seconds before the 'continue' counter begins.

visual grotto
#

NEW GRENADES

driller Driller

  • Dirty Bomb: Explodes into a burst of radiation that covers an area for a short duration
  • Shrapnel Grenade: Explodes into projectiles that cover a large area
    engineer Engineer
  • Goo Grenade: Explodes into a glob of corrosive goo that slows down enemies
  • Thermal Catalyst: Weakens freeze/burn resistance, causes temperature shock if freezing/burning
    gunner Gunner
  • Shock Grenade: Blasts the area with electricity and shocks enemies in its radius
  • Flashbang: Explodes into bright light that stuns enemies for a long duration
    scout Scout
  • Sonic Emitter: Emits a high pitch frequency that scares enemies away and lasts for a while
  • Throwing Knife: A throwing blade that can be retreived like bolts and impact axes
strong lichen
#

Holding right click for half/one second with the laser pointer makes an AOE ping,either snapping to the nearest enemy or pinging multiple enemies
Just something to warn the team of incoming swarmers/grunts,having to actually click on a swarmer is a pain in the butt,while pinging grunts doesn't show how many of them are there

languid stream
#

Incorporate the Cosmetic Restriction Remover mod to the base game. It's probably one of the best mods available for DRG, allowing dwarves to customize their equipment to an insane level 🙏

echo geyser
#

Biome based Weapon modifiers:

  • Heat(Fire) is more effective in the Ice biome
  • Freezing(Ice) enemies is more effecive in Magma core
    and in reverse, you deal lower dmg when using an element native to the enviroment
    (or at least telegraph it better if that's already in-game, I ain't sure)
fiery hearth
#

#drg-memes-no-talk message
This silly meme gave me an idea, we should be able to peek inside Dreadnought Cocoons upon getting close enough with our headlights to see what horror awaits us

median crescent
#

Idea for the nemesis since its too similar to the bulk imo-
Let him change to a crawl state like the bots can between rolling and flying. (using then a glypid AI for pathfinding.
When crawling its faster but cant grab but instead tries to stomp you with its arms wich does damage as well but not a straight oneshot. When it reveses to flying it has a 3-5 second cooldown before it can grab someone. This would make it more terrifying without making it as strong as on release.
The crawl speed should match a radioactive pretorian. or even surpass it but it needs long to turn around so you can outrun it when you run in twists and turns around it.

arctic jay
#

clusters of sleeping preatorions are oppressors in caves and if you bump into one or injure one that one bug will wake up but if they hear gunfire or another loud noise goes off in the cave they will all wake. and if only one has woken up it can bump into other bugs and wake them up or roar to alert all of the sleeping bugs to wake up.

charred sable
#

Pipes Possibilities:

  • Prevent Power Shot from the pickaxe from disassemlbling pipes (or, a toggleable option in settings). I've never done it on purpose, but have deconstructed a lot on accident when fighting bugs around pipe construction.
  • Separate keybind option for "grind" and "repair/build", instead of relying on context. I've gotten some sick air when trying to stop/repair pipes.
clever dirge
#

A pickaxe set that has the same aesthetics of ww2 bombers.

The top part of the pick (front, head, and back) could look like a bomb with the front part having nose art.

The shaft could have the industrial looking framing like the cliff hanger but have a railing on top as if the top bomb part was connected to the rail.

The handle could look like a joystick with a button on the side angled upwards kind of like a jet pilot joystick.

The pommel could look like just the standard issue or a little fancier with a bomber plane charm on the bottom hanging.

Paint job would be army green with yellow or black accents.

manic crystal
#

Magnetite Floater/Magnetite Hoverbug
This little bug makes use of magnetite found embedded in the crust of Hoxxes to glide above the ground at speed. Kill one to harvest it's valuable minerals.. if you can catch it!
---
Small creature - half the size of a lootbug that hovers above the ground and can move very fast. Because of it's magnetite carapace, it has some armor. Past the armor there is little health. Weakpoints are four "wings" that look like those of the Hexawing Gniffers. Drops 5-15 Magnetite on death.
This would help with getting magnetite, since we all know how annoying it is to run out.

woeful fjord
#

Remodel web and acid spitters, right now they are just grunts with minor changes. Give them actual eyes to justify their aim at such distances, no way in hell they perfectly sense your vibrations from out there

late valve
#

an idea for a new defeat pose: after failing your mission, your dwarf would stagger forward, stop and straighten up for a second as if they are about to say something, then promptly get clunked on the head by a random object (empty beer can, rusty barrel, the forge's hammer, etc.), causing him to fall over immediately.

strong lichen
#

Prevent nemesis bombs from teleporting into the uplink zone for obvious reasons

analog phoenix
#

New Mission Type: Anonymous Environment
"The crust of Hoxxes IV is filled with unexplainable phenomena, R&D Wants to make it explainable or at the very least killable, in the area you may encounter things that go beyond your dwarven grasp of the universe, its encouraged to not think about it too much, we dont cover mental damage."

DRG Is sending you in to deal with some seriously fucky shit, we're talking Non-Euclidian pockets of space to stable mini blackholes that just like to suck up whatever comes in contact, Hoxxes is busting physics harder than before and R&D would like a couple tests done to make sure a large scale outbreak of warp fuckery can be dealt with (or caused)

Objectives are simple, get rid of some fuckery, test some stuff on others. for getting rid of fuckery having things that look like heavily modified tech we see from machine events or just tech in general that R&D has repurposed for this task, and for larger problems, full on rigs be dropped in and be tied down to deal with the problems
As for things you may encounter we have:
-Non-Euclidian Spheres of mind fuckery, these are quite large and can be walked into but are much harder to get out of. they could be dealt with by "Euclidian Anchors" that drop in and need to be positioned around the sphere (kinda like the hacking nodes)
-Mini blackholes ||of bullshit mass||, when you walk in you are instantly downed but flung somewhere in the cave (note the generation should be similar to point extraction so as to not send a dwarf possibly minutes ahead) and are dealt with via a containment bot that will drop in like a hacking drone but will spout little treads and drive up to encase the blackhole, containing it.
Continued...

#

-The Mass, a horrifying conglomerate of meat, rock and bullets, R&D will send in a specialized rig to deal with this big bastard, though its not like its moving too fast, but be sure to stay far, you never know when you may escape... or if you will. (no, the mass of meat is not balls previously dipped into liquid morkite)
-Interdimensional Rifts, small, stable, but growing, and DRG doesn't want to find out what's on the other side, contained with something similar in style to the drilldozer fuel canisters
-Accelerator, a magnetic anomaly that has caused magnetic rocks and other debris to be locked accelerating slowly but surely, its been speeding up for a few weeks by now. contained by chucking a big magnet at it that disrupts it enough to collapse, watch for Mach speed debris
-The General, a bug given intelligence somehow and will rally bugs to be more strategic while its alive, contain it by capping it, though you gotta find it first.

Over the course of one mission you will do several of these missions and amount will vary on cave size and complexity, with bugs being irritated by the Phenomena being removed from the ecosystem and will attack during and after containment begins. and the drop pod will be quite accurate on its way back in with not as many bugs coming to respond to it.

Feel free to toss more suggestions as to the shit the dwarves will find, im not running on much sleep but multiple people brainstorming some seriously physics bending shit will come up with better ideas

rough dawn
#

If anything, at least add one specific line to the Nemesis’s pool of death quotes:
“This is what we call a difficulty tweak.”

keen ember
#

My friend designed equipment for each class-

still prism
#

You know as you can use MegaCorp as a paintjob when not using the MegaCorp framework? I think it should be like that for all relevant frameworks.

So you can get a waster paintjob, a builder's choice paintjob, a scale brigade paintjob etc.

Also bringing some Bosco paintjobs to weapons would be nice. I really would like to use the Abyssal Frost one for example.

sullen jetty
#

Some new disruptor enemies, because we don't suffer enough!
Disruptor (enemies in the menace, shellback, warden, etc. pool)
-Glyphid Guardian, similar spawn rate to a bulk. A large heavily armoured bug similar to a beetle. Can fly to reposition itself, upon getting into position, it unfolds its electrified wings into a large 'shield' style of barrier that can only be shot through in one direction, locking down an area of the cave. It cannot move while deployed, and reveals its weakspot on its backside during such. You can also use armour break or area of effect weapons to whittle it down.
-Nayaka hunter, a larger and more plentiful breed of Nayaka, these mature versions of the trawlers will dig tunnels through rock with its drill like face, opening up passages for bugs, and knocking dwarves around in confined spaces. Similar role to shellback, but no armour.
-The Skulker, a terrifying foe, this crab like creature uses camoflauge to disguise itself on the ceiling and scuttles over dwarves before peeling its back open to reveal a cave-leech like tendril that'll pick up a dwarf, run away, then drop it! A horrible combination between a leech and grabber, very vulnerable when open.

west comet
#

LOOTBUG - BEAST MASTER
(Keep in mind with what I say can be incredibly inaccurate or off for those who have played the game long enough to obtain this perk, as I only saw this in use by one of my friends and haven't truly used it for myself)

Tame lootbugs for your command! Use them to your advantage during mining expeditions n' more! and hide the undeniable guilt of killing these buggers..

How they function:
Tamed lootbugs will basically act like a temporary M.U.L.E, storing all of your personal belongings and valuables until they die or eventually puke them out when ordered to (I have no idea how lootbugs function biologically, I'll be dead honest with you). They also have the same function as Bosco when commanded to dig out minerals and shiny stuff, only they will keep it, not you. Golden lootbugs also have more gold gain, similar to when you drink the Pots O' Gold.

Why?
Seeing as all of the support you have in game that can be converted to your side, there's only ones that actually assist you in terms of combat and no where near helping you mine stuff, aside from Bosco that is. It also helps when there's multiple people separated and one needs the M.U.L.E by their side at all times due to some specific task. It also gives you a reason to not kill the bugs.

slate shuttle
rough dawn
#

Allow Driller’s Heat/Cold Radiance to balance the user’s and allies’ temperatures (namely those applied from Fire Breath, Heat from Magma Core, and Cold Sources)

urban heath
#

Update the daily beer models.
They've all been recolours since they were added, which was fine at the time since content was the priority, but now not as much.

idle fern
#

Allow us to call steeve out of danger
Allow us to heal steeve my petting ❤️

woeful fjord
#

Any rival tech's lights (including The Caretaker) should smoothly fade to pink in the presence of a bittergem. No real reason or implication, that would just look pretty

rough dawn
#

Couple of Victory Move Suggestions (Unsure what to name them)
axe
Upon stopping, a barrel falls into Dwarf's shoulder. Dwarf tosses the barrel onto his other shoulder, and back again. Holds the barrel behind his head with his other hand pointed forward. Dwarf hucks the Barrel offscreen like a ball.
kick
Dwarf approaches, carrying a barrel over his shoulder. Holds the barrel in front of himself with both hands. Dwarf kicks the barrel, spinning it backwards towards Dwarf as it sails offscreen.

last wasp
#

I feel like Jet Fuel Homebrew for the Hurricane should add better turning and/or a quicker response to when it lets you aim it midflight, since its all about being precise in exchange for all the AoE

near glacier
#

Add fire variations og Glyphid Praetorian and Mactera Goo Bomber to the Magma Core.
Somebody probably wrote it here, but ade Nuclear Bulk Detonator to the Radioactive Exclusion Zone.

rustic pelican
#

add a grouping mechanic that allows players to progress their quest-lines even if their current quests are not in sync. right now (and always) the game had an internal conflict of 'do i play with my friends?' OR 'do i advance my questlines?'. why not both??

scenic nymph
#

Show in some way Detonator's range on low graphic settings.

My friend, who doesn't have a powerful computer, doesn't have a reliable way to see Detonator's range so he can only stay as far as possible... sometimes misjudging and dying for it.

On the other hand, I play on max settings and I can very clearly see how far a Detonator can reach. Sometimes I can even see the Detonator's particles before it shows itself or makes a sound.

It's a pay 2 win mechanic.

rustic pelican
#

let us use these points for... something. or at the very least, convert them to credits/materials/blank-core-for-every-10, etc https://imgur.com/zSXz1wl

buoyant tulip
#

Good Day,Miners!Today i wanna...talk about Deep Rock Galactic's Endgame.Right now i know quite a lot of people, that..just bored of game.Hazard 5 for them is a child-play,and Even Elite Deep Dive,that was an most difficult thing to-do...is nothing
I'am..not as old player,and still have a lotta things to learn,but..i wanna that everyone would ne happy? They've comment about "Make Game More Harder,Twice or even thrice amount of bugs!"..
But it's not about new player's
Even The Greatest Dwarfes started from something.You remember your first-time,when you only loaded that funny Game,named Deep Rock Galactic?You remember that feeling of Newbie?Your reaction on bugs scream,your first Dreadnought.
I'am ..just wanna suggest one thing-Give an older players that feeling.
Of interest and thirst for knowledge.More situations,where Adrenaline just hits you,like a truck!
And that's it for today.
Good luck to everyone.

If too lazy to read-Just make the game bigger,somewhere harder,more things for Graybeards to learn,more Cave Patterns they could learn as well.. a lot, actually. But I believe GSG.

near glacier
#

Ik its been suggested once before, but i wanted to go into greater detail about its benefits and possibilities.

With rtx, for those that can support it, i believe would make drg environments Insanely beautiful. Imagine every light source actually emitting a small bit of light to the surrounding area, light bouncing, reflections, god it would be breath taking.

Additionally, due to the low poly nature of drg, performance would be rather good given the circumstances.

Raytracing would bring an entirely new experience to drg. This game is already beautiful in its own right, but god, what I'd give for those sweet sweet light bouncing and environmental emission

near glacier
#

Give less time for the comms router event. Right now it's too easy

grizzled stone
#

Add a more advanced message system, right now we can just point at ores and bugs and say like "follow me", it'd be good with more quick commands like "light please" that notifies the scout, or "Could I get a platform here" to engie, or "lets go to the drop pod" or "i hear a detonator" or "watch out for leeches" or "I'm ready". Having premade messages like that would also allow for them to be translated so language barriers would be less of an issue.

native gull
#

Here’s an idea a new boss style enemy the macterra Queen a multi stage opponent started by a phase hanging from the ceiling lashing out with long claws that can and will destroy the terrain around it making it Harder to get to the top to cut it down phase two it trying to tunnel away from the dwarfs in a similar way as the drill dozer final phase it takes flight and wil take a lot of damage to finally take it down and during all of it it spawns macterras of all types

shy glen
#

Mission type: rescue expedition
How do you think dwarfs getting back to the space station?

Concept is simple: your team is sent to planet for saving dwarfs. Find them, pick up and bring them to the drop pod.

tranquil marsh
#

It just occurred to me that the huge caves are uncommon and somewhat unpopular, but I think they're an opportunity to explore some really interesting gameplay!

The main problem, I think, is that the dwarves aren't properly equipped for large caves... which is absurd, considering their stubbornness and tech level. At the end of the day, its the vertical caves that we dread, and somebody would've hit the forge with a vengeance to fix that problem by now!

First and foremost, I'd recommend an overhaul to the Gunner's zipline. There are plenty of creative suggestions already floating around, but at it's core I think a drastic improvement in function is needed, and a penalty to weapons when on the line is a suitable counter-balance.

A tweak to the engineer's platform would also be a big help: platform efficiency can be difficult because they're always perfectly horizontal. I'd love to see a functionality toggle added so that platforms expand perpendicular to the surface they strike instead of true horizontal.

A sweeping change (that would probably be the most work, honestly) might be to add a new tether function for all dwarves, something akin to pitons and rope in standard climbing gear. Perhaps we could allow all dwarves to build and climb these tether lines, at the risk of the time it takes to attach/detach. A dwarf getting KO'ed on the tether falls off the wall and dangles from the line, and the rez animation is when the others reel him back in.

I think lighting is also a factor, but I think that would be mitigated by the previous suggestions to improve mobility and utility in these large spaces. There are still a few ways to help though, such as more bioluminescent life in these areas, crystalline structures which refract light (almost functioning like repeaters), or even a BEEFCAKE light source called in via drop-pod.

west comet
#

IDLE
Right now, dwarves only respond to each other when directed to do so, it'd be pretty neat if there were conversations time to time that randomly occur, like say Barotrauma. Only reason why I'm asking for this is so the game feels a bit more lively outside of combat.

marble anvil
#

The screens inside the memorial sometimes mention Donations to the Memorial Fund - wondering if there could be a little collections box by the main entrance, like Lloyd’s tip jar?

gilded sorrel
#

One we desperately need is an option to set the server to "host calls drop pod" or "Host activates things" given how many times I've had a dive ruined because a late join ignored my lobby description or failed to ask if ready before just slapping the button, forcing me to leave a ton of resources behind or to fail an achievement.

untold totem
#

add a button on the mission terminal to add a legacy hoxxes that will have a mission board with no rival presence warning and no robots, they are more annoying than challenging/fun to deal with

worn shoal
#

What if you add a perk that makes it to where when you are carrying a heavy item you have a small damage resistance buff

#

There should be a modifier that just makes it to where there are a bunch of light crystals everywhere

junior elk
#

Whatever has been made to the amount of bugs spawning in at least Point Extraction and Salvage Operations should be reverted. I feel like the amount of bugs spawning has been drastically reduced in those mission typed. This could also just be anecdotal, but i think theres quite a huge difference from last season. Any dwarf worth his Blackout Stout loves to blast bugs, so why fewer bugs?

jade blade
#

unlockable "victory areas". the hosts chosen one will be shown for everyone post-game

boreal rune
#

Have the flashing of cargo crate batteries be synced to the beeping. Currently, they desync when held due to the proximity sensor.

stiff barn
#

my concept for an actual unknown horror

and id like some changes to seperate it from a normal bulk

id assume the purpose of an unknown horror is to make sure drawves are constantly on the move in combat, but outside of combat it takes like a few minutes to chase up slowly mining a tunnel to get to everyone if they decide to move to another room

so id give it the ability to teleport to somewhere out of view for everyone (like an actual ghost)

increase its movement speed at the tradeoff of a longer animation/reduced damage

shooting off its explosive sacks can stun it for a long duration but limit the amount of sacks that can be shot based on mission length

i was thinking about having equipment from other unfortunate miners merged into its body or have it be dropped if u shoot of the sacks. u cant pick them up or anything, but i still think it would be a nice touch

limber oyster
#

I think different types of sentries for the engineer would be cool, maybe have a flame sentry, shotgun sentry, and rocket sentry? They would not be unlocked instantly ofc

oak bough
#

New "biome" or mission type - the drop pod lands you INSIDE of a giant creature (fully grown dreadnaught, perhaps?) and you have to battle your way through its organsyikes

maiden flame
#

Add more explosives

fervent phoenix
#

this is kind of a silly irrelevant suggestion, but I thought it could help deepen the world building: right now in the miner's manual nitra is described as "currency used to purchase ammo", could we have it changed to make it so that nitra is this highly volatile and reactive mineral that the alchemists in R&D are able to turn into compatible metamorphing components that retroactively are able to recognize the weapon issued to each dwarf and become that specific type of ammo? idk just throwing it out there so it's not just another type of currency

strong lichen
#

Leadstorm balanced OC:
"Loose Belts"
Description:

"Weight lifting is cool and all,but why do they have to package ammo in these heavy boxes,when it can just dangle off your suit? It would even look cooler!
You've decided to throw away your ammo boxes and instead wrap yourself in ammo belts,reducing weight considerably.
However,after tripping on them 3 times today you've realized why they package it in the first place."
Stats:
(=) Walkspeed gradually changes based on carried ammo,100% reduces speed,50% is neutral,0% maximum speed boost
(+) Slightly increased ammo capacity
This would add another layer to ammo management - resupply earlier and have bigger reserves,or keep being on the edge and zoom around like never before

north saffron
#

A new framework for the jury rigged boomstick. The new framework would look close to the grudgeraker from the warhammer series, which is essentially a shotgun which is used by the dwarfs. (images below of the inventor of the grudgeraker holding his prototype, and a "modern" grudgeraker)

limber oyster
#

A flare Regen upgrade in armor upgrades

it could be a level 10 upgrade, that costs 2k credits, 25 enor pearls, and 25 umanite. It would give it a 20% faster Regen to thrown flares.

If your like me I find myself out of flares constantly, and it’s especially annoying in biomes that are dark, a upgrade like this could allow travel in dark caves a little less tedious

lucid ember
#

Add one Morkite voiceline that calls it Morbite, which has a 0.1% chance of playing and don't put it into the changelog that it's been added

blissful rampart
#

Ability to set fire to and then kick tumbleweeds and their ilk

tranquil marsh
#

Coincidentally, there are some local flora that would be wonderful to make flammable. Prime example: Would love to set a torch to ceiling grass to clear it out. 😄

slate comet
#

Allow us to unlock the med bay scrubs as an armor piece when we die a certain amount of times

rough dawn
#

As an additional option for the host, if ticked…
Pushing the Button on the MULE will begin a short 5 second countdown before the Drop Pod is called. If the host holds [KEY] during this countdown, the countdown is cancelled.

lucid ember
#

A rare downed dwarf encounter to compliment the Nemesis - sometimes, those shouts through the caves are made by a real dwarf, whom you can pick up and put into the drop pod once it arrives (like Doretta's head - at first I thought maybe you could also put them in the Mule or the side of the drop pod but those contain grinders lol). This would add a bit of flair to the Nemesis - is it a real dwarf or an evil robot trying to lure you in? Real dwarf encounters should obviously be rarer.

west comet
#

BUCKET - VOICE LINES

The bucket (or whatever you wanna call the storage system) in the game works so weirdly, as you are able to store multiple variations but not so many of said variation, for an example you can have 50 Nitra, 50 Gold, and 50 Croppa all at once but never 150 of the same thing. As a result, I feel like this should lead to some rare lines.

One example:

"I'm no nerd like Hacksy, but I don't think these are how our bags work. Not that I'm complaining though, gets the job much more easier."

worldly coral
#

It would be nice to have the same inclinometer as the drillers on the scouts broomstick with special powder.

rough dawn
#

If more neutral banter is ever added, add some short lines/comments from the Dwarves for scenarios such as

  • Dealt continuous damage to enemies (excluding Dreadnought) for over 5 minutes or more (“Gonna be sore after this.” “And they just keep coming!”)
  • Two Swarms (or a Miniboss and Swarm) are active at once (Including Extraction Swarms) (“Lock. And. Load.” “It’s gonna be a big fight, lads!”)
remote raven
#

An option to disable the "New Item" exclamation mark in loadouts, or make it so that once you check it on one weapon, it marks it as seen for all the other weapons that share that skin/framework.

shell lynx
#

I have an idea for Deep Rock. Will it go unnoticed? Probably. That gonna stop me? Nope.

Basically this idea is a whole new area with a mission type exclusive to it. I can’t think if a name for it, so “Glyphid Land” will act as a substitute. Basically this area would be very deep underground, and be a kind of capital city for the glyphids, a mega hive if you will. The place would be made up of organic materials, similar to how a brood nexus looks, or maybe not. But due to this place having exclusive an exclusive mission type and it being the Glyphid capital city it would stay on scanners for each rotation because in the company thinks this place is top priority to keep an eye on. But this new mission type could be called “Extermination” or “Pest Control” where you have to hunt down a Glyphid brood mother. Brood Queen? I can’t think of a good original sounding name. But this place will come with a goid bit of new glyphids that are exclusive to this area and guard it to their last breaths. I can’t think of any at the moment. But I do have an idea for how this exclusive mission would work:

You get dropped in as per usual, but the goal is to escort a mini drilldozer armed with a small autocannon for extra defense. The goal is to escort it to a very large, overgrown thing that looks reminiscent of a brood nexus, and it occasionally wiggles around. Now keep in mind that this thing is very big so it has its own interior. This interior has to be breached by the mini drilldozer which activates a shield to protect itself because a boss fight happens before the real boss fight. It is a triple boss fight with 2 glyphids that are similar to laceraters but only in size and basic melee attacks. I can’t think of mechanics for them other than they have tough armor that can be broken, but low health since they’re aggressive and will rush you. The third glyphid stays back and looks like a bulk, if it had a deeptora hive instead of the cancerous blob on its thorax no more room

shell lynx
# shell lynx I have an idea for Deep Rock. Will it go unnoticed? Probably. That gonna stop me...

So now that the cooldown is up, time to continue this idea!

The third glyphid would have a similar silhouette to a Bulk but instead of a cancerous growth it would be like a mobile glyphid swarmer spawner. It acts as a troop transport and a artillery platform as it will bombard you from afar. It also possesses a shockwave attack as it lacks movement to space itself from the dwarves. Oh and the other two glyphid bosses won’t have a shockwave attack.

Once you do beat tue triple boss fight you then move onto the interior of the overgrown nexus where you continue to escort the minindrilldozer you until you reach another blocked path. Also now is a good time to mention that the mini drilldozer does not mine through the terrain, it follows a certain path and only drills at the 2 blocked paths. It will then begin to drill through the door, which now has a time to completion bar and does not activate its shield for some good reason that I cannot come up with. Probably because it needs to route more power to the drill and there aren’t 3 super glyphids trying to nom it. But once it finishes the drill process it self destructs to finish off the wall, which leads you to into the Queen’s bedchamber or whatever you want to name it and your final objective in this mission: Killing the Queen. Brood Mother? Still can’t think of a good original name. But I’ll continue this idea tomorrow because I’m running out of message space and I want to go to bed.

gaunt stratus
#

We should be able to select specific voice tones for each of our characters dstare

fervent phoenix
#

could we have a hidden buff to the power drills in the glacial strata? like, the drill build heat 10% or 15% slower because they are in direct contact with the ice.. it never made sense to me why they heat up just as quick if they are drilling solid ice at below 0 temperatures..

oak matrix
#

Bouncing fat boy grenades are hilarious and all, though may I suggest for proximity grenades (especially with high velocity grenades) from Engineer's PGL to 'lodge itself' into terrain when fired at sufficiently sharp/perpendicular angles and projectile speed? Would definitely add some interesting tactical approaches for the weapon, instead of just relying on luck/actual angle calculations to determine where the grenade will detonate.

strong lichen
#

"The classics" DLC, it would be mafia themed,including fancy suits,fedora hat and several old looking reskins, such as a tommygun framework for the GK2

pliant mason
#

Suggestion: Three Overclocks

Unstable: Firecracker Acid - Corrosive Sludge Pump
"By mixing in a compound of sulfur with the already corrosive compound of the goo, the sludge not only deteriorates flesh and bone rapidly, any further attack on enemies affected by the sludge to cause small miniature explosions that deal small area damage based on the length of time an enemy is covered in goo. The downside is less ammo and puddle lifetime."
⬆️ Sludge detonates repeatedly on enemies upon being attacked. (Firecracker Acid)
⬆️ Goo puddles can combust. (Firecracker Acid)
⬇️ Goo puddle lifetime is harshly reduced. (-80% lifetime.)
⬇️ Reduced ammo. (-30% max ammo.)

Balanced: The Toxin Special - Nishanka Boltshark
"The benefits of neurotoxin on Hoxxes wildlife has proven to be massive. R&D has taken every measure to apply coating to any kind of ammo, and they believe this is one of their finest achievements. Your standard special bolts not inflict Neurotoxin on top of the original debuff, but this kind of package reduces your standard bolt count considerably."
⬆️ Special bolts also inflict Neurotoxin. (Copies the same special effect duration.)
⬇️ Reduced regular bolt ammo. (-8 units.)

Balanced: Jumbo Shells - "Warthog" Auto 210
"The folks at R&D have figured out how to make bigger and better pellets, by literally making them bigger and better. These shells pack a serious punch and can even threaten the bulkiest of enemies, however the increased shell size and strength means you won't have a sizable magazine or recoil forgiveness.
⬆️ Increased pellet count and damage. (+4 Pellets, +2 Damage per pellet)
⬇️ Decreased magazine size (-2 to clip.)
⬇️ Larger recoil penalty. (+50% Recoil per shot.)

jagged crater
#

we should have a reconnecting button of sorts, cze once the wifi experiences the smallest hickup, we would loose connection, and our efforts wasted

jagged crater
#

to add a drg friend list..

visual grotto
#

Goat Simulator 3 crossover event 😏

native gull
#

Rare to obtain weapon skins with custom animations and sound shaped like instruments because funny

winged jay
daring portal
#

please add a new tab to the menu where players can change the intensity of the glow, the number of particles on the screen, the amount of vegetation on the map, etc. Because users with a weak PC are forced to change these parameters in the game files or put up with low FPS

median crescent
#

New OC idea for the Subata 120 OR the Crossbow.

Bloodpact:

Shoot On your teammates to heal them for 2 (subata or 10(crossbow)) HP
Each shot uses 200% of the healed hp as ammo from you. If you have less HP than it would use then it has no effect so you cant kill yourself with it. If you miss or shoot enemies no HP will be drained from you. Also each large enemy killed by the weapon (only last hit counts and you have to do 25% of the damage with that weapon on the enemy that it counts) repleneishes 5 HP. (lagre means pretorian or larger).

dim canopy
#

Add clans / teams / guild / however you wanna name it.

  • clan missions (with special rewards)
  • clan level (higher level = boosts -> for example multiplier like 5% more xp on clan lvl 10)
  • other possibilities to get rewards through the clan
  • clan games (with a ranked system and a leaderboard)
amber scarab
#
  1. Remove fizz sound when picking up an empty mug.
  2. Remove random pitched voice lines when drop pod first arrives.
  3. Add mission objective for Industrial Sabotage when looking at mission terminal.
  4. Fix Ballet dance breaks waist when saluting.
  5. Remove Dwarf says things like "go fetch" for Bosco when just dirt patch.
    6? Remove extra mini mule leg. It's fixed now
main bolt
#

Epic frameworks and heads

Basically extra rare (such as… tier 100 performance pass reward) frameworks/heads that add something unique to the model (such as change head model or add particle effects to gun’s bullets or have some kind of animated effect)

Some examples of epic frameworks:

  • A unicorn head for dwarfs (changes the head model)
  • A devil helmet (Horns of the helmet have a animated ”lava effect” on them)
  • ”Devil’s breath” minigun skin (a flame comes out of a barrel when using the inspect skin)

Epic skins are absolutely cosmetic.

#

Frameworks and paints for molly, only visible to you

#

Abandoned mineshaft or something similar,

A side-encounter, that would be full of bugs and would require you to ”push” throught the mineshaft. At the end there would be some kind of mini boss followed by a loot box

stable pewter
#

New Perk : Mini Mule (since they never appear outside of that one mission type)

Active Perk

Gain a personal mini mule that will follow you at all times. After carrying 80 Minerals in any category, it will have to deposit at Molly/ Minehead, which it will pathfind to after the deposit that makes it reach 80.

Passive Effect : Gain 10 additional Mineral Capacity

untold totem
#

I will continue to say this until it is added, we should be able to headpat bulks

knotty idol
#

dunno if this was fixed yet but update the re-atomizer description to not state any downside

kind wing
#

space rig customization colors or liveries bar bot customize drop pod colors mule color

pliant mason
#

since Season 3 has confirmed new Grenades, this is an opportunity to buff some of the much more weaker ones that don't see a lot of use;

Driller: Impact Axes are just the best throwable for Driller, I don't think it's an argument anymore. Single target burst damage that one-shots medium enemies and packs a punch on large enemies, and is even more powerful with Cryo Cannon. His other two nades need to match the Axes in power.

  • High Explosive Grenade -
    ⬆️ Now detonates instantly upon touching an enemy or terrain.
    ⬆️ Increases damage towards burning, frozen, or corroding enemies by 10%.

  • Neurotoxin Grenade -
    ⬆️ Upgraded the carry count to 4 to 6.
    ⬆️ Neurotoxin Cloud can now become "frigid" when fired on by a Cryo Cannon which creates a cooling aura within the cloud, but cannot normally freeze and reduces the neurotoxin damage within the cloud. Affected by Cryo Grenades and other similar weaponry.
    ⬆️ Neurotoxin Cloud can now become "corrosive" when fired on by a Corrosive Sludge Pump which increases the ferocity of the toxin and doubles the damage per tick.
    ⬆️ Increased transparency of the cloud by about 10-20%.

Engineer: Plasma Burster is really Engineer's only weak nade, but Lures are also fairly weak in only serving as a distraction.

  • L.U.R.E. -
    ⬆️ Replaced the Shockwave with a wide-range electric blast that deals 30 electric damage and electrocutes victims for several seconds.
    ⬆️ Increased the carry count from 4 to 6.

  • Plasma Burster -
    ⬆️ Removed fear factor. (This broke up groups of enemies when this kind of grenade needs large groups to be effective in.)
    ⬆️ Increased bursts from 4 to 5.

Scout: Scout has the best balanced throwables but one specifically needs a bit of fine tuning.

  • Pheromone Canister -
    ⬆️ Increased carry count from 4 to 6.

Gunner: Gunner's best nade is the Sticky Grenade, but it's by a very close margin. Meanwhile, Incendiary Grenades are probably his worst choice since it interferes with any Cryo specific builds the Gunner may have on his team and the fire damage not doing a whole lot on its own.

  • Cluster Grenade -
    ⬆️ Bomblets are 50% heavier and have 20% more velocity from the epicenter. (This is to create some consistency and nullify Low Gravity from absolutely shitting on this grenade.)
    ⬆️ Bomblets now have a semi random spread that allows them to both cover enemies within and outside of the ring's dead zone. (This has a variation of at least one of the 9 bomblets being thrown way closer to the middle and any bomblets not affected will create variations of a circle/oval pattern.)

  • Incendiary Grenade -
    ⬆️ All enemies inside the flames of this grenade are instantly set on fire whether they were in the detonation or not, and the sticky flames deal +200% damage on contact.
    ⬆️ Increased sticky flames radius from 3.5 to 4.5.
    ⬆️ Any enemies being affected by cold caught in the blast will be inflicted with Stun for about 1.5s. (This is to increase compatibility with Cryo based builds, against enemies being both frozen and are freezing up.)

true oasis
#

Leadstorm jetpack overclock
Unstable overclock
Pressing r will now swap modes, jetpack and normal mode

In jetpack mode fire rate is increased by 30% and you can propell yourself in the air, however heat gain is increased by 4%, overheat duration is 5% longer and damage is decreased by 50%

oak cradle
#

Not mine, but a really good idea

mellow roost
#

ik this has been said a bunch probably but for season 03 i would love to see a biome overhaul, the old biomes don't have as much in them as the 2 newest biomes and I would really enjoy seeing them get modernized with some new passive creatures, plants, and other enjoyable little things to make each respective biome pop.

river gyro
#

Can we get more mods for the pickaxe, flare and armor.

Like a third upgrade for pickaxe:
a: lose dirt and extra tough terrain (3 hit terrain) needs 1 less pickaxe strike to destroy
b: minerals need 1 less pickaxe strike to destroy
c: gain more health when harvesting red sugar

Upgrades for the flare:
1:
a: 2 more flares
b: flares recharge faster
2:
a: flares burn longer
b: flares are lighter so you can throw them further

For the armor, a extra damage resistance for each class:
Scout gets shock resistance
Engy gets radiation resistance
Driller gets freeze resistance
Gunner gets slow/stun resistance

main bolt
#

A small showcase video for every gadget/gun/ability that shows what it does

Would be located in a ”more info” tab of that gadget/gun/ability

neat plover
#

I know this isn't a cool weapon or overclock suggestion, but I just want to get this off my shoulders (note that my computer is likely to garbage for this game):

  • please fix the stretching models that warrant a seizure warning and flashbangs form doing anything like on escort where the core tanks my already horrible fps.
  • make changing the resolution not mess with the in-game chat so I can read what people are saying to me.
  • possibly even lower resolution just because my computer is du du.
  • optimize the game more I guess, this one is asking a bit much.

I really want this as my favorite game, but aiming at 6 fps is horrible and the stretching model issue is a legit issue. This likely isn't even gonna be seen but I am just begging this game to be the perfect game for me and if this can run at an average 25 - 35 fps, I'll be so happy. Have a good day/

fervent phoenix
#

make flares stick to cobwebs? nice

silent rover
#

Something small:
Have scout’s grappling hook attach to gems like jadiz, pearls, and dropped gunk seeds and etc and have him reel them in to himself

slate shuttle
#

https://www.youtube.com/watch?v=rxHyoTQ4oo4 Player Invasions. Play as the bugs & cause some trouble. Optional toggle if you don't wanna be raided by 20-28 Players controlling bugs lol. Who will be the lucky 4 & get to be Steeves? x3

strong lichen
#

Graphics option to increase the corpse despawn timer

reef quarry
#

Mineral specific lootbugs. Glowing green with jadiz.

bronze crest
#

Play as bug game mode

lucid ember
#

Make Gold mine in one hit instead of 2

gaunt stratus
#

Probably has been said a bunch too but we need options to name and copy loadouts

winged tangle
#

Just something that annoys me, the description of the coil gun says it is a rail gun
Literally just a one word change, rail gun to coil gun

hollow kraken
#

Bit of bonus xp/creds for killing dreadnoughts on non-elimination missions

spiral solar
#

Can we have new drinks for the Next Summer event?

fleet quartz
#

At mission completion, instead of one "Continue" button, make a "Leave Team and Continue" button and a "Stay With Team and Continue" button. Please.

true bluff
#

Someone probably already said it, but the drill's head doesn't stay in the pod on deep dives, totally useless detail but would be cool loading over and still seeing it as you're going down, also coming back to this game after years and how are flares still not changeable or upgradable, even been a voice line for a good while about them needing an upgrade

atomic halo
rare scarab
#

A heavy rifle for gunner maybe? I want something that feels, sounds and looks heavy to shoot through bugs like they weren't even there nice

solid cove
#

Likely been said before, but please add a “Retry” button on mission failure. I don’t care if the map has to be rerolled, it’s just annoying to get kicked back to base to queue it up again (if it’s still available).

plain stream
#

Add drg friend aka you can have friend on DRG this also allows cross compatibility with xbox and PC

high tree
#

Fire whichever braindead chimp that programmed the chat log to brick controllers when you open it.

narrow lynx
#

Make deep dives count towards season challenges. For example, 1 stage with "Rival Presence" warning would progress your "Complete missions with rival presence warning" by one point

fiery hearth
#

Give Hawkeye Turrets a small damage boost (not as much as Defender) to make them at least a bit competitive

hearty sinew
#

I was wondering if you can add passive perks for the classes I know there are already passive perks but I am saying for the class you play. so like you can add driller driller can mine minerals faster or it takes one less hit to mine minerals for driller And for engineer engi can build pipes faster or just building things in generals and also for gunner gunner you can get more ammo from ammo dropsResupplyPod like instead of 50 percent ammo gain how about 60 or 70 percent ammo gain and for scout scout I do not have many ideas for scout but maybe he can run faster. I do not know but I would just like passive perks for the game I think it will be a great add on for next season and I was also wondering for next season if you guys can add more perks for support tools grapplinghook drill sentry flaregun and you can also add if you want like small perks for flares flare like it lights up more of the room but it dose not last as long or you can hold more flares well that's all I got and I really want this game to grow!!!!! and do not forget to Rock and stonepickaxe & stone.

fiery hearth
#

Couldn't quite find anything on this, but I've been made aware that even on lower difficulties, Glyphid Dreadnoughts have a chance to spawn at random. I feel this is somewhat unfair only in the sense that not every new player will have tangled with those things before.
My recommendation would be to make it so that, if the host has yet to be cleared for Elimination missions, then Dreads won't hunt them...yet.
edit: might be good to have mission control warn the player about the fact that these can happen now after the proverbial bounty on our dwarven heads has increased, so to say

cedar hamlet
#

I don't know if it has been proposed before, but maybe you can display some sort of skin list or something where you can see how many skins you have, how many you haven't collect yet and where you can find them (cosmetic matrix, mission loot, asignment,etc)

still talon
#

I know the shooting range idea is frequently talked about and i'm aware this might sound very recycled, but what about just having a teleporter leading to an arena with captured glyphids of all kinds instead? Jaggedly-shaped arenas to allows those with jumping abilities and overclocks (as well as traversal tools) to practice

worldly coral
#

M1000 needs a framework that adds an optic on the top.

runic grove
#

Overclock Idea for the Hurricane
Faulty Rockets Balanced

*Randomized direct, splash, and velocity for rockets X .8-1.25 damage with 75%-150% rocket velocity
*10% Chance to fire a Misfired rocket which always has maximum damage and velocity
*randomized splash radius .8-1.2

*Misfired rockets can not be guided
*5% chance for rockets to not explode

fervent phoenix
#

this might be a little controversial, but change the hazmat suit mod on the engineer to a mod that negates electric damage (call it insulated boots or something, it stops damage but not it's effects)

you will still get slowed by electricity, none of the bugs except for the naedocyte little jellyfish even use electricity, and the biggest threat they present is the constant slow that leaves you open to other attacks anyways, this change would make it so that when you have the stubby with the EMP discharge or electrifying arc OCs you don't risk taking damage from your own turrets, although you are still slowed and left open to being flanked and ambushed because of that

the poison resistance never really made much sense to me, and the electricity resistance seems like a more practical option that fits the engineer's arsenal a little better.. maybe add an even further tier of armor upgrades and make the poison resistance available to all classes, right now it doesn't really make much sense imo

narrow lynx
#

A "smart sentry" upgrade that makes turrets avoid firing at medium and heavy armor and aim for weak points when visible, probably as a 3rd option asides from mark II and Gemini system
This could be on its own and less powerful than also manifest as a tier 4 upgrade for the smart rifle, where turrets fire faster and aim for weak points on enemies locks on them. It could be called something like "Cooperative Neural Net"

heady epoch
#

With the announcement of Season 3's new grenades, I'd love to see driller get a drill grenade or something similar, perhaps a little drill robot he tosses out. Something that, when thrown and stuck to a wall, digs a tunnel in that direction for a set amount of time/set distance.

full escarp
oak matrix
#

Not sure if it's necessary, but add a laser pointer on Engineer sentries to see where are they pointing at? A little something to help with aiming Turret Whip attacks-

Oh, and pardon the edit : Again, not sure if it's totally necessary, but maybe make the turrets aim at where you highlighted with your laser pointer? I know, I know, Hawkeye system, but I'd imagine it'd be cool if the sentries behaved somewhat like BOSCO, where they would immediately aim towards the marked location to shine some light that-a-way.

Oh, and lastly... maybe a holographic emoticon for sentries, "?" for when they are scanning for targets, " ! " when attacking, and a bullet symbol when they need reloading-

strong lichen
#

Can you please make it so the dwarves arrive in the pod after a successful mission?

proper wolf
#

Looking at the summer abyss bar preview I would really like a more customizable space rig as I want to keep summer lloyd as a permament addition

trim tree
#

I think it's time cave generation took a pass with the scope to increase variety in layouts in any given mission. Take your basic morkite mining mission, I know that's just going to be cavern->tunnel->cavern->tunnel->cavern, with maybe one more tunnel and cavern depending on length/complexity. But the general layout is just identical so I never really feel like I'm exploring anything and no matter which biome or length/complexity I always know exactly where I am in advance of seeing the cave.

Sure individual caverns/tunnels can be made unique to any given biome (though I think there is more that could be done there also), but what I'm talking about here is the overall meta-layout that is homogeneous between all any given mission no matter the biome. Probably the best way to do this is to just introduce different sets of layouts for each mission, as I imagine to try and entirely randomise this and maintain gameplay is going to be very difficult if not impossible. Though even if you had say 4-5 meta-layouts on offer for each mission, you would then at least not know in advance which one you were in to know where to go and what to do without even looking around... it would just be nice if there was a potential to actually get lost in a cave at 100+ hours of gameplay.

It could also be a chance to change how you enter missions, so the starting position is random enough to disorient you from where you are exactly, even if you know the layout, like why could you start in the tunnel between caverns, or sometimes the 2nd cavern in rather than always the first.

main bolt
#

Antigravitational Grenade,

Basically just lifts enemies in the air while allowing you to get free hits on the enemies. Enemies would also take fall damage (25% of the received damage from guns)

grand bane
#

I've had an idea for a short while, it's a bit odd but hear me out:

What if, in the next major update, each class received a new utility tool, unlockable like alternate weapons at a certain promotion tier or overall level. For instance:

As an alternative to the LMG Gun Platform, you could add a 'D2B(Dwarf-to-Bug) Rocket Platform' With significantly less stored ammo and a smaller loaded ammo capacity. With upgrades for things like armor break, projectile spread, maybe things like leaving behind a sticky zone or an incendiary load that leaves napalm where the explosion goes off.

As an alternative to the Shield Generator, Gunner could get a deployable Shield Overclocker, giving the shields of all dwarves in range an amount of resistance or damage reduction along with a small amount of illumination, lasting for longer than the shield generator because it's not blocking bugs from attacking at all

I don't really have any decent enough ideas for the other two classes that are worth noting (despite the fact that I mostly play driller and don't really get much use out of my charges unless it's an absolute emergency)

median crescent
#

one more Bunch of Grenade ideas since the devs still try out some ideas:

Driller:

Plastecrete Grenade:
Simple Creates a Ball of plastecrete in a 7.5m radius to quickly close holes or set up some cover from enemy fire. Enemys will just be pushed aside but get stunned for 2 seconds (4 charges)

Engi:

Teleporter Grenade:
2 Charges cout as 1. If you set up both ends you can teleport between at max 30m distance. But to prevent abusing for bossfights you can only teleport once every 10 seconds.
(4 Charges so 2 complete teleporters.)

Gunner:

Battle Rage Potion.
If thrown at you or teammates gives a strong buff for 30 seconds. 2.5m radius.
This includes: 30% Damage Reduction 20% Ranged and 50% melee damage bonus, 50% stun/slowdown resistance, And a weak lifesteal for any large enemy killed (pret or larger) by 3 HP per large enemy killed.
BUT if enemies are hit they recieve that buff as well so handle it with care (even bosses can get that buff).
Enemies will get a lifesteal of 100% damage dealt back to their hp (bosses are an exception)
(2 Charges)

Scout:

Laser Fence:
Will set up a Laser fence with max 10m length and height.
This lasts 30 seconds. Enemies wont notice it in pathfinding.
Enemies affected will take 10 damage each tick (every 0.25 seconds)
Will be set on fire as quick as with upgraded shard diffractor.
But they will run faster while inside to get out there. (but still in your direction unless feared).
Good to protect areas or luring the in by yourself and dealing with groups that way or protect your team from swarmers and some other pests.
(4 Charges)

turbid schooner
#

a bit sad to see that we're probably done with hotfixes since season 3 just got announced, meanwhile this salute issue is still around, the blocking actions "bug" that's not a bug because the devs said so. One of the more interesting and friendly social features i've seen has become an annoyance now, and it's again disappointing to see nothing has been mentioned by the devs about it since the release of season 2. Nothing in the list of dev responses.

At the very least a hard no would be appreciated if the devs have decided for sure to keep this worse implementation of the salute, so I can just give up on trying to suggest it in vain. They said they'd listen to feedback about it on their dev stream a while back and i've seen and heard no more since. I know there's other people who want this, other people have shared their annoyance with the salute now blocking actions.

karmic flare
#

Friendly reminder to update the dev roadmap on steam store page 🙂

regal minnow
#

Add a cancel button to the connection window which we see when we are joining a game. Because I just now had infinite connecting for some reason, which forced me to force-close the game by Alt+F4. Which sucks.

lucid ember
#
  • add the hole to the ceiling over the drop pod in salvage missions
  • Make doretta show up in the after mission screen if you rescue her head in a second or first deep dive mission
meager tusk
#

Slime grenade

outer ocean
#

Change Deep Pockets (the perk) to also increase the range that loose minerals get picked up from

placid crag
#

Add intoxicating plants, that can be found in some locations

worldly coral
#

move the taser bolt arc behavior to an overclock which fires two of them at the same time to guarantee an arc, make the default taser bolt just proc electrical slowdown and maybe electrical damage. Its not hard to arc, but you're limited in duration by reload time.

shadow leaf
#

More icons for loadouts to match the new weapons/status effects.

gloomy fjord
#

Potential Field Medic Buff:

Extend the invulnerability period for a revived ally by +3 seconds. Does not have to be an instant revive.

Reasoning for change: This is unnecessary as I feel like Field Medic is in a good spot, but can sometimes feel a little underwhelming in comparison to shinier options like Iron Will and Dash.
However, should a small but significant buff be needed, this makes revives more impactful, as the extended grace period will make them more likely to stay alive after being revived.

stiff tartan
#

New driller primary:

Rock cannon-
Shoots rocks in a water stream, or in large single shots that shoot boulders to roll over and squash bugs, could be charged with mining and resupplies but has low max ammo.

The rocks shot in a water stream could be like a mud slide, which carries status affects bettween bugs it peirces.

Possible overclocks:

"Cleaned pipes"
clean overclock that increases particles + flow rate of the rock/water stream.

"Boulder durabillity module"
clean overclock that makes boulders consume nearby stone as ammo, and decreases time between boulder attacks

"Rockaholics anonamous"
Unstable overclock, where the boulders cost double ammo, but deal larger amounts of damge and increase in size. lower ammo capacity.

"Split boulder module"
Unstable overclock that splits the boulder into smaller, weaker but bouncy boulders. less damage, and more cost

"Heater tuning"
Unstable overclock that lowers flow rate of water/mud stream attack but makes it deal fire damde/heat damage.

"Extra preassure"
Unstable overclock that lowers boulder size, but makes it smaller, no longer piercing enemies, but dealing good damage.

Final notes: This gun could be used for crowd control and distributing status ffects, with the mud slide gaining elemental effects. It woul be funny to Benny Hill bugs, with upgrades increasing its pierce, elemental pickup effect, fear/terror and the boulder's hilarity.

TLDR: Funny mud slide gun make Indiana Jones proud

I only wanted this gun for the overclock name "rock-a-holics anonimous". This isn't well though out, but could be really fun to use in game; EDIT to fix grammar+Spelling of things :)

fathom narwhal
#

I want the blacklock lager to make ghosts appear around the rig. ik its not very important gameplay wise but i rly like the abyss bar drinks and i want them to each be unique and stunning. Blacklock just has a lil ghost effect rn 😔

dry marsh
#

Part 1 of 2 since message limit, come back tomorrow soon™️ for more nice

I'm hella glad y'all are looking at the grenades next season, and I'm gonna share my 2 cents.

First, our favorite weakling, Scout:
His current grenades are pretty much balanced, no pick is objectively worse than another. Focus should probably be on the new grenades.

New grenades for our blue boy:
Scanner Radio
A small high pitched radio with a scanner attached. It sticks to the first surface it lands on, giving any enemy in its radius an outline during its duration. It also sends out a high frequency tone that slows all bugs, and dwarves, nearby.

Flashbang
Throw at a surface, or bug, ||or driller,|| and it immediately detonates on impact, stunning all small or medium enemies for several seconds. Large enemies are still affected, just not for as long. You might need to give scout a plethora of these for them to be worthwhile, but balancing this ain't my job!

Secondly, our favorite 105 IQ maniac, Engineer:

His current grenades are pretty balanced, although a slight buff to the L.U.R.E. would be appreciated. I mean c'mon, only 6 different dances?

New nades:
Carcinogenic Canister
Turns out adding a bit of bromine to plascrete creates a quick expanding hell!
A relatively simple grenade that creates several red-brownish high damage puddles. Pretty simple.

Quick-Deploy Gun Platform
Throw it for a temporary sentry. After it's out of ammo, or it has been out for a while, it explodes. Simple.

stiff tartan
#

A sign next to the beer that is heavily graffitied by the dwarves with slogans like "Karl doesnt approve" Or other silly quips, the base poster/sign says "Rock-a-holics anonamous, Clean the air and your mind".

I just think it would be funny, and if you salute at it 100 times, loyd gives you a "secret beer" that is litteraly just water/mud in a rock

verbal lark
#

it would be cool if you could throw kursite directly into the grinder

dry marsh
# dry marsh Part 1 of 2 since message limit, come back ~~tomorrow~~ soon™️ for more <:nice:6...

Thirdly, the heavy duty bug killer and smoker, Gunner:

Current grenades are the explosive versions of closing 20 Google tabs after finishing your homework. Just lovely.

But that incendiary grenade could have some tweaking. My idea is basically:

  • Slightly smaller area. As it is now, either you hit yourself or your teammates.
  • A bit more damage.
  • Being able to stick the fire to walls.

Anywho, for the new stuff:
Shrapnel Grenade
No clever name, no nonsense. A smaller explosion than the sticky grenade with the benefit of small projectiles going everywhere. It explodes 3 seconds after hitting the ground and doesn't stop rolling.
And for those style points, have it detonate if shot. Either after it's on the ground to deliver that damage quicker or in the air to be a badass and rain shrapnel on the bugs.

Concentrated Polonium Battery
Throw this thing on any surface. It then starts pulsing a total of 5 destructive waves of radiation, each slowly decreasing in damage. First 50, then 45, 40, 35 and lastly 30.

Finally, a crowd favorite, Driller:
His current grenades... oh God his current grenades...
Controversial take, but have 6 axes instead of 8. They're really strong and you already get it back if you miss.
Then his HE grenade. Some additions that would be nice include:

  • Detonation on impact.
  • Have it remove enough terrain to dig through a dirt tunnel with 2 if them.
  • Slight AOE boost.
    For the neurotoxin grenade, I genuinely don't know what to do.

For the new grenades I got some better ideas:
Throwable Mini-Drill
A small drill that digs straight through bugs and dirt. Throwing it straight down or up creates a hole that's the perfect size for a dwarf.

M1-XR Shredder System
Imagine an inside-out blender. That's basically this thing. You plunk it down and it starts spinning rapidly and sharply, destroying itself after 15 seconds.
Why would driller need this? Because driller needs more war crimes.

knotty idol
#

make the current router event (post-nerf) on haz 1 and 2, then slowly scale the hack difficulty from 3-5 where 5 would be pre-nerf

give feedback on this please notnice

maiden flame
#

Let the 5th class be playable, bosco

torn trail
#

You know we need a pool for the beach party event, even if its just a tub full of goo bomber gunk I will be satisfied 💀

calm needle
#

Would be cool if you we had a mission in which you invade an actual glyphid nest with a Objectives to destroy the nest or the Queen in it. Im dreaming about this since release of the game xd

tender coral
#

Lab engineered decease made to be highly contagious and only affect hoxxes. The enemy it first gets injected into gets hit the hardest and perhaps dies or takes a large load of damage. Meanwhile it spreads to other enemies making them go through stages of the sickness like after a few seconds being slowed and then after another duration die or take a lot of damage but stay slowed depending on the enemy. The spread effect and strength would wear of with each enemy infected

brisk tendon
#

when you chose a mod in the weapon the weapon gets different parts depending on the mod that you put in the weapon

jade blade
#

hats for Steeve (with putting the hat on beeing the taming animation)

surreal nexus
#

Give us an achievement for killing a dreadnought with a pickaxe

vernal solar
#

Weapons that use your health/shield as part of their mechanics. Here are some ideas:

  • A weak weapon that leeches health slowly from a single target with limited ammunition.
  • A weapon that can deal damage, but could make more powerful blows by using your health.
  • A weapon that damages you but has infinite ammo due to your health being the ammo. If the damage was absorbed by your shield, then it would only stun the enemy. Otherwise, it would do normal damage.
  • An energy weapon linked to the shield energy, which uses your shield as ammunition (that comes with a shield recharge debuff). It may be very powerful on paper due to it having unlimited ammo, but using it too much in dire situations may leave you vulnerable without a shield.
magic crypt
#

More rewards for Profile Level beyond 100, because is a good incentive to keep playing and people who reach level 921 (the highest level i have seen, Im level 202) deserves something.

Some ideas:
Level 125: "Neon Disco Bosco" model
Level 150: "Masters of the Forge" armor and hat models (Industrial Futuristic)
Level 175: "The Slayer" victory pose (the dwarf carries a praetorian's head, drop it and put a feet on it while pose heroically)
Level 200: "Call of the Stars" weapon models (High Fantasy Space)
Level 225: "Call of the Stars" armor and hat models (High Fantasy Space)
Level 250: "Ancient Technology Bosco" model

viscid pivot
#

Decals/Stickers/Graffiti in the cave. For each class there would be a set of images you can unlock in game and spray paint on the walls in the caves. Things like, Chibi lootbug, a bosco, glyphid mouth, 'KARL WAZ HERE', the Union Chapter icons, ect. When a player pings a spray, either their own or another player, they would exclaim, 'I'm SO ready to do this!' or 'I've been waiiiiiiting. COME ON!!' Things that express the readiness of the player so people don't need to type R, or continue to ping the object that needs starting. A more obvious tool might help the flow a little more! Plus this would be another thing players could collect and show off.

In overwatch, there are sprays that when overlapped show a greater picture or open the door for others to be silly, like a 'wanted poster' where someone could put a driller's face in, and then underneath 'Karl was here' or whatever. A royal pillow to place underneath a gold chunk or a gold lootbug. It might add some more comradery and more silly interactions when there is some down time or you just wanna show off!

lucid ember
#

Transparent space helmet cosmetic you can see your misshapen face only a mother could love through

tawny shell
#

MC commentary after a Dreadnought was killed by a ressuply:
"Dreadnought down, but now I can't decide, did you waste ammo or save it?"
"Dreadnought killed, in a kind of interesting way, i suppose"
"Dreadnought gone, now kill the rest, just don't do it that way i guess."
If you kill all dreads with ressuplies.
"All dreadnoughts killed! Although here at the management we are currently having some, ahem, "issues", if you press the button on the MULE the Drop Pod will be launched immediately." After that you can hear some background laughing "Wait, the channel is still open?!"

outer ocean
#

Change mod/overclock descriptions to include if a change is flat value or a percentage

mortal widget
#

SFX overclocks that grant alternate weapon sounds or voice lines

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Grenade ideas

  • Captured Singularity - Engineer? - Gravitationally attracts enemies and other physics objects to one spot very rapidly.
  • Glow ball - Scout - Tosses a bright glowing ball, illuminating the area, that everyone can kick around like a barrel
  • Boomerang - Scout - A boomerang, unlimited ammo, weak damage but can mine and collect items
  • Weakener Field - Soldier? Engi? - Creates a field in which all enemies take double damage
  • Lightning Spike - Engi - Embeds in an enemy and electrocutes other nearby enemies
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  • The Scout - Driller - The Driller grabs the Scout and throws him
half fern
#

I feel like bugs like Bulk Detonators and Dreadnoughts get stomped by the new wave of slowing weapons. I believe that Bulk Detonators should receive a slow-down resistance so that it takes much more than a single Driller with a sludge pump to take them out. Dreadnoughts too, maybe not the twins but yeah the Original Dread just suffers from slow down effects. A “shadow nerf” to slow down effects in general.

hasty pivot
#

Please

kindred kettle
#

All beer-related victory moves to use randomized combinations of corporate issue and craft beer mug models every time they are played.

fiery hearth
#

A small but possibly interesting cosmetic idea I had would be stuff like patches, you could have stuff like the DRG logo, the Rival logo, favorite beer, blood type, fictional or real world flags, that kind of stuff. All on a small little spot on your armor
Probably limited to like 1-3 max, but I think it would be an easy-ish implementation if it were actually added

sullen jetty
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Grenade sidegrades for existing grenades, allowing for further specialization! (Starting with engineer, further posts due to slowmode.)
LURE
Explosive Decoy, shorter duration and invulnerable, all damage taken is dealt in an electrical explosion when the time goes up!
Tesla Coil, electrocutes all attacking enemies, scaring them away from the lure. (like SYIH)
Disco Module, attracts significantly more enemies, BUT takes friendly fire.
Plasma Burster
Layered Charge, reduced grenade count, grenades split in a V pattern as they detonate creating a cone of explosions.
Sticky Plasma, sticks onto enemies and deals extra damage to stuck targets! Reduced AoE.
Plasma Burn, % of damage converted to heat
Proximity mines
Smart Mines, Mines will only go off if large enemies go by, and detonate all their charges in a massive damaging burst!
Multi-mines, Mines explode into a cluster of mini-mines that can detect swamers! Mini-mines only go off once
Fat Mines, Mines create a micro-nuclear explosion clearing hoards of enemies! Requires multiple enemies nearby to go off, or can be manually set off by damaging with DRG weaponry. You only get two.

covert anchor
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we've left a ton of blown up drilldozers next to ommoran heartstone shells, what if we got a gamemode based around turning the remnants of the drilldozers into KILLdozers

Dwarves get dropped down with an armored conversion kit and have to grab the rest of the resources needed to basically turn doretta's old body into robosaurus on treads to go crush some robots

sullen jetty
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Throwing Axes
Throwing Hammers, significantly longer stun, less range, less 'axes' (6)
Chain Axes, deals bleed damage over time, less initial damage, more DoT
Boomerang Axes, return automatically on a miss, allowing you to hit targets from behind. Can't be manually picked up.
HE grenade
Timed charge, allows you to 'cook' the grenade.. don't blow it up in your hand.
Smart Grenade, shows full path of the grenade when holding the grenade button, can't be quick-thrown.
Concussive grenade. Extremely high armour break (enough to shatter any breakable armour), increased fear and stun duration, highly reduced damage.
Neurotoxin Grenade
Mixture Adjustment, Neurotoxin Grenade clouds cannot be ignited by any means.
Unstable Chemistry, reduced duration, increased ignition damage.
Nanite Mixture, Neurotoxin now eats through armour and has increased duration! But does friendly fire.
IFGs
High Voltage Field, now electrocutes all enemies within the radius! But does not grant bonus damage without conductive bullets.
Dispersion Field, much larger radius, reduced carry capacity (4)
Sticky IFG, sticks to enemies and stays there!
Cryo Grenades
Cryogenic Nanite Mixture, deals cold over time,! Enough to freeze a dreadnaught! No initial burst cold.
Vacuum Wormhole Generator, Can't get colder than the vacuum of space, double the duration, freezes anything. You get two.
Snap Freeze, temperature shock damage tripled! Reduced freeze duration.
Pheramones
Battle Frenzy Mixture, throw on teammates to grant a buff to damage, movement speed, and damage resistance! No effect on bugs.
Dreadnaught Extract, summons friendly swarmers to attack affected bugs!
Condensed Mixture, only affects one bug, has double the duration and attraction, and you get 6!

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Sticky Grenade
Shaped Charge, Double damage! BUT only damages bugs it sticks to.
Heavy Charge, reduced fear, heavily increased armour break.
Unstable Charge, increased radius, reduced grenade count.
Incendiary Grenade
Phosphorous Compound, extremely increased heat, reduced damage. Deals heat-over-time like Inferno.
Thermite Charge, functions like a cryo grenade and explodes in a burst of heat, no sticky flames.
Plasma Flames, rolls and explodes creating puddles of fire as it does so.
Cluster Grenades
MIRV, bomblets explode into MORE bomblets, you get two.
Missile Cluster, explodes into micro-missiles which seek out the nearest enemies, efficient!
Unstable Cluster, bomblets explode instantly on contact with enemies! Roll under a big one for maximum effect.

slate shuttle
#

Who here has played TF2?; Say ✌️
Who here knows about the Loose Cannon?; Say 💥
Who here would want an PGL Overclock that works like the Loose Cannon?; Say rocknstone

For the uninitiated--The Loose Cannon is a grenade launcher for Demoman where you had to time your grenade's timed explosion with an physical impact of the grenade. Doing so would deal Mini-Cirt Damage (35% Damage Increase) with the word DONK! x2 appearing over the target to let you know you did it right. The damage, esp when DONK'D, extends to hit all targets around the DONK'D target with the increased damage as well.

But wait--There's More~ If the target you shot at dies on the grenade impact, it pierces thru their gibed corpse and keeps on flying till it hits something, maybe even Donk'n someone behind him or gibbing them too and then Donk'n the guy in the back! Grenade Bowling~

No matter what way you slice it--super satisfying and I would love to have this in DRG. Bowling for Glyphs and Double Donking.

oak matrix
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Something from Battlefield 1... Instead of lobbing the grenade directly at the ground for a low-throw, maybe an option like a very brief press of the 'throw grenade button' to make the dwarf throw his grenade gently for a close-range blast, and if the throw grenade button is held longer, then it'll be a full toss?

stiff barn
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a few things that i find really frustrating/weird
increase the amount of time for dreadnought/dreadnought hiveguard to charge up their fireball attacks. from my experience, you barely have enough time to react to it at mid/close range, and even if you did somehow turn around and hit the sprint button, the aoe still does enough damage to oneshot you at the amount of health where you got revived at

prevent bet-c from launching mines if its target is near a teammate

prevent praetorians and radioactive/frost praetorians from leaving behind their toxic remains upon death if their corpse isnt present (killed by sludge cannon, wave cooker, frozen or burnt)

accurately mark out the range of engy's plasma burster because i still have no clue how big it is till this day

prevent molly from moving during combat unless told to

quick shoal
#

Give hipster full auto instead of focused shot. There's not much point in using it with this overclock so you might as well let people mag dump without getting carpal tunnel.

thin glen
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With the confirmation that Season 3 will bring to us new grenades, it needs to be brought to attention that Driller's HE Grenade is in desperate need of a change.
It is a standard explosive with fear and armour break. It sounds decent enough, but, usage-wise, it is just completely inferior to Driller's other two throwables; let's not mention the Satchel Charge, which has a massive damage & radius, terrain-clearing, the aforementioned armour break, and the ability to explode whenever desired.

Let's take a look at the other throwables, all of which provide enough of a niche to see use in their own respective situations:
>Engineer
-The L.U.R.E. is a non-damaging (except when the duration ends) distraction device that forces bugs' attention away from the dwarves, allowing a moment of respite and an opportunity to return fire in relative safety.
-The Plasma Burster is a multi-explosive that can clear hordes of bugs if they're lined up, synergizing with the Platform Gun.
-Proximity Mines have great crowd control and can hold off areas for a good duration, allowing dwarves to focus on other groups. It synergizes even better than PB with platforms, as they can push bugs into the PMs' radii. Not to mention, if they haven't been triggered they can be reclaimed, allowing them to be thrown to more desirable spots.

>Scout
-The IFG is a non-damaging debuff tool that massively slows down enemies within the field, and amplifies the damage they take. This works well for holding down areas for extended periods of time, or for assisting in the taking down of enemies with high health, such as Oppressors or Dreadnoughts.
-Cryo Grenades are an excellent for immediate crowd control, as you can immobilize a dozen Glyphids at once and melt them with ease. It's a lifesaver if you find yourself getting overwhelmed, and if your aim is good, you can instantly kill Mactera.

continued in the next post

thin glen
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-Pheromone Canisters, in my opinion, have the least worth of Scout's three grenades, but they still have their use. A good throw can leave a bunch of bugs distracted for a while, slowly weakening or killing themselves while the party can shoot the other, non-debuffed bugs.

>Gunner
-The Sticky Grenade's somewhat similar to the HE Grenade, but its niche of not bouncing off of surfaces and the fact that it can embed itself on enemies means you can apply some direct area damage without needing to aim as much, wipe out Glyphids crawling down walls, and scare Praetorians into showing their abdomen.
-Incendiary Grenades apply an instant form of crowd control in a large radius, like its counterpart the Cryo Grenade, but exchanges immobility for damage over time.
-Cluster Grenades deal massive potential damage over the area, annihilating groups of bugs on the ground. It's borderline useless against flying bugs or those on the wall, but the Sticky Grenade works for the latter.

>Driller
-The Impact Axe's immediate damage, high use count and retrieval (if it doesn't hit a mob) works wonders against strong enemies, and is Driller's answer if his weapons haven't been built for single-target damage. It can also stun if it doesn't kill, letting Driller escape if he's in trouble.
-Neurotoxin Grenades deal damage-over-time over a large period, amplifying Driller's other sources of DoT or securing an area. If the smokescreen is too much, it can be lit using a source of fire, eliminating the blind and dealing immediate damage.

cont

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Now we go back to the HE Grenade. Compared to the other eleven thrown items listed, it becomes clear that the only thing it has is strong armour break.
As it stands, the HE Grenade is an outdated relic from back when all four classes had the same explosive prior to the Explosion Expansion in Update 24.

Whether it's got a proximity trigger (like the mod for the PGL) to let it reliably explode in front of Mactera, a stronger form of terrain destruction (if Satchel Charges aren't reliable due to their self-damage), or something else, the HE Grenade needs an overhaul that is sufficient enough to make players at least CONSIDER bringing it to missions where they would not want to bring Axes or Neurotoxin.

spring panther
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A radio in the space rig that plays some of the many bop osts in the game (separate from the jukebox)

simple island
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what if there was something like...
GRENADE OVERCLOCKS
that would be pretty funny

manic crystal
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more health regenerating resources… imagine a plant/vine strangling a pocket of red sugar

stable pewter
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Let us pat nemesis when it’s been destroyed (before bombs start spawning)

stiff tartan
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A new hat that is just an oversized cheese grater, possibly with radio cellotaped to it

strong lichen
#

A vote to pause the game (only for friends-only lobbies)

cold tundra
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hey guys, might be a lil tricky to do, but something that could be interesting is while falling, if close to a wall, maybe slowing our descent from a high height with our pickaxe if the pickaxe button is held? I could see that being super useful, even if its just a perk ability or something. Was falling as a gunner off a platform and it came to me lol

median crescent
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I have a few ideas for Sentry QoL also to some other support tools.

-Sentries should be able to put on a ceiling instead of the floor (if you can reach it)
-When the ammo is empty you should get a small sound to notify you (you often forget to refill them in the heat of battle or soemetimes the UI is bugged and doesnt show them so you can at least hear it)
-Drills should give you a bit of DR since you have 2 bulky metal pipes on your arms(25%?).
-Ziplines should be able to be picked up by hand and replanting them if its in range (but have to be carried) if you are on a ledge wich throws you down when you cant grab it or shot it at the wrong spot.
-The flaregun should give a bit of heat wich warms you in cold biomes and heat enemies a bit (not stackable and just enough so they dont really loose heat but it stays the same and if they burn they do so a bit longer)

near glacier
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More Steam Points Shop stuff!

Mainly something like Avatar Frames and non-static Wallpapers. Dancy Molly, Abyss Bar Bosco, 4 classes Wallpaper cheering some bear... I would love to have some to put on my profile!

bold dagger
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Maybe a louder ping for helmets? as it can sometimes be drowned out by in game ambiance

slate comet
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Let us unlock the medical scrubs once we die a certain amount of times

dry marsh
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For the 3rd time in the past 24 hours, I got more suggestions.
Simply put, more achievements. And I am here to suggest some.

Steeve!
Tame a Glyphid.

I'll make my own team
In a solo mission, have 3 "followers". (Bosco, bet-c, steeve, patrol bot)

The battle of your life
Be the only player alive and kill a Nemesis.

No machine, no problem
Complete a solo mission on haz 3 or higher without Bosco.

The things I've seen...
Complete every type of mission and warning at least once.

Greedy
Take a full round of beer for yourself.

Why is this so fun?
Slap the dwarf-on-a-spring 100 times within a minute.

There's no such thing as "Overkill"
Kill a creature with a single shot that deals at least 20x more damage than the creature's max health.

Untouchable
Complete a mission without ever losing any health.

Where we're going, we don't need pants
Go into a mission with the hospital gown.

Okay maybe we DO need pants...
Go into a mission in glacial strata with the hospital gown.

Only marginally front heavy
Customize your pickaxe with parts from 7 different sets.

That still counts as one!
Kill at least 20 enemies with one attack.

Friends of Hoxxes
Pet everything that can be petted at least once.

Hackerman
Hack something without a single miss.

The true MVP
Bring home Doretta.

Trickshot
With any non automatic weapon, kill a jumping swarmer.

I am superior
Unlock every upgrade for every class. Overclocks excluded.

Only billions to go
Kill a thousand swarmers.

I'll kill anything with more legs than two!
Kill every enemy at least once.

I am Death
Kill over a thousand bugs in one mission. Deep dives included.

scenic plover
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Hey guys, I thought it would be a cool idea to make the base a little more lively between games. It'd be great to have random dwarve NPCs walking around doing their own thing. Maybe even a female character would be nice since everyone in the game is either a male, a robot, or a bug. And I know their a thing cause at least under a 3rd of Dwarven are female in multiple different fantasy franchises, books and mythos. Also maybe a couch? A carpet? A little lounge up by the bar? And an arcade machine would be cool too. Just more stuff to do on the station while you wait for the next mission

boreal rune
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Always show the current server name at the bottom of the screen and have a hotkey to change it without going to settings

true oasis
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With season three introducing new grenades/throwables here’s my suggestions of grenades/throwables

Driller: sludge bottle
This throwable will launch 4 sludge puddles upon hitting the ground or enemies, the sludge puddles lasts for 5 seconds, hold 5 bottles

Engineer: deployable shield generator
The shield generator will produce 2 shield/s to any dwarf in its 2 meter radius area and will stay up for 4 seconds, after 4 seconds the shield will violently explode damaging anything nearby, this will be indicated by a red flashing light on the generator, hold 3 generators

Scout: snake venom bottle
Snake venom bottle when hit on terrarian or enemies will explode and apply the poison effect to enemies in a 5 meter radius, hold 5 bottled

Gunner: bouncy bombs
Bouncy bombs are grenades that will bounce when hitting terrain before detonating ethier from direct hit to enemies or after 5 bounces. Hold 6 grenades

median crescent
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Another Bunch of Grenade ideas:

Driller:

Super Shocker.
Sticks to an enemy doing the electrocute DOT for 10 seconds but it does 20x the usual damage (only that target).
(You can carry 2 of them)

Engie:

SSTB OR Swarmer Steeve Bots:
When thrown releases 6 swarmers with 20 hp each and each doing 10 damage per attack. They arent affected by friedly fire and get ignored but will take damage from enemy aoe OR die after 20 seconds.
(You can carry 4 of them)

Gunner:

Plasma Bouncer:

A Modified Plasma Grenade from engi. It has a rocket engine and when hit a wall dealing 40 damage in an 3m radius and bouncing of up to 8 times in random directions on the end the last explosion deals 100 damage in an 4m radius.
(You can carry 4 of them)

Scout:

Bubblegum Grenade:

When thrown covers an area in an 5m radius. After 6 seconds it will close and trap all enemies on it inside of it. Then it starts floating in a ball of gum and glypids. You can then use your aoe weapons to deal with them. (enemies on it cant move except bosses or flying enemies (unless flying ones are covered from the initial hit) If not killed after 10 seconds the bubble will explode releasing the enemies without any harm done.
Note: Enemies inside while its floating take Double the usual damage (only AOE)
(You can carry 4 of them)

dreamy cairn
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very simple suggestion; let us name individual weapons/builds. it's a small touch, but I feel it would make a huge difference, plus naming builds would help with organization.

indigo tendon
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Please tweak the white crystal generation in Crystalline Caverns. Im all for making the different biomes stand out more but as it currently is the crystal pillars fill entire caves from bottom to top to the point you cannot fight Dreadnoughts without mining out significant chunks of the spaces first which takes forever without driller.

dry marsh
#

A pinball machine
I know it's probably impossible on a technical level, but still, pinball

charred sable
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In addition to the build-naming thing: Being able to copy builds from one slot to the next. Lot of the time I want the same build with slight variations, and it would be awesome if copy-paste were possible in that regard.

amber night
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Add a mission type based around exploring inside a lootbug queen:

bitter wasp
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a rival prospecting stationary structure that could spawn randomly in missions(similar to cargo crates and lost packs in size and rarity), after extensive hacking the structure could highlight nearby minerals on the terrain scanner and/or reveal the location of some biome minerals in the walls(similar to lost packs, but no cosmetic and it probably would just be solid mineral in the wall as opposed to a gap in the terrain with already broken minerals)

woeful fjord
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Killing a warden should cause a wreck in brains of glyphids which were boosted by it and make them flee for a little

young dragon
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What if there was a bug that was basically an EMP, or even a dreadnaught that was focused more on the horror side of things, and your lights started to flicker or turn off while like, spooky things were happening. Basically a horror themed bug, or even a jumpscare bug that charges you when the lights are flickering or off

tardy crest
#

Some grenade ideas, if elaboration is needed I will give it

tardy crest
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An alternative name for the Flashbang is Concussive Grenade

oak matrix
#

Suggest to change Scout's quote :

"From A to D, skipping B and C"

to

"From A to Z(ee), skipping everything in between"

radiant drift
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There's no way the devs will even remember this idea because the time they implement new weapons it's so absolutely far off, but what if there was an Engineer Primary (Or secondary because his secondaries are all nuts?) That shot a ball that homed in on targets, and would do some damage, and then return, your gun turns into a sort of paddle or energy thingy-ma-jig that, if you time it right, you can return the ball to attack again at an enemy WITHIN LINE OF SIGHT and you can repeat this several times until you miss or until there are no valid targets. There's only like 6 balls, and either the time between bounce backs is 1: based on the distance, or 2: is always a set amount of time so that targets that it's better to use it on targets farther away. The target is always whatever is closest to the center of your crosshair. You don't have to look at the ball to hit it, but you do have to have an enemy in view Edit: Maybe the targeting needs something in a circle instead of your entire Line of Sight since people can change their PoV

thin glen
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Change the way Berserker is activated.
Too many times have I accidentally activated it when trying to mine, causing me to wait five minutes when I could really need it.

covert totem
#

Keybind for swapping dances, or an emote wheel to choose what dances we want. (This could also allow for dances to be done anywhere!)

strong lichen
#

Allow using the laser pointer on the space rig,except instead of a laser pointer dwarves just use their finger to ping things

outer gyro
#

make it so engi's sticky mines cannot be triggered when you are picking them up

brisk tendon
#

It would be cool if they make a machine in the space rig that uses the ERR cube to special boost a weapon permanently once, since the err cube has no use yet and given the rarity it would be cool to use it for that weapon boost

lucid ember
#

A new mutator: Great Lootbug Migration.
Stops Gold and Nitra veins from spawning, as they've been eaten by the absolutely enormous swarm of Lootbugs clinging to the walls.

gloomy fjord
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In an attempt to make older biomes more dynamic and interesting in comparison to newer biomes:

Make the electric crystals in the Crystal Caverns electrify everything in a large radius upon being destroyed. This unfortunately makes them more annoying since melee'ing them would now be very ill advised, so it shouldn't do much damage, only applying the slowdown effect to everything nearby.

Alternatively/additionally, shooting them generates a pulse of electrical damage and slowdown around them, allowing one to use them multiple times to slow down several crowds, or all at once to really slow down a single crowd

Hopefully this can make them more useful for environmental crowd control, similar to goo sacks ((there's goo in the sack)) in Bough.

shell turtle
#

I love pickaxes and using them in melee, but also think of the efficency of doing that! Maybe there could be upgrades for weapons where, when attacking bugs with melee, it uses the butt of the weapon instead, or the front with pointy frameworks like Waster. Maybe have it on a power attack, or as an additional upgrade for the pickaxe, but I genuinely think it'll just be funny with certain guns. Imagine using the Hurricane as a battering ram against a Praectorian.

drifting horizon
#

My grenade ideas-

Driller: Seismic Grenade
Makes a horizontal blast with a sound similar to a certain very iconic one from sci-fi. It stuns bugs and makes them scatter, while those caught close are sent flying and are killed.

Gunner: Smart Rocket
Strangely, this grenade has a short arc that stops in mid-air. Once thrown, the smart grenade begins homing in on the bug with the most health. It mostly deals damage without much armor break however.

Scout: Gravity Well
When thrown most bugs in it's radius and dragged towards it: and those who reach the vortex in the center begin to take damage. As simple as that.

Engineer: Airstrike Flare
Once the flare is thrown napalm begins to rain down, cutting through the caves and impacting the target in an explosion.

unreal venture
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I play with minimal / dynamic UI. All "weapons" (incl. flare gun and zip lines) show their "ammo" count in-game, all but the Gunners shields. Can you please put a counter on the shield when holding it, so I know how many I have (left).

tough tree
#

It would be awesome if they have a terminal where you can see your trophies\ achievement

fickle swallow
#

breakdance animation for the jukebox

neon crater
#

Pity the scout and give him something to sabotage missions drillchamp You gave exploding platforms to engi and reatomizer to gunner, but poor scouts still have only ice grenades for PvP

whole gyro
#

Absolutely sure it's been said before but I'd just like to bring it up again.. More loadout slots. 5 isn't enough anymore given the amount of weapons and overclocks..

tepid halo
#

Report function for salty/hate realated names... This kind of stuff shouldn't be allowed...

rustic spindle
#

Make gunner zipline angle upgrade base. It is honestly the most BiS upgrade for anything in the game

flint jasper
#

Weapon Idea
You’ve heard of the SMG
Now it’s time for the S&G
It’s a secondary weapon available to all classes with 2 modes!
S- fires a giant capital S - ignores terrain and does 1 whole damage to everything it touches 1000 ammo full auto
G - fires a significantly smaller G, explodes on contact doing 100 damage within 10 units - 4 ammo manual

left goblet
#

bed update
comfier beds
-makes beds softer and also a little bigger and also comfier
-my back hurts
thank u

patent verge
#

Now that an enemy type, a mission warning and a random event make use of the hacking minigame, I think it would be great if new perks were added to make this hacking minigame easier. In early tiers it could be something simple like slowing down the movement of the things, so you don't need to be as precise with timing, with the top tier perk giving you the ability to skip the hack entirely (call it "pocket hacksy" or something). As much as I apreciate the variety, it does get really tedious eventually, and giving the option to greatly reduce this tedium or even get rid of it entirely at the price of a perk slot would be a really great thing, I think.

silent rover
#

A melee weapon addition for each class’ secondary? Say like a sledgehammer for driller, that can clear terrain as it’s special feature, something akin to a ice pick (like that one early level pickaxe cosmetic set) for scout that allows him to hang to a wall after grappling to it, some various wrench (original I know) for engi to overclock his sentries for a short period of time, and maybe a shield for gunner that he can place flat on the ground and it can provide elevation for combat/mining. keep in mind all of these would replace the secondary weapon for each class, but you’d be trading that factor for an infinite “ammo” melee that feeds off of some new stamina system, and giving yourself at least something if your cave seems to be dry on nitra. Overclocks could also spec further into crowd control, each melee’s ability, or say how many enemies they can hit on a swing for instance

delicate cedar
#

Specialized Class Abilities Idea
driller Driller Ability: Elemental Rush
The driller slams both drills together and rushes forward until the drills overheat or the charge is manually ended by the driller.

While charging through the driller will move at 175% movement speed, be immune to stuns or slows, and have a reduction to any physical damage done.

The drillers turn speed will be reduced by 80%, and charging into a wall will overheat the drills and stun/slow the driller for 3/2/1 seconds.

The charge will radiate cold/heat/toxic depending on the drillers weapons in a radius of 3/3.5/4m around the driller during the charge.

Heat of the drills will increase with both duration and bugs hit.

Cooldown: 120 :90 :45 secs
Hold E and left-click with drills equipped to start charge, release left-click to end charge. (Takes a second to slow and stop)

fringe valve
#

Hear me out, pvp arena in the station...

pulsar prairie
#

it'd be fun if a "special" weapon/armor paintjob was given as a reward for completing the unlock tree or finishing the level-up rewards. it'd be distinguished from normal armor/weapon paintjobs by virtue of featuring more intricate images on their texture, whereas normal paintjobs have more basic patterns on them. for those of you who have played it, team fortress 2's higher-tier war paints would be a decent point of reference for what it might look like in DRG. once they get rotated out of the season, put them up as an assignment board reward, perhaps?

i think this would be a good addition to the game because having that one item with a bit of "wow" factor behind it makes players more incentivized to care about the entire cosmetic tree/levels, rather than only looking for the specific items they want.

remote raven
#

Permit the Status Effect icons to show above Dreadnought/Boss enemies, rather than on the Boss Healthbar.

gloomy fjord
#

People keep asking for more loadout slots, so assuming this would not require a colossal rework to the UI:

Replace the existing loadout slot system with a scrollable list of loadouts, where you can add as many as you want, with custom names on top of icons. It should also allow you to move them around the list, letting you reorganize at will without deleting and recreating loadouts.

The existing system could potentially be kept, only rendering the first 5 loadouts in your list. The loadouts you usually use could easily be kept at the top for ease of access, but niche or experimental ones that you don't use often can now be named and archived for future use without taking up a precious loadout slot.

As for latejoining an existing game or selecting a class from the class selection terminal, a little + icon could be added to the right of the normal 5 slots, which would open the expected scrollable window containing all your loadouts.

languid stream
#

allow us to jump over the statues on the memorial hall for some R&Ss

crystal jolt
#

Upgrades for molly

#

Or a customizable molly like paint

silent rover
#

Shouldn’t need explanation, but this

drifting horizon
#

A new event boss encounter (like tyrant weed) where us dwarves come across the suits of fallen dwarves now controlled by Charge Sucklers. After defeating them we get resources dropped by the living armor and any ammo they had left

worn spoke
#

Achievement idea:

Thanks for the lift!
"Bounce off of other players x amount of times while in missions."

Using a teammate's head as a cushion to negate fall damage is a simple, effective, and often overlooked ability by players old and new. An achievement could serve as both a reminder and incentive for players to try and do so more often.

If not an achievement, a tooltip or some specific voiceline(s) that play while player bouncing could work just as well.

dapper blaze
#

Lights on Rival Tech DLC Framework with Dark Future DLC Weapon Paint be the same color as the class ( Scout - blue, driller - yellow, etc.). The pack is good but I think it would be better if the colors fit the class instead of making all of them have orange/red lights.

hallow stirrup
#

Some gameplay benefits for prestige other than a second active perk slot on the first prestige… Like every prestige you can improve a gear mod or base stat by x%(any arbitrary number, the balancing of it would obviously require inspection) or maybe getting to improve one base stat and one mod stat. Like for example… I prestige the first time, get my second active slot, and then choose to improve the voltaic smg’s base electrocution chance by x% and its electrocution aoe % by x%, and every prestige you would get to do this, do you spread the upgrades around your gear or target one piece of gear to upgrade every prestige cuz watching a number go higher makes a happy brain?(second one def would not be me xD) I’d say these ‘prestige upgrades’ would be like 50% but that’s a personal preference they could easily just be like… 2-10% per prestige and still be good, hell they could even be variable depending on what stat you actually upgrade, like a lower number stat like damage might get 10%, but max ammo might only get 2% or something (If max ammo is actually a higher stat, and if damage actually is a lower stat etc(the voltaic smg has low base damage and high max ammo and that was the example weapon I was using so xD)).

stiff tartan
#

Engineer grenade that spawns a “mecha” steve to fight for you

rough dawn
#

Give the Unknown Horror (Haunted Detonator) custom sounds, like a combination of Glyphid roars.
You'd be able to hear indistinct growling and chitters from various smaller bugs when the Horror is about to attack.

#

If the above suggestion is considered...
...We could totally remove its footstep sounds.

waxen nacelle
#

Maybe have the scout gk2 rifle electrifying reload be replaced with the gunner's electro minelets

woeful fjord
#

The gunslinger animation on driller's drills is looking too violent, too powerful. How about making it waste fuel, but deal big damage to enemies in the front? Think of it the same as the reload key on nishanka switching bolts

thin glen
#

While I disagree with the above suggestion of Electrifying Reload being replaced with Electro Minelets, I do think that Electrifying Reload is underwhelming for an unstable Overclock.
ER's gimmick of applying electricity on reload is a fine gimmick on paper, but it fails in proper gameplay, where it only applies the base status after a potentially substantial amount of damage has been dealt, thus eliminating the potential damage-over-time. Combine this with a gun that has a semi-rapid firerate at best (without Overclocked Firing Mechanism) & no mods that apply blowthrough, and you have a gun that struggles to make the most out of one of its Overclocks.

Therefore, I've come up with an idea:
Rename Electrifying Reload, and replace its effect with one that gives bullets a chance to electrocute and arc to nearby targets.
This retains the unstable Overclocks' main gimmick of radically changing the way a weapon is used; in this case, it converts the GK2 into an area-of-effect crowd control weapon. The Deepcore GK2 currently has no modifiers that grant it any benefits beyond single-target or movement, so this change will give it a niche that allows it to work against multiple targets, while keeping the electricity theme.

static basalt
#

Increase Event rate for weekly missions / assignments

static wasp
#

I was talking with a fellow dwarf about how cool it could be with jetpacks for the gunner - it probably has been considered but how come it isn't a thing? Not like an overpowered constantly flying jetpack but a jump higher, cross gaps kinda thing 😄

winged jay
stiff tartan
#

Welding mask hat for engineer, fully sized and perhaps with some obvious damage from his tools (scorches from laser, a bit of soot from PGL, etc.)

sly shoal
#

A way to change our cross hairs please

lucid ember
#

Allow us to apply our weapon skins to support and traversal tools!

strong lichen
#

Probably suggested already,but let us wear 2 headwear items at the same time,I want to have a cyborg eye and not be bald

molten linden
#

Add a achievement [ Drunken hell ] start and finish a haz5 mission while drunk

proper pollen
#

add a skin for bosco where its a barrel or if you put a barrel in the drop pod on solo missions bosco is in the barrel
just a way to have a barrel on the mission basicly

median crescent
#

I would like to see a feature where you can change assets of the game as host aside of the hazard level without mods.
(Enemy count (multiplier, same for damage, how much nitra can spawn or even at all and so on (rewards stay the same though and you cant make it easier than the default just harder and tweak it to your liking (example hazard 3 but way more bugs or hazard 1 with bug infestation and so on or hazard 1 but bugs 1 shot and so on) also you should be able to see whats changed before you join

rustic pelican
#

reduce the flickering during the deep dive load screen, its borderline epilepsy-inducing

true oasis
#

To add on BullHorn's suggestion, how about some Accessibility Options, such as options that helps with epilepsy, colorblindness, etc.

mortal narwhal
#

Mission type: Space Rig Rescue
Arachnids have made their way onto a departing drop pod. Normally it wouldn’t be too difficult to take them out, but the bugs have overclocked their reproduction rates and have developed a decent understanding of the tech on the ship. It’s too late to save the dwarves that were on that rig, but you still have to retrieve their bodies and exterminate the enemy so they can’t travel to other rigs.

  • maps look different
  • no M.U.L.E.
  • you arrive in an escape pod
    (?) extra reward: unlocks new “fun-times” in the home space
    (?) Instead of a mission, it’s a rare, optional occurrence; or even featured in a new set of seasons
fervent phoenix
#

as of today, there are 84 options for the cosmetic cores available, and when you use the core infuser you only get the indication that you can pick a cosmetic core by a pink top hat. if there is a single cosmetic piece you want, you have a 1 in 84 (1,19%) of getting it, but if we narrow it down, we can separate it as 12 paintjobs, 16 head gear, 13 mustaches, 39 beards, 8 sideburns and 9 victory moves, and then the chances of getting the one you want when presented with the option goes closer to the 10%s (except for beards, there are a lot of beards, but still that doubles your odds)

you might want to skip that driller weapon overclock if you think you'll get that engineer beard you've been eyeing for a while, or any other kind of similar situation like that. people usually get all the weapon overclocks first because the chance to get the cosmetic one you want out of 84 options is too much to take when you have basically 3 cores to infuse each week, so I think this would be a great QoL update when infusing cores

grizzled stone
#

show how many resupplies are still left on the resupply pod in the HUD

near glacier
#

A frog hat in the game.

lucid ember
#

A potted Breather in the space rig you can feed excess beers to
Useful for when someone orders a leaf lover's special

worldly coral
#

every matrix cosmetic weapon skin should be unlocked for all classes at the same time

lucid ember
#

Make the Priority Assignment a LOT longer - 3 missions is just too little for a weekly thing.
I really enjoyed the really, really long assignments at the start of play, like Conquer Hoxxes or the spec ops ones, but the repeatable assignments are sadly just too short.
Also, the pickaxe hunts should have a mission for every part! I love doing assignments.

ripe crescent
#

separating the player base through the use of the game pass is stupid and shitty. If I have the game pass on PC, I would like to play with PC players most likely, not xbox players imho. Steam does support cross play if you use an account system. I have played other gp games with my steam friends i.e. Halo with no issues.

fast light
#

Warning: Unstable LZ (Landing Zone)
-Drop pod gets destroyed en route so individual Drop Pods are used as escape pods but the entire team is spread out and separated across the map.

near glacier
#

Since it doesn't stack, make repairing the drilldozer only available for one dwarf. If one person is repairing, then the interaction prompt will not show up. Similar to taking a resupply.

lucid ember
#

Better yet, just make repairing stack

sturdy nexus
#

a grenade that spews radiation everywhere 🙂

languid stream
#

Idea to change Manual Guidance Cutoff to Seeker module (changed from clean to balanced)

  • When trigger is released, the launched missiles will sit in the air until the user locks into a target (max standby time is 20 seconds). The longer the missiles stay in the air, the larger their AoE gets (cap at 3 meters, max buildup time is 10 secs).
  • 1 second longer reload time
fervent phoenix
#

ok, hear me out... make the gilded beard cosmetics linked to the paintjob colors? nice

kindred kettle
#

Maybe stack the Dreadnought Twins' health bars vertically, one on top of the other, to make it easier to tell which one has more health at a glance. Keeping both of their health bars in check is key to taking them down efficiently, but doing so currently requires people to constantly squint at the health bars both to the left and the right while fighting.

surreal cove
#

*making the balaclava * paintable, please :(( (match the armor paint)

ancient iris
#

There should be a fishing minigame

gritty sundial
#

maybe a poker table on the space rig?, original idea cam from a youtuber that I can't remember the name of

opaque cradle
#

Sizeable suggestion but I really think since people type R in the chat 99 times out of 100 it would be a very useful and immersive inclusion to have a button for an "Everybody ready?" voice command so that people can respond with the salute.

coarse dust
#

Can we have collectables in the space rig ? Maybe via matrix cores or via killing enough enemies or doing enough of a certain type of mission.

full scarab
#

One of the dialogues for summoning a hacking pod should be "why cant we just blow this thing up"

main sage
#

Passive perk that makes flares recharge faster.

near glacier
#

Dwarfs mention playing some dice. So, i say, add a dice mini game.
Or cards mini game. Make your own set of rules for it, similar Caravan from Fallout New Vegas. That way, you can make irl version of it and sell it.

near glacier
#

In the abyss bar, the option to buy 1 to 4 buff beers for the price of 1 to 4 barley bulbs.

woeful fjord
#

Change this paintjob & framework combination for bulldog. It doesn't have any red color whatsoever

wild storm
#

Devolver Grenade
Scout(?) grenade that turns anything it hits into the weakest possible version of its own species. Glyphids get turned into swarmers or spawn, Naedocytes get turned into hatchlings, Mactera get turned into fester flea-like Mactera Larvae, and Rival Tech enemies vanish and turn into floppy disks that drop onto the ground and do nothing. Of course, Dwarves temporarily get turned into baby dwarves who only know how to run around, hit things with pickaxes, and yell "ROCK AND STONE" at things.

still talon
#

New Warning Tier known as Emergencies. (Could replace the 'Scanners Out of Reach' text. They can fully lock down a biome until either the problem is dealt with or the map cycle countdown reaches 0; unlockable through a mission clearance upgrade assignment)

  • Scionborn Dreadnoughts = Miners, We have an issue. New variants of dreadnoughts were detected and they don't resemble the ones we know at all. Some dreadnoughts were seen fleeing these new ones, almost like these new ones are some sort of royalty on Hoxxes IV. Or direct bastard children to whatever makes these things. We know almost nothing about them, so do remember to grab plate samples of blood samples for the eggheads.

  • Mutated Threats = Okay, this one is new. We've received reports about an increase in radiation from Creus to Hoxxes IV, resulting in nightmares beyond anything you can imagine. If this problem isn't dealt with, this problem could come to take over Hoxxes! That would be good for pushing out our rivals, but bad for us!

  • Awakened Plague = Oh no.. Miners! We don't know what you did or broke when you were last down there, but there's diseases down there; or at least, that's what the scientists say. We're sending in a decontaminating unit so that you can burn every last one of those infected bugs. If you can't do it, then this region is lost to us. [NOTE; decontaminating unit is really just a box of laser rifles that only works on diseased creatures.]

  • Rival Datastream = Well, seems our rivals grew some balls. Can't say I like that, but we have to deal with it now. Our rivals have set up a massive beacon, making the whole place emit a bright blue light, a direct upgrade from using Data Cells apparently. Destroy it and bring back the beacon's power source.

  • Noxious Comet = Why did it have to return now, of all times? A giant comet has re-entered the solar system. A piece of it has even broken off into this region. We need you to go in there and extract it.

(Word Limit...)

near glacier
#

New warning idea for missions:
Battle Ground, or War Zone

"Scanners indicate that Rival Tech have really pissed off the bugs here. For whatever reason, they've become hostile to each other and are constantly duking it out. Be wary when approaching them however, as they may start focusing on you instead."

Rival tech and bugs will now be hostile towards each other. However, if you get within 10 meter of the robots and bugs, they'll focus on you instead. This also means they'll return to fighting each other if you move 10 meters away from them.

What'll make this warning rather fun and challenging is mini waves happen every 30secs-1min, and swarms happen thrice(or twice if too much) as often. These increased numbers will be balanced with the constant infighting.

Notable specific changes: If the nemesis spawns, it will have rotating saws for hands instead of the dwarf grabbers for the purpose of eliminating the aggressive bugs. This means they cannot pick you up, but will still do high damage from being swiped by the saws. If a nemesis spawns, it's guaranteed that an oppressor with two praetorian, Or in rare cases a lone detonator, will spawn as well to combat/target it(unless you get too close).

To make things interesting, machine events will have double the chance to spawn than in normal missions, so good luck with that.

(Note if you have golden bugs as well, normal enemies wont drop gold unless killed by the player to prevent exploiting. However, golden detonators will have a higher increased chance to spawn than normal.)

broken stump
#

This new grenade idea is brought to you by, "Engineer's Phazyonite Lager", because what else are we going to use the blasted material for? AHEM Speaking of engineers... Our weapons and engineering department has developed a new throwable that may be of use in missions to come. I introduce: The Ommoran Magnetar Grenade. We went through a half-dozen brave engineers to ensure this weapon would not take any lives while out in the field, because that ore is precious to Deep Rock Galactic. The Ommoran Magnetar Grenade is a carved segment from an Ommoran Heartstone, then blanketed between two beryllium hemispheres. When thrown, this small device collapses its hemispheres, trapping the Ommoran energy, which then causes a violent reaction in a series of magnetic blasts. Each wave released from this reaction is similar to how an Ommoran Heartstone launches you dwarves while digging for its core. The grenade is similar, except both miners and bugs alike will be yeeted violently from its location every two seconds until the device is depleted. This gives a small amount of damage upon the blast, even more damage when landing back onto the ground. While Glyphid Dreadnoughts might not be affected too much from this new tech, it sure has scattered any Mactera presence thus far. Did I mention this grenade has mining properties as well? The vibration frequency produced by the Ommoran Magnetar Grenade can rattle certain minerals from their stuck locations, making this throwable device perfect for our Drillers. (Before complaining to management on who should be allowed to use the Ommoran Magnetar Grenade, you Scouts, Engineers, and Gunners all have union representatives that denied use of these 'more dangerous' items for your classes. Drillers are naturally Libertarian and religiously do not believe in unions. Any complaints on the matter should be sent to your favorite team developer.)

earnest ibex
#

Add possibly an upgrade where you can transport inventory minerals / heavy items with ziplines (probably in the last category of upgrades thing) also for the minerals thing like it's a small minecarft and you can fill up to 80 total minerals in it tl:dr make ziplines not bootleg grapple hook (they're still useful for others but I think they should be made a lil better)

near glacier
#

Oh speaking of ziplines, ever hate when you accidentally shoot a zipline to a completely useless and inconvenient spot? Or have tried connecting a zipline to a resource you wanted to get but landed just too far to actually mine it?

Well worry no more! As you should be able to pickaxe the rope roller at its base and it'll retract the zipline like a retracting ruler (depending on balancing, you'll either get a zipline ammunition back, or it'll just simply be removed)

No more being soft locked to the accidental zipline when trying to use the properly placed one, no more zipline clutter, no more permanent zipline mistakes!

thorny quest
#

Dangly eyebrows to compliment our dangly sideburns, mustaches, and beards

median crescent
#

I Would like to see a new kind of enemy type where most normal enemies mutated to some Lovecraftian eldritch horror.
You know, that kind that even dwarfs and other glypids are afraid of. It Could be a warning or even be in normal swarms but when such things spawn other enemies will get feared from that area. They could have similar stats and just be crepier or even some could be bosses.

My point is the game is nice and goofy but when youre a greybeard nothing really looks intimidating anymore (from the appearance) unlike you have a bulk or nemesis behind you or a dreadnought wants to eat you theres nothing wich really gives an unnerving feeling or one of an actual threat. Even leeches grabbers and so on are just another enemy wich has to be prioritized thats it.

still talon
#

Small competition idea (either yearly or monthly, lasting about a week or two)

The Union has put in place a small friendly competition between the 3 chapters that has been modified (don't resort to pickaxe wars if you lose, we don't need a repeat from last year.). This time, this competition's team entries will be 4 dwarves of the same chapter per team. We'll be watching with stopwatches to see who can complete the mission of our choosing the fastest. Not to mention, there's a rather sweet pot for the winners. (pot is maybe 30K for first place, 23K for second place and 15K for third)

hexed knoll
#

I think to incentivize people to explore other builds (because my monkey brain has been using mostly stock for upwards of 100 hours now) it would be fun to have tf2 esque weapon contracts with somewhat specific requirements. These contracts could unlock exclusive cosmetics, minerals, credits, and so on. What the contracts cover I’m not entirely sure but I think it should only be one weapon at a time.

woven python
#

It would be nice if the game have some variations of game modes and not only rival presence in missions, some lethal enemies, etc. no need to new things just some variety in the game

slow sun
#

Idea for a ZIPLINE TIER;

Tier 3: Magnetic Auto-Transportation:
"Throw an heavy object onto the zipline to fastly transport it to the other side thanks to a magnetic-catalyst system. It's never been so easy!"

Simply put, you have an heavy object (egg, aquarq, battery, enor, hack-c node, jadiz, tyrant, bittergems, mini m.u.l.e. legs, compressed gold, error cube, data rack) and by looking at a zipline from any direction, you can just throw it and it will immediately attach.
By the direction you threw the object from, it will automatically move in that way (so if i look at the end it will go to the end, same for start, if i throw it sideways it just checks the angle of the throw and then goes).
It moves TWICE as fast as a player on the normal not upgraded zipline, which benefits a lot, then it simply drops on the other side.

Applications: It's a lifesaver in extraction, salvage and egg hunt. It helps bringing many objects up in a really small window, instead of slowly going up and down and throwing the heavy stuff.
In solo you have bosco, but it would still take a while to bring multiple heavy objects up, so the Magnetic Auto-Transportation is really useful.

Conclusions: It's not the best tier 3 but is godly if used in certain missions and really time saving, especially in solo. Could and should be used for speedruns.

balmy orbit
#

give the engi turrets more personality/let us pet them

feral python
#

Leave extra supplies and resources for Carl when you leave a mission.

oak cradle
#

What if.. Elimination missions with Rival Presence had a special boss? Like, a modified Dreadnaught with guns on it's back or something? Still come from a cocoon, but maybe, like, a cocoon with discount tech around it.

silent rover
#

Simple, the dwarves have a chance to say “poggers! No, wait, Rock and stone!” On salute

torn trail
#

Swarm sim room for space rig like cyber grind from ultrakill

mortal narwhal
#

Achievement: hallucinating
Find a glitch cube while drunk

white crystal
#

Add a way for Geforce Now users to join a Mining Community from the terminal? I can only run DRG from Geforce Now (cloud gaming) and because I can't have discord pulled up on the "cloud" computer, I can't join any of the communities to reap bonus rewards.

fossil hemlock
#

You know what would be nice? Getting small amounts of scrip from the weekly deep dive. As a veteran dwarf who gets only mineral cores, deep dives feel strange. They’re fun, but don’t give me any benefits, whereas I can get Season progress from random missions. Getting scrip or a weekly injection of Season XP from deep dives world be nice, something to get me playing that game mode again.

#

Kind of thought about that while helping some green beard friends finish their dives, and all I had to show for it was a couple of Bismor cores. It just feels weird that regular missions have better rewards than the deep dive… when you’re in my situation.

true oasis
#

Shard diffractor overclock idea:
insert oc name here
Unstable oc

Passing your bean onto another engineer’s beam will cause a violent explosion at the point where it passes that deals a massive 170 area damage with an area explosion size of 20 meters

After explosion causes your diffractor to fully empty and have a 10 second wait before recharging
Movement is reduced by 30% while firing
-50 total capacity

still talon
#

New slot idea; drinkable slot
What, you thought just because we're dwarves that we'd be drunkards?! Well, you're right but I'm not happy about it! I don't know about you but i'm sick and tired of management telling me when I can and can't drink! Well i say it's time to go on strike and drink on the job, not just between jobs!

[The actual concept; the drinkable slot allows a miner to have a 2-time use drink that may or may not help, depending on what you do and how you do it. (NOTE: I'm debating whether having it replenish with a resupply is broken or not)

Example: Crimson Duster, which allows the user to heal for 20 health, however it has a cooldown before you can use the second charge]

near glacier
#

Here's a suggestion for end game veteran players (part 1/2)
Since you've probably done nearly everything that's needed to be done, I'd assume you'd like some ultimate rewards/privileges' for your accomplishments yes?
So here's some really wacky stuff that only the best of the best can get their creative hands on:

Overclock Assembler
If you unlock all overclocks this game has to offer, you'll unlock an "Overclock Assembler" that is located somewhere in the space rig.

This Overclock Assembler will allow you to edit/create your own overclocks via a point system. You can pick and choose specific overclock attributes found on existing overclocks, probably specific to each weapon (or even edit base attributes completely, like the stats found on the gun by itself). If you pick too many positive attributes, you're points will be in the negatives, so you'll have to add some negative traits to return to the positives on your point count. If you're familiar with the game Stellaris, and specifically it's species trait points system, then you'll probably understand where I'm going with this. The more powerful/larger a buff attribute is added to your overclock, the more points it takes away from you're total point count, which can be counteracted with either many little debuffs or one larger debuff depending on your choice. The base amount of attribute points the player would get should probably be determined by the devs for balancing purposes.

#

Fabrication Table (part 2/2)
If you unlock all cosmetics whether it'd be from cores or shop in the game, then you'll unlock a "Fabrication Table" that is located somewhere in the space rig.

This fabrication table will allow you to create your own skins via a color/material picker. you can also apply unique color placements on individual cosmetic items(areas where there's different materials on the item). Ever wanted to be all gold? Maybe feeling festive so you color your armor to the holiday colors. Perhaps you just wanted to be a rainbow splurge, an ice man, or a glowing dwarf of doom? All the texture/materials you can pick from are derived from all other in game cosmetics, and if you buy the cosmetic dlcs, their materials will be available to use as well!(so support the devs). Additionally, unlocking both of these stations would allow you to customize the skin/materials of your weapons(and pickaxe)! the main purpose of this is to allow veteran players to get as creative with their appearance with more customizable freedom, allowing these hard working players to especially stand out amongst the crowd as something totally unique to themselves.

Now this is all well deserved good and fun for those dedicated drg vets, but also consider the potential with modding support! These systems would open up a whole new field for modders to play with. in depth custom overclocks, weapons, skins, playstyles, maybe even custom minigame potential? Sounds like a lot of fun to me

calm roost
#

Make dying in the Space Rig (Examples : Alcohol Poisoning , or jumping into the Ring of Fire) respawn the player with the Hospital gown on to make it more accessible for players to use

Alternatively : Making the Hospital Gown a wearable cosmetic

limber oyster
#

It’s clear that rival companies can set up machines for various reasons like data collecting, so why not have a mission type where we need to make a machine for collecting data, placing turrets, or something along those lines?

errant island
#

overclocks for class specific items (mostly the non-traversal items.). It would add even more build potential, which I like. A few examples Sniper module (Engie turrets). A massive buff to damage and range for turrets, but you shoot 1 bullet per burst and have reduced total ammo and sentry storage. Warheads (driller c4) increased c4 damage and heavily reduced friendly fire damage for c4, but you carry less c4 and it can't break terrain. Explosive shielding (gunner shields). A massive increase in range, and shields lightly damage enemies they hit (enough to kill swarmers and jelly fish, but not much else.). Also, it fully recharges shield when you are hit by it. Downside it dissipates immediately when fully expanded with no duration upgrades. Can't think of anything for flare gun. Obviously all unstable overclocks. Thoughts?

silent rover
#

How about This: Each and every weapon gets an additional overclock slot but at the cost of if you choose to add one, it increases the chance your gun could jam.

And I’m not talking strictly clean overclocks, you could put 2 unstable overclocks on your weapon but it massively increases the risk of it jamming/requiring a longer reload time in comparison to slapping 2 clean overclocks on your gun and calling it a day. The gist I’m going for is, high risk, high specialty, high reward, or low risk, high versatility and of course low reward with everything in between. Highkey looking for any other ideas towards this since I think this could realllllllyyy open up the end game a bit by finding a good OC combo for your loadout

dawn fulcrum
#

Increase the radius of the detection hitbox for when you're trying to retrieve crossbow bolts with the remote retrieval, with the way it currently is you basically have to have your crosshair perfectly over the bolt and hold still for the retrieval time to have any chance of picking one up from far away

fast light
#

Warning: Drop Hazard
-In the Biomes where the Deep Dives and Elite Dives are happening, Drop Pods will be drilling down to deeper depths through the mission zone, carving out huge chunks of the map on their way down. There will also be Resupply Pods and possibly Individual Drop Pods that are heading down to deeper depths so these can also kill you or further ruin the local environment.

This warning might also be used where Hacking Pods, Nanite Bomb Dispensers, Fuel Cells, Drilldozers, Mine Heads, Mobile Refineries, and Pump Jacks might be getting deployed to deeper levels.

One problem with this is how the gameplay would handle voids. At the bottom of the map is usually a layer of hard to break through material. With pods drilling straight down there will be a void at the bottom and that could mean someone could fall all the way down into the void and might be effectively unrecoverable. The material layer at the bottom may still be left in place. Otherwise you might have to respawn the player(s) lost in the void, possibly through having an ascending drill pod and maybe with some kind of material cost or respawn timer.

limber pasture
#

Alternative Traversal Options: Some of the best fun in DRG is when you get to play with movement, be it by grinding a rail or combining mobility tools. So why not add more?

Scout: Dwarf Launcher: Ever felt bad that the Scout alone can't provide any new pathways for the team? Well now you can help the squad maneuver, with extreme prejudice! While grounded, using this tool will create a pad on the ground oriented in the direction of your reticle at creation. Interacting with it will then launch anyone standing on it in that direction! Upgrades include increased launch force, decreased fall damage from launch, and increased deployment reserves.

Engineer Platform Gun Overclock: Bounce Pads. Holding jump while falling onto one of these platforms will cause the falling player to be launched upward with the full velocity they had while falling. Doing so fully negates fall damage.

Driller Satchel Charge Overclock: Force Bombs. Reduced enemy damage and drastically reduced friendly fire damage, but dramatically (and hilariously) increased knockback to friendly and enemy creatures in the blast. Enemies knocked back by this take extra damage on impact with a hard surface.

Gunner Shield Generator Overclock: Turbocharger. Allies who pass through the generator gain increased movement speed and jump height for a few seconds after entering the generator. Generator lifespan is increased, but its shield regeneration ticks less often.

burnt cedar
#

A shared Bosco for Duo, A freelancer class with a mix-match set of gear

near glacier
#

We need some horror in this game. So, i propose a new mission and a new enemy along with it.
New Mission: Rescue Operation
DRG recieved a distress call from one of the miner teams on Hoxxes. It's your job to find them and save them. We will not leave our men behind. But once you gwt down, things beging to seem off-putting. There is no bugs, no random grunts or praetorians. The envirement is...empty. And when you find one of the missing dwarfs, that's when a new enemy will make itself known. Essentially, bugs lured you into a trap and you must survive and find the survivor dwarfs...if there are any surviving dwarfs at all.
Mind controlled Miners.
Essentially they are the 4 classes. They talk like normal dwarfs, but they have this gurgling effect that makes them sound wrong. Or make it so it sounds sounds like they have difficulty speaking. When you come near them, they release this loud screech, which would be a mix between a dwarf scream and bug scream. Thats when bugs would appear and swarm you. The mind controlled dwarfs will use the default class weapons. During the fight, they would beg to bw released. Screaming stuff like "Please, no!" "I juwt want to go back to the Rig. Send me back to the Rig!" "It's in my head. Get it out of my hwad!" When they die, they will thank you for freeing them as their last words.

lament marlin
#

I'd like more than 5 loadouts. I like making loadouts for specific missions or different looks

hollow kraken
#

Change the voicelines when solo with Bosco to the normal voicelines please

rough dawn
#

A very specific suggestion:
Allow Dwarves who are downed and within 0.5m of Red Sugar to press Space to revive themselves, and restore 1 HP (No invincibility frames)

vivid cedar
#

Create an enemy that can discombobulate you (by gassing you or bashing you over the head or something?) using a very fast-expiring version of the drunkenness effect

noble pier
#

Concept for a new Driller Primary: The Electrolauncher
(I don't have stats but I have a basic idea of what the gun would do. It would specialize in good single-target stun and damage but the AOE isn't as strong as other driller weapons.)
The gun would have a ramp-up similar to the autocannon, but more extreme, increasing in firing speed and damage throughout its entire clip. When you start firing, small zaps come out doing minimal damage, but applying short electric slowdown to hit targets. The shots would be able to arc between targets, but the arcs do very little damage. For each target hit in the arc. As the fire button is held down, the zaps concentrate into a beam lightning with more damage, slowdown and firerate. This would also apply to the arc damage as well. The final phase of the gun is a beam of pure electricity which gains blowthrough damage and a full stun. Heat would be a huge problem for the gun. It would take a medium amount of time for it to overheat, but it would take a loooooong time to cool down. If it overheated, it might even do a chunk of self-damage and have an even longer cooldown.

I made an overclock for each tier as well.

Clean: Better Conductivity
The material used to make the gun has been changed to something more efficient, making it rev up faster.
(+ ROF Growth Speed)
Balanced: Ghostbuster
The gun has been reworked to focus on one thing at a time. It stuns much better but it won't arc or go through enemies anymore.
(+ Stun Duration )
(- 3 Max Penetrations )
(-100 Electrocution AOE % )
Unstable: Removed Inhibitiors
The gun no longer overheats after the inhibitors were removed. The downside: you're the new inhibitor.
(This one requires a more in-depth explanation. Increased damage and ROF growth speed and your gun continously builds up damage, but after whenever you'd normally overheat, you start taking constant damage.)

thin glen
#

Inspired by a recent post in #drg-gallery , make it so that when a weapon paintjob is attained, the player only has to hover their cursor over one of the weapons to remove the "new equipment" icon.

dry marsh
#

An eyebrow cosmetic that gives luscious eyelashes

woeful fjord
#

A monobrow eyebrow

dry marsh
#

Have it so when the Lasting Effect upgrade is applied to the shield generator, the shield gets a slight but noticeable change to how it looks.
For example it could just be a bit darker or maybe have some electric sparks

This has definitely been asked before but still

crimson wigeon
#

6-8 player elite raids or some totally new end game content for more than 4 players

fallow zodiac
#

QoL suggestion: when you use in game mic, show something in UI to give feedback that other players can hear you speaking

lapis crater
#

a mild suggestion for salvage missions: have the refuel portion be done similar to Hacksy, in that instead of having to remain near the fuel unit, it just attracts bugs and can be shut down from too much damage. I feel like it would make more sense, and break up the monotony of that mission a little

gloomy fjord
#

Silly suggestion:

Have Rival robots prefer to aggro on drunk dwarves, with priority given to dwarves that are more intoxicated.

clearly the robots are programmed to kill anything smelling of alcohol, explaining why they don't seem to attack the wildlife so much

grizzled stone
#

Idea for a new enemy: Glyphid Cannibal

Whenever a bug dies near the "Cannibal" it regains some health and becomes stronger and faster.

It would be a disruptive kind of enemy that would force everyone to focus on it entirely.

cobalt fractal
#

Since I found myself having gotten all the perks, I've started thinking about new ones that could be added.

Shoulder Tackle
Active Effect is to Charge a short distance infront of you, taking reduced damage and knocking glyphids away. With upgrades potentially adding damage, damage resistance, or distance.
Passive Effect : Reduced Knockback
The Design Ethos being focused on giving the dwarf an escape tool when in a bad situation, forcing the way out and through a group.
With the passive added on to follow the idea of allowing the dwarf to have more control of their movement.

Heavy Weather Goggles
Passive Effect : Reduces the visibility penalty for biome weather effects. (Rain, Blizzard, Sandstorm)
I know I find myself frustrated whenever a blizzard comes along while doing aquarqs, so the option to take something to mitigate that is something I feel would be appreciated.

Magnetized Armor
Passive Effect : Increases Pickup range for minerals
Simple idea, being just so you don't have to worry about stuff falling off the edge while your mining. Or Similar Situations.

manic crystal
#

Dystrum needs a revamp. For too long has it been an unfinished looking, out of place mineral. I feel like anything new would help out this mineral, especially a texture redo

thin glen
#

Make the Dystrum objective no longer exclusive to Point Extraction & On-site Refinery. There's really no reason for it to be limited to those two missions when it's a simple mining objective.

light briar
#

after season 4 and 5 if and also 3. add a new season called bug invation. where there is a new mission type bug mine. they are bugs eating morkite and other minerals and you have to locate the bugs. and kill 20 bugs or 40 bugs. new primary weapons for all classes. for the scout he gets the bug masher it shoots big whole morkite plus robot pieces. for the gunner he gets the super rocket rpg it's made with cluster grenades and sticky grenades. the impact for bugs and rocks the radius is 20 of the blast and doses 45 damage. for the engineer he gets the honeycomb Hegde it shoots hard rocks big as a 4 pound chunk of a solid rock it doses 37.8 damage on the face and for the butt its 38.3 damage. finally the driller he gets the morkite well its made of liquid morkite from the depths of hoxxes 4. liquid morkite and also harden morkite. 2 morkite missions and 1 liquid morkite mission it shoots like the sludge pump but hard and so on its hard and can break the pretorian's armor and the rest is your ideas ghost ship game. (:

gloomy fjord
#

Passive Perk: Drunken Fury

While intoxicated, your power attacks deal more damage and have a chance to fear enemies hit by the attack. This effect scales with intoxication, in steps rather than directly linearly. The following steps/thresholds determine bonus stats:

40+% = Noticeable but minor boost
60+% = Moderate boost
90+% = Significant boost

No idea what would be balanced, hence why I'm purposefully vague with "minor" and "significant".
(The % thresholds are based on the wiki's table regarding intoxication effects)
Note: I've noticed I sober up fairly quickly in missions, even when shitfaced, so maybe this perk should slow down how quickly you sober up.

vital raft
#

Perhaps we could lower the frequency of the flashing for the lights on the driller's Satchel Charges and engineer's Turrets?
Or have the photosensitivity option stop their flashing.
The flashing actually hurts my head if I look at it for a short period.

fiery hearth
#

Allow the Employee of the Month to have their dwarf on display either alongside or over their pfp

lucid ember
#

Add a number to the shield generator's light that indicates the amount of uses left. Every other item in the game has diegetic (existing in-universe) ammo displays, except the shield generator.

errant island
# errant island overclocks for class specific items (mostly the non-traversal items.). It would ...

I had some more ideas for possible overclocks. Explosive rounds (engie turrets). replaces direct damage on turrets with a percentage of it as explosive damage. (75 or 50 percent?). Also comes with a possible nerf to ammo, and decent AOE. Firey flares (scout flare gun). makes flares spread fire, like gunner Molotov where they impact. Downside, reduced duration and ammo of flares. Thorned shielding. (Gunner sheild). Enemies that touch or attack the shield or you take damage (not sure how much.) and buffed duration. However, the shield regenerating effect while in the shield does not happen.

summer echo
#

A whole new planet to mine.. wait, that's probably for DRG 2 🤣

wraith tinsel
#

Season 3 = Soundtrack Volume 3!?!?!?
Get Doomer on board! 🎷 🐛

limber oyster
crystal jolt
#

In the infirmary have a Bosco that just flys around and does random stuff to make it a more interesting place

crystal jolt
#

Or just have robots do fake tasks around the space rig

fervent phoenix
#

so, I had this idea to give those screens in the drop pod after the mission ends some use: when you're inside the pod you can cycle between the camera POVs (just like you do when you are downed) but for miners that haven't made it inside the pod yet, that way you can see if they need help or also how they are doing on the way back inside, once you are inside the safe zone your camera turns off

fiery hearth
#

Cave Leeches may attempt to grab pheromoned bugs

rough dawn
#

Make shieldgen become steadily more transparent when its duration is about to run out.

manic moss
#

active perk:
a drone that delivers your resources to the nearest container

this will partially improve the experience of playing as a scout when he runs ahead of the team and destroys leeches and "pea spits"

hexed knoll
#

I think that if someone joins late and everyone else has drank the same buff beer they should get the same buff as the rest of the team especially since it doesn't cost extra barley bulbs to purchase for a whole team as opposed to a single person.

cloud kestrel
#

Change the pre-mission banter (the voicelines that play as the drop-pod is descending) to only use voices appropriate for your team's classes, and remove it altogether if entering the mission solo. It's minor, but hearing the Driller's disembodied voice when your squad doesn't have one breaks immersion just a little.

night harness
#

Maybe just a personal thing, but maybe remove the unknown horrors ability to be frozen? It sorta removes a little bit of the fear factor for me that I like about haunted caves, and being able to freeze it takes away from the “it’s unkilllable and every time you aren’t running it gets closer” feeling

lucid ember
#

New mission type: Triangulation.

The scanners have detected an enormous bounty of minerals down in the planet, too large for an individual crew to pull out in a single mission. Instead, it will require a large-scale installation. However, larger drops are notoriously inaccurate unless launched in pairs, and the heavy installation will need to land perfectly on top of the lode. Ergo, you are sent into a cave system above the bounty, and tasked with triangulating the exact position of said mineral lode below, using a set of three handy beacons that are shipped down with the drop pod to save fuel.

The cave system of this mission would be a set of large interconnected caverns surrounding a central cave whose floor is made up of the top of the mineral node in question. The players are provided three beacons that come from the drop pod alongside Molly, which must be carried like heavy loads to specific spots within the cave, dropped, and then assembled. Once the final beacon is dropped, the button on the mule is activated. Once pressed, the mining installation is launched, and drops on top of the large mineral lode, unfolding into something like the refinery, only with a big drill head at the bottom and maybe some turrets, as well as a cable stretching upwards through the hole, with a platform attached. The dwarves then get on to this space elevator and ride back up alongside the first shipment of minerals.

This mission type would allow the traversal tools of the driller and gunner to shine, which are in my opinion rather less useful for most mission goals than the scout's and engineer's.

Additionally, it would serve a lore purpose, touching on what DRG actually does in order to get interstellar-scale amounts of minerals from Hoxxes, expanding on why it is exactly that they expend all this effort to maintain a presence on the planet.

strong lichen
#

Make it so holding C for long enough puts all player's resources into a backpack,similar to the one that appears when someone leaves
It would be nice to fill up with nitra and then toss the bag down for someone else to deposit
(Yes,I'm fully aware that hover boots would need to be rebound to a different key,but a lot of people are complaining about it anyway)

slow sun
#

In On-Site Refinery, the slide on tubes and repair the tubes utilize the same button. That makes it hard to repair things, revive your friends near the pipe, and you can't even reload while sliding oe you stop!

Why not make it that the sliding mechanic button becomes the one to call Molly? There's no molly on Refinery, so it doesn't have any problems and the funny molly voicelines still play out if you are not on a pipe.

Now you slide with the button 1, and thus you can reload while sliding (on ps it's the same button, don't know about pc), and you can repair with button 2!
No more pipe hijackings! Now the tubes are on your side!

hexed knoll
#

I think that on occasion it would be nice to have missions with deep dive esque secondaries. They would give more xp than normal secondaries and wouldn’t be required unlike in deep dives. I also think missions with these secondaries should be slightly more uncommon that normal secondaries especially with how many of the events summon a lot of enemies. Furthermore, something like a dreadnought egg secondary would be restricted to a primary objective that already requires more single target dps.

plain stream
#

New mission type hunting a Prince:

First part of the mission is placing sensors around the cave and then
Placing a lure for it. At a specific spot of the map. Which then a pulse will come from the lure, luring The prince.

Then for the second part of the mission The Prince will come forth from the ground and The prince is a giant Glyphid drake like monstrosity. And it will fire flames from its mouth, summon praetorians with a roar, and also try to bite at the dwarves. But The Prince has weak points which are breaking points in its armor which will glow.

Also you are not alone in this mission and a HEAVILY ARMED platform will come down and act as an anchor point against The Prince.

If or when you slay The prince you have to retrieve the gem from its skull and then strap it onto molly and then call the drop pod.

little monolith
#

It would be fun to have certain types of bugs which can drop down off the ceiling to attack dwarves. They'd be clearly identifiable like the web/acid spitters

hexed knoll
#

New Warning: Seismic Activity

It’s just the earthquakes from magma core but in other biomes

dry marsh
#

Union hats labeled after the 3 chapters.

To get one you must join a chapter and have that chapter complete their goal fully.

Changing chapter makes your previous chapter hat inaccessible.

And if you're in the union when all goals are completed fully you get a Union Hat!

||Also for winter could we get a pompom beanie with jiggle physics||

mortal narwhal
#

beer overclocks

fiery hearth
#

More Headphone-like accessories
Could be standard accessories available in the shop or season pass, maybe have that as well as you just get them right away if you purchase the OST, idk
(note, im not saying it would be locked behind the soundtrack, im just saying if you havent found it normally then you'd get it like that)

near glacier
#

Bosco should enter the drop pod with you when you leave

frank hatch
#

I know I’m new to the game, but I been hearing a lot of older gamers have too many resources to know what to do with them. So I got a few ideas that could help with that. Though I wouldn’t be surprised if I’m not the first to suggest them.

  1. Rig decorations.
    I praise the team for making the rig look so lived in, but maybe some way to allow players to flaunt their wealth might be fun. Wall mounts of bugs they killed and stuffed statues, a pile of gold, or a statue made of jadiz. Maybe even décor for the Bar like a new counter top, paint jobs for the bartender or new beer mugs for your favorite drinks.

  2. Customize the drop pod.
    I know it’s company property, but when was the last time management came to the rig and inspected it? Mission control can protest all he wants but he can’t stop us. The Drop Pod is our car. The A-Team van. Let’s repaint it with some preset paint jobs, add decals, or slogans on it. (drop pod would be based on the hosts customizations)

  3. Diamond encrusted, golden barrel.
    Tired of kicking the blue, yellow, red, and green barrels on your rig? Buy yourself an offical DRG gold plated barrel incrusted in diamonds! Have hours of fun kicking you're overpriced barrel around and ticking off mission control with your fancy barrel. You know you want it. But can you afford it is the real question.

  4. A vault.
    I know this has been asked before. I know we work for a mega corporation, but we’re dwarves! We need to show off our riches and need to see the loads of money we got and watch it grow and stink as we spend money.

  5. Custom cocktails.
    The bartender got a upgrade! Now Lloyd can make strong cocktails in fancy glasses using the left over ingredients you found. These require a lot to make for players who have too much hops, malt stars, yeast nuts and so on they don’t know what to do with. Cocktails are all strong or higher drinks, they offer a combination of small buffs but not the big kind you get from from the special beers or perks. What kind I don’t know, but something that can benefit the players but not replace the specialty beers. I’m thinking you can do something like pick random buffs once per mission and mix and combine them to make a mixed drink with small passive buffs. Maybe they can stack with some of the beers too? But cocktails require more ingredients and you don’t unlock any license. You could make a recipe list of combinations of buffs you like and if those buffs are on the menu, you can mix the drink. (Thinking about it, it could be something similar to the food buffs and recipes you get in Monster Hunter World)

lucid ember
#

New warning: Oncoming Storm.

The drop pod struck a dreadnought egg on the way down, and the beast was unleashed. Fortunately, the pod was faster than it, meaning it still reached its destination. Unfortunately, dreadnoughts are smart enough to follow the giant hole. It's only a matter of time, now.

This mission would start with a timer, similar to the one that counts down for extraction, that counts down to the approximate arrival of the dreadnought as well as its entourage down the hole the drop pod left.

The dreadnought would be a random type, and its entourage would consist of a large mass of bugs it drummed together on the way down. If you let the time run out, you better prepare for a fight. Escape in time and the dreadnought will be dealt with by another team at a later date.

frank hatch
#

Suggestion for all maps and map generation. have some loose dirt thats a bit longer to reach the next tunnel so the Drillers can really flex their drills.

open crypt
#

Suggestion:
Lunchbox Item:
Since the Canteen exists somewhere in the Hoxxes IV DRG space rig, a lunchbox that the dwarves may carry around doesn’t exactly sound out of place, especially when they have extra pockets for sandwiches and snacks.
The lunchbox, having three charges, cannot be replenished through resupplies and has two parts that function differently from each other—a food, most likely sandwiches at base (I think the dwarves would prefer more sandwiches on their person), as well as a drink, perhaps liquor or a juice box of some sort (Yes, I got this idea from the Boolo Blast juice box mod). When a charge is consumed, both items are consumed by the player (That way, the player has to weigh if using a charge is worth it since it isn’t possible to use a single one only), which at base should provide no benefits other than a small percentage health gain that takes form of a health regen that stops whenever you take damage (Anything else doesn’t sound balanced).

#

The drink could be replaced by one of the craftable beers Lloyd provides (yay portable beers), which could be ordered to-go and given three charges, dampening its hazardous effects as its consumed amount is less than a full chug. (It could be a good way of adding back some of the wackier ideas DRG had back in the days, most notably double jump with Flintlock’s Delight, if only for a couple seconds. Three charges also means that it could be used multiple times, with the drop-pod possibly being able to replenish the charges in deep dives.)
The food item could be modified through a new part of the space rig, the Canteen, which would also be where most miners enjoy their meals however much they can. With a vendor that sells meals that are sufficiently priced and a self-service corner where some of the dwarves unhappy with the culinary choices of Management can make their own meals, likely the many food items that can fit into the lunchbox. As for the beneficial effects, it should probably revolve around helping players survive after reaching critical health, like a regen delay reduction or a temporary increase to red sugar health gain (This could stack with a perk like sweet tooth for some synergy and the ultimate candy-eating maniac.)
The Canteen sounds like a pretty good place where some gameplay ideas may be able to thrive in, but hey, I’m no designer for DRG. Designing a new section of the space rig just for that would be a great bit of effort, but still, I think I should drop this here. Rock and stone.

night harness
#

variant voicelines when you kill pretorian variants, since lines that tell you to watch the gas and other warnings don't even apply to half the variants
some ideas i had:
Ice pretorian: "pretorian down, too chill for my tastes" "pretorian down, be careful, its chilly on the inside too"
radiation pretorian: "pretorian down, when will r&d give us lead jackets?" "pretorian down, don't go towards the light"
kursite pretorian: "quick! grab the shiny!" "pretorian down, no gas this time"
ebonite pretorian: "oddly satisfying" "like munching rock candy"

cobalt fractal
#

Cave event,
Pre-tamed steeve

Since steeve always stays behind, there is a small chance on each mission of encountering a battle-scarred friendly steeve, left behind from someone else's previous mission.
They are (Random Name from the discord)'s steeve.
Or, at a .01% percent chance, "Karl's Steeve".

boreal rune
#

Highlight the M.U.L.E. beacon when Ctrl is pressed, just like Molly

hexed knoll
#

Add a “hit the griddy” dance to the dance rotations

stark basin
#

Suggestion: Make a fix to the barrel kicking game to help make it easier to land high speed goals. If you kick the barrel as soon as you can on generally any given speed, the barrel doesn't land and stop bouncing fast enough for you to kick it again if the goal speeds up. By the time you kick it, it either lazily tumbles off the edge since you kicked it in the air, misses by a long shot due to it being kicked when bouncing, or the goal hits the end before the barrel gets in and you lose your combo.

stable pewter
#

New Achievement : Gut of Karl : Add a 0.5 or 1 percent chance to not blackout from Blackout Stout, but get very, VERY drunk. The first time you dont pass out from Blackout Stout, you earn this achievement.

remote raven
#

A 1920's Gangster pack. Pinstripe Suits, slicked back italian haircuts, and tommy-gun inspired weapon frameworks for all!

slow sun
#

New anomaly: Lootbug Mania

Too many lootbugs! The total of the lootbugs is multiplied by 2.1x

strong lichen
#

I think a fun side objective (same category as booloo caps and similar) would be to capture a glyphid/mactera for experiments
Basically a cage/forcefield generator drops in and you have to bait the target bug to step onto it (type chosen randomly),which subsequently gets trapped and shipped to space

spiral solar
#

Volume 3 of The Soundtrack!

visual grotto
#

New difficulty mutator; Sugar Free

With this mutator, caves wont generate any red sugar crystals, but to compensate you get 30% more Nitra so you can call drop pods more often.

winged jay
lucid ember
#

More OMEN modules!

Top:

  • Radio Scrambler. The Tower scrambles AI targeting systems, preventing Bet-C, Bosco, sentries and hacked patrol bots from attacking it.
  • Mortar. The module has a mortar on top, which randomly fires explosives similar to the ones Bet-C fires.

Middle:

  • Dynamic Hypercooler. It doesn't attack the player, but is able to restore a module that has already been destroyed back to life, with increased damage and rate of fire. The module dies again after a few seconds, and there's a 7 second delay before the hypercooler can buff it again.
  • Shield Generator. The module is able to form a hexagonal barrier around the tower, preventing damage from the sides. However, this shield is a wall, meaning players can still fire in from above or below, and if they were close, they can damage it from inside the shield. The tower ceases attacking while the module is active, meaning a good but risky tactic to beat one with a shield generator would be to get up close and personal as it activates.

Bottom:

  • Cryogenic Nozzles. The module spews three steady streams of liquid nitrogen similar to the Driller's primary in a rotating fashion. These can be jumped over to avoid flash freezing and subsequent annihilation by the other modules.
  • Hypersonic Amplifier. Instead of causing direct damage, this module is equipped with three speakers that release a hypersonic tone which messes with the minds of bugs and dwarves alike. Standing directly in front of one of the speakers as it activates instantly causes the dwarf in question to become maximally drunk, making them an easy target for the other modules as they are disoriented.
shell turtle
#

This is a bit of a radical idea to overhaul the Overclock system, so please stick with me.

When completing Deep Dives or getting Overclocks from the machine events, allow the player to see what weapon/cosmetic slot the Overclock would be for. Additionally, while in the forge, offer an optional fee to choose a specific Overclock for said weapon, like if you would greatly prefer getting Hyper Propellant for the PGL over Pack Rat.

Right now, the system is so RNG dependent for the game changing weapon Overclocks. This doesn't affect me, since I have ALL weapon Overclocks, but it would greatly improve the experience for greenbeards as well as open the door to adding MORE OVERCLOCKS without crowding the "pool" too much, where people can pick and choose what weapon they want specifically and then pay a little fee in game to choose a specific Overclock.

fiery scroll
#

Could there be four beers poured at once at all times? And we need to be able to change beers if someone ordered a regular beer and needs to order a beer of the day, you don't have to drink it all!🧐

bold talon
#

An oc that lets shard diffractors laser bounce off terrain. Why? Because I said so

hexed knoll
#

Circus cosmetic pack:

Gunner - strongman uniform
Engineer - ringleader outfit
Scout - acrobat uniform
Driller - Clown (rainbow afro and everything)

simple gust
#

For build presets, it would be nice if we had some extra icons we could assign to build slots.

I'd suggest adding the mission type icons as selectable icons for build slots, as some of us do builds for specific mission types.

rain umbra
#

Loot bug mimics!

unreal venture
#

Copy&Paste button for build slots

lyric ferry
#

As of now, the threats in DRG are composed primarily of living/dynamic things, like Glyphids, Spitballers, Machine Events, dangerous plants, and so forth.

I recently watched a video about the Veryovkina Cave Incident, and I feel like an overhaul of the Cave Complexity variable could be a really cool way to implement innate dangers/obstacles into the terrain itself.

This variable could be split up into multiple variables, such as:
--Verticality (How vertical the cave shafts are on average)
--Danger (How wide/steep paths will be in large rooms/shafts)
--Consistency (How much variability there is in the cave geometry)

and so forth

Adding more emphasis to the mechanical difficulty of caves using empty space and harsher pathing could make the caves feel like more of a threat independently of its inhabitants, and add a greater element of planning out cave traversal.

balmy orbit
#

Give us a choice of buffs to apply to our team on a long cooldown when we hold R&S

woeful fjord
#

It is impossible to tell if it's an acid or a web spitter by its audio and that actually matters. How about giving acid spitters a unique screech, different from the web spitter one, as well as a different impact sound for its projectile?

fresh warren
#

Suggestion:
Different ammo types for the scouts flare gun
1.The standard one which exists now, he launches a flare that sticks to surfaces and burns out over a period of time
2.Extra bouncy ball flare, similar to the base one except it can be pushed around and bounces less and less the more it fades and when it fades it cant be pushed anymore
3. Glowing Jelly, the glowing juice can be sprayed on other dwarves to make them glow slightly brighter or on enemies to make them glow for a shorter period of time, like 1/2 of a normal flare, maybe even 1/3

fast light
#

I am tired of being locked in place everytime I complete an assignment mission or am told I'm up for promotion and I have to waste time waiting for a big window animation that won't go away and won't let me even run out from my spawn quarters until I get rid of it, interupting me even when I have the chat field open. Promotion Prompts and Assignment Prompts should not lock you in place but should be like the Milestone / Perk Point Notifications which passively show up on your screen but don't stop you from moving, chatting, or interacting with anything. All the information that would normally be displayed can still be shown on your normal HUD with dialogue being displayed just the same as mission control and assignment data being shown at the top-middle of your screen just like in the Mission Terminal screen.

kindred kettle
#

Add reverse damage fall-off to the acid spitter's projectile, making them not quite as deadly when one decides to open fire as soon as you run into it up close.

thin glen
#

Change the texture of the Compressed Dirt in Sandblasted Corridors, to help sell the fact that said dirt requires less hits to mine than in other biomes.

west folio
#

2 separate hat slots. One for a helmet and one for an actual hat. For example Dark Future and the Flamingo. Please I need a flamingo in my head without revealing my weak flesh, I have to intimidate the rivals.

lyric haven
#

A craft beer themed around each event so far. For example with the beach one it could Pop us into swimming trunks laying down on a beach towel with a parasol. I'm honestly sad this isn't a thing 😦

glossy robin
#

voice lines when laser pointing steve

mortal narwhal
#

Turret upgrade: Never Sleep

  • Engineer has backpack
  • when turrets aren’t deployed, they are sticking out of the backpack, shooting enemies behind them and directly consuming ammo (this can be disabled)
  • while turrets are flying or not constructed, they shoot weaker submunitions that have separate storage and greater capacity than normal turret munitions
  • balanced downsides if needed
lofty plank
#

A few options for performance I would like to see in the settings menu are the options to turn off bloom and reduce the time it takes for bullet holes to disappear, the latter of is likely more impactful. This will help low-spec miners such as myself to enjoy the game without it crashing. My low-spec PC was having issues running the game before I did those things by messing around with some game files, but afterwards I was able to play just fine.

flint vale
#

Show us how many maggots we've killed in the bestiary

thin glen
#

Add a blue hair colour that can be purchased in the shop. We've got red, green & yellow already, so all we're missing is the Scout's colour.

indigo yarrow
#

Allow supporter edditon players to be able to use the regular glypid slammer mug, let's be honest the golden mug looks worse and doesn't fit the description of the beer

near glacier
#

Custom Games/Custom Mission support features:

Pick and choose whatever anomalies/warnings you want
Choose any biome location
Choose whatever mission type, including secondary's, and even multiple objectivesgeggmorkiteaquarqFossilboolo
Choose the cave type with various presets or sliders
Choose the spawn rate of machine events, or even force guarantee any
Choose the rate at which mini waves and swarms occur
Choose what crafting materials spawn, it's spawn rate, and no restrictions on what kind of crafting materials can spawn
Choose the spawn rate of every kind of ore including things like compressed gold and bitterjem
Choose the spawn rate of every kind of creature, and even being able to choose what enemy can be spawned via swarm/miniwaves
Choose what kind of special drink everyone will have (or even multiple)
Choose the base hazard difficulty to decimal percentage(since elite deep dives is 5.5, so maybe it can be customized up to 10 for some real wacky stuff)
Choose the strength of various attributes like gravity, mining speed, fall damage, pickaxe damage, base weapon rpm/damage, enemy health, player health, togglable infinite ammo, toggleable invincibility, rate of elemental/environmental events(sandstorms, earthquakes, blizzards, etc), walking/running speed, bosco spawn, bosco per player, mule spawn, mule spawn per player, starting allies per player(like hacked robots or bet-c), togglable pvp damage, etc

These varying customizable features will allow all sorts of creative ways to explore the game. Content creators wanting to test out certain features or combination of such? Minigames? Custom challenges? Custom modes? Imagine custom games similar to halo 3/reach and you'll understand the sheer community driven potential, let alone the modding capabilities this would offer.

frank hatch
#

I am in love with the summer theme at the bar right now! but you know what would make this better? Limited Edition summer drinks for the summer event with some custom mugs, like tiki mugs in this case.

gaunt stratus
#

I feel we urgently need more dreadnought types

clever dirge
#

A button to wipe away those webs on yourself.

magic crypt
#

New Secret Achievement:
"B.F.F. Beer Friends Forever" Give Loid 50.000 credits in tips

buoyant tulip
#

Cooperate with Mick Gordon for 3-rd chapter of deep rock ost.
I would be Fucking happy,if soundtracks made specifically for this game will appear.
Sometimes,a hard rock is needed

wooden bramble
#

Allow me to pet Mule nice

tawny shell
#

There will be chance that Molly will have a toy gun attached to it. Just for fun.

surreal cove
#

making the** balaclava paintable**, please :(( (match the armor paint)

frank hatch
tiny grove
#

I bet this has repeated a few times but.

Allow players to tip lloyd (abyss bar) with drink in hand, as that is currently not possible drgbeer

I keep forgetting to tip after beer. As I have memory of a spoon

urban cosmos
#

this is gonna sound way too resource-intensive and time-consuming and probably-impossible but heregoes
An anniversary assignment that takes you through previous iterations of the game, from closed alpha to current, highlighting the biggest changes in gameplay from mission to mission
Edit-- I got the idea watching DRG Historian's video on cut content: the RDGLauncher

rich kestrel
#

**CTRL Ping suggestion:

"CTRL + 1/2/3 + click pings something like normal. Except it specifically labels the steam username and your dwarf calls out which class"** (For your top-1, middle-2, or bottom-3 team mates)

CTRL + 1 + click on Nitra would cause this exact effect

Voice line example: "Hey engineer, look over here! Ammo gems"

On the temporary tag point I made it won't say "Scout - Nitra"

Instead on the temporary tag point I made it would say something like "Look Fermett - Nitra"

stark sparrow
#

This might have been thought of before but what about the ability to kick a flare that you have already thrown This would be useful if you mess up your throw or need to move and your low on flares

mortal narwhal
#

4 achievements:

  1. ‘Merica: complete a mission from start to finish with all 4 players using gunner
  2. Degree: same but engi
  3. Manmade cave: driller
  4. Woosh: scout
jade blade
#

A bit more interactivity with the terrain:

  • wind tunnels can be closed with platforms but a new one will crack open from time to time
potent wedge
#

Mactera Dreadnaughts

#

Also, make the dwarves stop shouting “Dotty needs maintenance” every three seconds during the Omorran? And also after she’s finished, can’t exactly fix her at that point and it’s pretty irritating to be yelled at for it

queen parcel
#

Stop Swarm Bugs counting as kills in the scoreboard

woven violet
#

Buff LOK-I ammo

fervent phoenix
#

these are all very rough sketches just to showcase the idea, it was a way to substitute the generic dwarf portraits for something more personal and that would help indicate different builds: you would have a wide selection of different emblems to put on your display, and also a few class exclusive ones for each class, the colors would be locked to each class, so driller is always yellow, scout is always blue and so on

you could also add a little elemental flare underneath the emblem if you're making a build specific to that kind of damage, and they would only be available to the classes that make use of those elements (engineer wouldn't have an ice border available because he has no way of dealing ice damage for instance)

some times you might change your loadout by accident or forget to change it because there is no visual indicator for it, and even when you change, and in the case you have different armors to identify different builds you won't see them changed unless you do so in the bedroom bunker pc or if you do it twice in a row in the wardrobe or weapons terminal, so, having this emblem display to identify different builds could help you easily navigate which build you want, and also remind you which build is currently active

worldly coral
#

Give the Subata 120 BoM

strong lichen
#

Make it so frost-type damage cools down magma on magma core

ocean ledge
#

a sort of menu with pre-written shouts and messages
would help greatly when playing on public servers when there is a language barrier
will use the players current selected language
i may use the "Don't call the Drop Pod yet!" action, everyone will hear that same phrase but in their respective language
could contain such phrases as
"Don't call the Drop Pod yet!"
"Don't start the triangulation yet!" (Some options could be unavailable depending on the mission)
"Ready"
"Leech!"
"Scout, light please!"
"Engineer, platform please!"
phrases could have a cooldown to prevent spam
phrases could be spoken (idk the VA situation) or in chat / just text
you ever seen the Barotrauma context menu? like that.

YES people could just play on a server with speakers of their own language YES people could just play solo
but what if they dont want to, what if there are just a lot of Chinese lobbies

queen parcel
#

Not sure if this has already been said or what the stance is on this, but new classes (even if they're added as paid for DLC) would be good.

hoary creek
#

I do not know how many people enjoy the exploration aspect of DRG but I personally find those Max Length Max Complexity missions especially fun. When the dwarves really have to use their noggins to traverse the terrain, while baskin in the subterranean sights, it makes me feel like a proper miner seeing unknown depths.

Because of that I would love to see some type of a scouting mission type, or a specific warning which amps out the cave complexity to something really wacky, such as a massive cliffside, dreadful ascents up the side of the hollow bough, etc.

DRG is a really, really beautiful game at times, and playing a bit more to that particular strength is something I would love to see.

cursive parrot
#

please add a shooting range

shell turtle
#

I would love for the Deep Dive type objectives to be added into the base game, even though it's been said a lot before. Maybe have it as an optional "Elite" mission to do two primary objectives? IE, a max length mission to kill three dreadnaughts and repair three mini mules, plus the entire backhalf of Salvage missions. I just want more DRG in my DRG!

gray karma
#

Please for the love of god let Bosco grab an additional rez when you resupply.

mortal narwhal
#

New mactera enemy: mactera stinger

  • wasp
pliant mason
#

Suggestion; New Grenade Types

I know there will be new throwables in Season 03, and GSG might've already decided on what they are, but I want to throw my own ideas in because why not.

Scout: Sonic Flashbang
"The ultimate tool for inflicting sheer terror onto your enemies, the Sonic Flashbang has a massive radius of a guaranteed Fear chance, on top of any poor sap too close being completely stunned by the high-velocity shrapnel, but be careful as it could hinder your own teammates, as well as yourself."

Fear Radius: 10 (in meters)
Fear Chance: 100%
Area Damage: 50
Stun Radius: 3.5 (in meters)
Stun Duration: 3 (in seconds)
Carried Amount: 8

Driller: Napalm Canister
"The war crime in a can! This throwable is a lethal, extreme heat grenade that pretty much incinerates everything around it and detonates on any surface. The resulting flash of heat is so strong it creates magma rock along the surface of terrain. Anything that still survives the blast is left in an agonizing burn, and any armor is shaved clean off."

Damage: 120
Damage as Fire: 150
Damage Radius: 4.5 (in meters; in both regular and heat.)
Armor Breaking: 700%
Magma Radius: 4.5 (in meters)
Carried Amount: 4

Gunner: Rubber Grenade
"The truest to the hot potato, the Rubber Grenade is flying death in the palm of your hand. A proximity trigger allows it to detonate near bugs thanks to DNA detection technology crammed inside it. If it doesn't find anything and comes to a stop, it can be disarmed and picked up."

Damage: 130
Damage Radius: 3.5 (in meters)
Armor Breaking: 200%
Detection Radius: 1 (in meters)

Engineer: Morkite Surprise
"The mining efforts of Deep Rock Galactic have given production lines tons of Morkite, so much so that at the current rate the mineral will become as cheap as dirt, so R&D took liberties to take impure compounds of Morkite from commercial use and stuck them in a bizarre grenade that allows it to smelt extremely quickly thanks to some spare plasma and cool quickly while on enemies and terrain, slowing them down like we're sealing them within amber."

Damage: 10 (10 per 0.6 seconds, lasts 6 seconds.)
Effect Radius: 5 (in meters)
Slowdown length: 6 (in seconds)
Carried Amount: 6

lucid ember
#

have XP store up if you gain more while already at level 25 so you can do the promotion assignment with the dwarf in question and not lose out on any XP

The excess could be added as soon as you get your promotion

silver dock
#

I think it would be a good idea to let players skip the animations in the debriefing screen. It can sometimes get annoying when playing haz 5 mission with two mutators and I have to wait like 10 seconds for the numbers to finish their business. This could also be applicable to the season screen following the debriefing.

strong lichen
#

More ambient sounds - water dripping,howling wind in some biomes,rocks/ice cracking

proven girder
#

what about being able to create your own armor set. Like use MK3 as the base and then you can add whatever parts from MK4 and 5 that you want

lucid ember
#

New warning: Thunderstorm
Hoxxes' weird weather systems strike again. There's a thunderstorm, underground!
The cave is very foggy, and wind howls. It's also raining. Very rarely, lightning arcs between walls, damaging anything in its path, complete with thunder audible through the entire cavern

orchid kernel
#

Remove Escort duty 🙂

orchid mortar
#

Loadout rework

I have more than 5 builds for most dwarves and lots with small variances to play different roles within the team or to take on different missions. I like to try lots of different playstyles its what keeps me coming back.
Some are obvious differences like for swarms, dreads, and some hybrid, supportive etc

Even by doubling the current loadout cap to 10 I'd still hit the same problem of having to edit an existing loadout so:

  1. Remove the limit of 5 loadouts and where the current 5 loadout buttons are, replace with a loadout button. selecting loadout expands a window of loadouts for your current dwarf.
  2. At the top of the loadout window will be 'add new loadout' and 'add category' buttons.
  3. You can give loadouts a name, icon and assign them to category by selecting/dragging them between player defined categories/groups(columns).
  4. When you press add new loadout a window similar to the icon window we currently have will pop up where you can enter a name and select an icon. (i.e neurofear name and a poison icon)
  5. When you press add category you can give a name and icon to add another column to group your loadouts by (i.e dread, swarm, hybrid, support columns)
  6. To edit a loadouts name/icon, select the loadout twice and the window you had when you pressed saved loadout will appear for that loadout so you can edit the details.
  7. To edit a loadouts category you can hold select and drag them between your categories.
  8. To edit a loadout contents you just do what we currently do and change things within the selected loadout and it auto saves or add a save changes button.
fiery hearth
#

Please let the Lok-1 lock onto Naedocyte Roe

deft owl
#

Can I suggest some summer cosmetics? If yes, how bout a wetsuit like surfers, water skiers, and jet ski (personal watercraft) users wear for Gunner? With a Hawaiian shirt and trunks for Engineer. Maybe a one piece for men for Driller, kinda like the one All Might wore once in My Hero Academia? Having trouble with Scout, but was thinking of trunks with a sleeveless shirt as one possibility.

Everyone gets goggles, summer caps, sunglasses, and other matching headwear too.

gaunt stratus
#

I think we need more people on mission control with new voicelines. I imagine the first one could be a female dwarf that will ocasionally be on supervision

wispy pier
#

Low hanging vines you can swing from or climb depending on bimo your in

near glacier
#

Suggestion: Be able to pet Bet-C after recapture, and respond with happy noises

latent mango
#

I would really like more base non DLC armor types other than Mk1-5 and scale brigade
I’m not asking for anything special just more general armor types are cool!

west folio
#

finish the firing range.

vocal flame
#

Suggestion: When you successfully complete a solo mission, allow Bosco in on the victory screen. That bot deserves love for defending solo players from the horrors of Hoxxes.

silent rover
#

The “homebrew powder” overclocks where it like variably changes your damage per shot should supply more ammo

hard plover
#

Put a bathroom in the Spacerig.

frank hatch
#

Hey, this is something thats bugging me. and thats when the host changes the mission from hazard 3 to hazard 4 with no word or warning to the other 3 players. Basically, this happens sometimes when i join a mission with a team still on the Rig setting up. i get beer, i dance a bit, check my gear, kick barrels, normal dwarf stuff. but at some point the host changed the mission hazard to 4 and i find that very scummy to do as a host with no warning. So, when i get on a drop pod expecting a hazard 2-3, i find out later on the mission it was bumped up to hazard 4 and the whole team gets killed. the game should make it more clear the mission you signed up for changed hazard levels or missions. i know i can join a game already playing, but sometimes i don't get that option.

All i'm going to suggest is the game should give players on a hosts mission a prompt, warning, or alert when the hosts changes missions or mission hazard levels. i know you got the mission details on the bottom of the screen during set up, but when you're in the gear screen or getting drunk, you'll hardly even notice the details changed. i just want to avoid future games where a host fails to communicate with their team they are upping the difficulty, when everyone who joined was expecting something else.

strong lichen
#

Display some loading-screen-style tips on the drop pod screens (the ones next to the seats) during descent onto a mission
Some things aren't entirely obvious,like being able to avoid fall damage by landing on people's heads

zealous juniper
#

some thoughts concerning turret MK2, Hawkeye, and how they could be improved to expand (effective and viable) loadout options.

wintry mural
#

samurai helmet/kabuto as a cosmetic item for dwarves

main bolt
#

Braided hair

boreal egret
#

what about a perk that gives you a mini mule that follows you and carries a limited amount of resources that you can pick up and empty into the normal mule

fervent phoenix
#

Special Beer of The Day Suggestion

EYES IN THE DARK
3 BarleyBulb Barley Bulb
Potency
(Strong) 35%
Effect
Causes the player to see better in the dark, as if dark places were brighter by 10% (not gamma brightness, but make it as if there was a global flare that raised luminosity for the player by that 10%)

The beer is also more potent than the regular specials, so you would see better, but you would have a little penalty of slightly blurred vision for 4 minutes (until the 35% goes down to 25%)

"Turns out those Walleyes were not edible at all, but stick them into a pressure cooker for 8 days and the extracted broth you get from it makes a kind of alcoholic energy drink that stings like you wouldn't believe. The folks at Longbeard managed to mix it with low-alcohol brews to make up for the punch and got a silky smooth fuschia colored beer that dilate your pupils to an undwarvenly size"

umbral elk
#

Mission ideas

  1. Mammoth
    You and your team of dwarfs are given 10 minutes to seek out and collect parts of ancient and abandoned technology on a planet infested with parasitic and territorial aliens, collecting or going near the parts will provoke swarms and potentially a custom miniboss that walks past you and will go straight to your base. The base of which you have to build, in your 10 minutes. Parts that you collect can be put together similar to lego, so the mission plays out similar to a co-orporative building survival game, at the end of your 10 minutes, the challenge starts. An on-going swarm of aliens will attempt to take out your fortress, meaning you and your team will have to be constantly making your way around it and repairing, defending or reloading defensive/foundation modules, while your fortress does not need to be entirely intact at the end of it, you need to preserve a certain threshold of parts for the missions quota; in that sense you are not expected to completely survive, but you will probably be hanging on by a thread.
    Balancing to keep the team roles:
    -Stronger parts should be buried under bundles of carnivorous moss, meaning the driller would be best for revealing the parts
    -Engineer should be able to place turrets on the fortress, and some parts may be higher up in hanging roots, meaning the engineer can place platforms and corporate with the scout to retrieve them
    -Scout can co-operate with the engineer to retrieve the parts
    -Gunner should be able to place ziplines on the fortress for strategic base planning & team mobility
dreamy karma
#

A stupid Thing i thought of
Rarely like Dreadnought wave rarity once mission control says something like "Bugs Are here" just a lot of lootbugs spawn and mission control calls it a "False Alarm"

median crescent
#

I Would like to see Photos in the dwarfs rooms like family, steeve or even just pictures of him and the other dwarfs in black and white. Dwarfs may be hard as steel but even they have a soft core and need someone in their life. nice (seen how they treat Steeve glyphid_smol )

tight sphinx
#

Co op/split screen: 2nd player can take over Bosco during single player

fiery hearth
#

Mission Results screens should show how many kills we got with each individual part of our kit (assuming those things actually do damage, of course)

keen otter
#

All the dreadnoughts are landlocked. How about we get a flying one? Or a dreadnought that is a swarm of something, moving as one entity.

green heart
#

Add a color code to the frameworks/paintjobs. This setup looks really cool but i can't use it because the blue doesn't fit with engi red

vestal horizon
#

A suggestion for text size to be increased in general at least on console. Playing on ps4 with my tv screen naturally further away, so text is hard to read with how small it is

dusk snow
#

Implement something to prevent people from being kicked at the last second before finishing a mission - whether it's making it so you can't kick someone whos waiting to leave in the droppod or making it so you can't kick in the last 10 seconds before takeoff it'd be good to prevent trolling (as it happened to me yesterday)

hollow kraken
#

miner qol: 3rd person when you drink burning love and mactera brew please since you can only see the trails in first person

arctic jay
#

add a 🗿 to the summer bar

shrewd musk
#

Overclocks for sentry turrets, high explosives, support tools, traversal tools and throwables.

gloomy fjord
#

Maybe I'm awful at communicating and avoiding friendly fire, but:

Give Gunner's sticky grenades a visual indicator of its blast radius. BET-C's grenades do this and it makes it very clear as to where the fuck you should and shouldn't stand. They're quite devastating and it would be nice to be more easily able to avoid them.

shrewd musk
#

Reinforced power drills should be able to drill through mineable materials just like pickaxes can, but faster.

cedar turret
#

Underhill should change the size of your footprints in the sand in front of the abyss bar

shrewd musk
#

More tiers of modification for all miner equipment, except maybe the common tools.

cedar turret
#

Some classes should be able to stick to walls while aiming using their pickaxe to stick to said walls

inner escarp
#

total crossplay.

or at least crossplay between steam, xbox, microsoft store.

shrewd musk
#

I have the “plastcrete MKII“ modification added to the platform gun, when I want to fall on platforms from a high elevation onto steep floors it costs more platforms to land than on flat floors because all platforms are perpendicular, so the steeper the floor surface, the more the platform appears inside of the floor rather than on top of it. Can't a platform alignment setting be added or something?

crude finch
#

We need a dart board with pickaxes instead of darts in the abyss bar

fiery hearth
light briar
#

new region water depths. the caves our full of water. and when you inter a large room. it's like a cave leech. but when you step into the cave it's going to explode and going to make a lot of water. if it's a small room its gonna be like a breeder when you step into the small cave its gonna explode and fill the small cave with water. for the mobs its gonna have all blue skin and for the patorins death and spit it's a gonna be light blue and when you enter it you have a oxygen bar and if it fills up your gonna have low oxygen for ever and also molly carries oxygen just in case. and going to make a lot of water. new class the Samuri. his primary is melee. and is secondary is long range. for his primary the first he gets the ninja knife of massacre. it doses 25 on the head and for the butt its 28 and the other body parts it's gonna be 21. his second one it's gonna be Samuri's kantana it doses 48 for the head and for the butt its 54 and for other body parts it's gonna be 42. and finally for season 1 weapon. it's a robot kantana. it doses 58 for the head and for the butt its 65. for is secondary. he gets the spies auto pistol. it fires pretty solid rocks 21-pound chunk of and Maga rock. it doses 23 for the head and for the butt its 26. and for his second it's a spies impact revolver. it fires solid mokite 2-pound chunk of morkite it self. for the damage it doses 37 damage to the head and for the butt its gonna be 45 for the butt and for the season 2 weapon. he is gonna have the spies machine auto piston. its rapid fire and have 28 bullets. inside for the damage on the head its gonna be 56 damage. and for the butt its gonna be 68 damage. and for the other body parts its gonna be 52. and the rest is your ghost ship games (:

crude finch
#

We need more things to waste our credits on in the abyss bar, maybe an arcade for in between missions?

lucid ember
#

let us pet wall eyes

zenith onyx
#

DRG doom crossover

keen stirrup
#

New Objective: Rip and Tear to the Core | 12 player lobby objective.
A huge nemesis base has been found near the core of Hoxxes-4. The nemesis company is trying to get the rich materials in the core of
Hoxxes-4, however they do not realize that the continuous pressure on the core of all the high power drills drilling into it could cause the planet to be explode (rather flamboyantly) and would destroy any hopes of gathering the remaining resources that lie before the surface. Deep Rock Galactic calls upon 12 of its greatest and brightest dwarves, and also any other trigger-happy-dip-shits that want to come along.

lucid ember
#

A steampunk cosmetics DLC, with steam-powered weapon frameworks that have little pipes and exhausts and gauges, as well as fancy suits, tophats, goggles and monocles

nova basin
#

During the Christmas event add a glow tree to the Space Rig that glows different colors like red and green, maybe place it right in the Abyss Bar (where we dance, but not TOO big to where we can't dance anymore)

lucid ember
#

A manbun hairstyle, because those are easy to make and look neato

cedar turret
#

A flat top mullet with and without sunglasses so we can look kick ass in space

lucid ember
#

When pet repeatedly, lootbugs gradually become faster until they zoom around the cave too fast for anyone to hit them

thin osprey
#

We want, nay, NEED, armor, weapon, beard, and skin color textures that glow or change colors. About, 6 or 7 more but have special effects to them. Obviously we need: Radioactive Green, Golden Sparkles, Transitioning Rainbow, and Red Sugar'ed. The effects do not need to be anything spectacular or distracting. Just some out of the park cosmetic options.

plucky leaf
#

Petition to show the left eyebrow with Cyborg Eye, I love it but I miss my eyebrow

#

Btw we could have that part removed in the MegaCorp skin for the PGL, it looks kinda off and it's even a little disconnected from the main frame

cedar turret
#

Since a lot of the armors get more and more slim, there should be a naked dwarf armor set

arctic jay
#

another dreadnought variant

plucky leaf
#

A paintjob for both armor and weapons that is similiar to MegaCorp but instead of black and white, it's black and metalic silver nice

solid turtle
#

Perhaps there can be an option to nickname your weapons/loadouts? It probably wouldn't affect gameplay at all, it'd just be a neat lil feature to separate player's loadouts even more.

clever dirge
#

Armor set that resembles the doom guy armor set. Any version is fine but from any of them I would pick a resemblance of the 2016 armor or the classic armor or even merge the two.

It could be a DLC because I think it might take a bit of work. (And it would allow me to support the dev's more)

Call it "Grim Dwarf"

with a description of

"You ever heard of this really angry guy? Some think he was the reason theres a hole on the side of Hoxxes. I think he was aiming for something else though."

Along with the set will come a paintjob that represents that iconic green color and some frameworks too. For the sake of time it could make weapons resemble the BFG.

Even throw in something for Bosco too but that's completely optional if everything else would take a lot of time.

clever dirge
#

Super heavy, big shotgun for engi. Sure he has the warty but we just need a pump action shotgun with a chunk to it. Something powerful enough to where when you pump that bad boy those bugs will think "Oh lawd he comin."

For a size scale think of a china lake but with shotgun shells the size of the 40mm grenade. Just a heavy, tube fed, pump action chonker.

Hits like a drunk 18 wheeler driver who dropped his lunch box on the gas pedal. This thing will deck anything smaller than a praetorian.

Oh and the spread? Well just think of a windex bottle but somebody swapped out the cleaner with shotgun rounds.

What this thing does is hits hard, sounds chonky, and hits what you want and more. The reload is a bit of a pain in the butt and you definitely wouldn't be showing off to your friends about your 5 round tube but the power is worth it.

(Disclaimer: any numerical value can be changed in order to provide better balance)

median crescent
#

I would like to see an Movie / Anime (but not limited to) themed skin. There is no way these guys dont watch anything. (driller even says onboard entertainment sucks.)

karmic bane
#

The ability to interact with Molly by giving her a thumbs up or pat on the back

shrewd musk
#

When I play driller I often have a few issues when drilling to destinations:

I use markers to know where I need to drill to, but markers disappear after a few seconds so I have to re-mark locations, and the longer the distance between the driller and the location, the more tedious it gets; also they can't be seen through walls.

When using the laser pointer, machine events and mission objectives can't be marked through walls

In summary I think drilling would be more efficient if markers could be placed with longer durations and were visible from the other ends of walls, and if the laser pointer could mark mission objectives and machine events through walls.

crude finch
#

We need to be able to bring Bosco onto the drop pod with us. It's so sad just watching him looking at us. Add a little compartment onto the side of the drop pod that Bosco can go into or something

wide laurel
#

bucket on head

sullen island
#

simple suggestion: move 25% faster, and reduce stuns by 10% during berserk. either that or lower the cooldown

umbral tangle
#

bosco for duos

hexed knoll
#

The cafeteria if ever implemented should be called Deep Wok Galactic considering the amount of Chinese food we see littered about the space rig.

knotty idol
#

new anomaly proposal:
"busy job", adds a second secondary to the mission
can be named a tertiary objective ingame, thanks to magnite muncher for fixing my horrible vocabulary

cedar turret
#

This is more for marketing and less for the game but: make the beers from the game in real life, team up with a brewery to promote their brewery and the game, creating a partner ship if it goes well, the knockout stout should be the highest abv legally allowed in the U.S for a beer (maybe make it a liquor if you must) just for the ass kicking effect like it does in the game.

#

You should be able to bring a tame bug with you home for a little pet

plucky leaf
#
  1. More icons for loadouts;
  2. Somehow have a separate cosmetic slot for headwear, eyewear and hair (?), it would be awesome to rock and stone being able to choose both glasses for instance along with hair, it's sometimes kinda sad that we are forced to be bald with certain headwear;
  3. Cosmetic slots for scars and tattoos.
cedar turret
#

Be able to change the hair color of our beard and hair independently so we can have the perfect Carl from Aqua Teen Hunger Force loadout

ebon badger
#

Bring back the original Dreadnought model and repurpose it for specialized praetorians in the Hollow Bough
they look thorny so it could work

snow remnant
#

The dwarves could have new voicelines when gliding with a mobula cave angel and trying to use the equipment or view the map. Something like "kinda busy trying not to die" or "can't use my legs like hands"

formal blaze
#

make something with Dystrum, cuz stuff is kinda invisible ish in Azure weald

tiny grove
#

Some quotes ideas for when players are exposed to the drillers c4detpack

(reminder that some of these lines are very short, cuz they’re supposed to be said when the driller detonate his c4 with a player within the blast radius, as there’s 1 second before the c4 blows on detonation)

  • player getting blasted by c4* drillchamp
  • DRILLER YOU-
  • YOU LEAF LO-
    -NOOOO-
    -wait! DONT!-
    -TRAITO-

Scout unique quotes when blasted by c4scoot

  • WHY ALWAYS ME?!-
  • C’MON-
  • AARRR-
    -huh? What-

Getting revived by driller if killed by a c4notnice

  • that’s gonna cost you a round at the abyss bar! (reused quote)
  • do I look like a glyphid to you elf brain!?
  • Driller you bloody monkey, I’m on your side!
  • Do you need glasses old man?!

Scout quoting when driller blows himself up with his c4 scoutmini

  • hehehe
  • finally a taste of your own medicine.
  • karma, eh driller?
  • haha! that is funny!
dusk ibex
#

Two part Rock and stone chant. ‘The rock calls for aid’ where another Dwarf then answers ‘And the stone shall answer’

winged jay
clever dirge
#

Revamp the quarters in the space rig.

For engi - Have a workbench with lots of prototypes and technical blueprints strewn about. When playing as engi you can interact with the bench and egi will say "Almost there just need some more time." And when playing as any other character they will respond with "Hydro electric dis- What the hell is that word?" Quarters will be neat and tidy with florescent lights with the brightness of an average office building.

For scout - In scouts room you can find a mini fridge with the label "Scouts stuff, dont touch!" crammed full of energy drinks that any dwarf can drink which will offer a ridiculous speed boost and allow dwarfs to bounce off of any physical object. (Walls, ceilings, floors, etc.) The effect has a duration and is only able to happen in the space rig. The place will be messy with paper strewn about and one of them will be a ticket for a speeding violation. The lighting will be dim. Posters of sporting events and even a sports medal hung on the wall.

For Gunner - workbench with a funnel into a metal cylinder. On the workbench next to the cylinder and funnel is a tub of gunpowder and what could possibly be plutonium with a mortar and pestle and the grinded up substance. Behind the workbench are scorch marks from unsuccessful experiments. Rooms mostly tidy but has some gun powder spilt on the floor. Posters on the wall will be based around balistic firearms and on the wall behind the bench will be a slightly burnt caliber conversation poster.

For Driller - workbench with a blender and a Jerry can next to it, along with small tubs of different colored powders. In the corner of the room is a box filled with fire extinguishers with the label "Dwarfland bulk goods" on the side. Quarters are mostly clean but with a small puddle of oil or gas on the floor. Posters will be based around gas advertisements and even have a fire safety poster that looks as if it were burned along the edge.

bronze crest
#

Abyss bar food :)
Maybe Swarmer Noodles?

lucid ember
#

Please never add a medic class or some kind of healing item that can be saved up.
I'd love some variety in natural healing items, like red sugar berries instead of crystals in the azure weald for instance, but you should never be able to save up a heal

prisma dirge
#

the ability to push a button and have a mission selected for you.
guys. I'm out of assignments. I just want to turn off my brain and shoot bug

fiery hearth
#

Y'know how radiation IRL can sometimes cause an EMP effect on electronics? What if that could serve as a stun for our rivals?

scenic stratus
#

make it possible to set a minimum level requirement on lobbys to prevent greenbeards doing themselves no favor by joining on haz4/5 missions.

tight sphinx
#

New bug
Brain bug: attacks the nearest downed dwarf and takes over him.
You have to shoot the brain bug off of the dwarfs head.
The brain bug can use your entire arsenal and will attack nearest dwarf
You can struggle with the brain bug to make it slower or mess up its aim.
Brain bugs are a level event and you won't see them as common enemies.

crude finch
#

Add bugs that are damaged or missing armor to salvage missions, which implies that the team that was there before hurt some of the bugs before getting killed themselves

dreamy karma
mortal narwhal
#

Bosco alternate rocket upgrade: ethereal cannon
What it does:

  • instead of firing a rocket, he focuses fire on the target and his gun enters ethereal mode
  • while in ethereal mode, Bosco’s firerate +100%
  • while in ethereal mode, Bosco doesn’t have any cooldown in between bursts
  • rocket AOE = duration
  • still has limited charges that recharge after 90 seconds
    Why it should be added / helps:
  • I suggested it
  • Bosco’s rockets seem like a waste to use on big crowds of weak enemies, and not enough damage for single-target damage. This offers single-target damage
  • variety for t2 upgrade while keeping it themed
  • why not?
near glacier
#

Since you don't have any willing teammates to distract or lure away the unknown horror in missions with haunted cave warnings during solo, Bosco's rockets should stun/disorientate the unknown horror for like 5 seconds.
This should give enough time to actually deposit since the mule and the unknown horror move at similar speeds. No more mule tailgating

woeful fjord
#

Buff volatile bullets for subata:
Bullets explode in a small area and heat up targets while still retaining the 50% damage increase against burning enemies
Alongside with this buff should come a valid alternative to it instead of mactera toxin coating

gloomy fjord
#

There are frequent suggestions for additional healing mechanics to be added, which is a touchy subject given how deliberately scarce healing is. I don't have a specific way for the following mechanic to be used by players, but I want to share the following core concept:

Temporary bonus HP which depletes over time may be used as a short-term, non-permanent form of healing, which doesn't truly restore health, but provides a temporary buffer for taking HP damage.

A potential visualization of this would be part of the health bar turning purple or some other color based on how much temporary HP you have, which will slowly pulse/flash as it decays by itself. This is on top of your normal health, and does not cause regular HP to decay. Should you have 100 HP left but something gives you 25 temporary HP (or THP), you'll have 125 effective health, and your THP will be the first to go should you take damage. After long enough, that 25 THP will passively decay until you're back to just 100 effective health.

To reiterate, this is not a suggestion for this mechanic to be added, but rather a possible alternative to regular health restoration that new tools/mechanics could use.

Note: Ideally, your effective health should always be capped at your max health. If you're at full health, any THP you get is wasted.

cedar turret
#

Give the bulldog a 1:1 CS:GO model swap reskin

fickle fox
#

Armor 2.0
-Upgrade the armors to full on power armor instead of just plates attached to a body suit.

  • Maybe add a hud overlay that imitates the inside of the helmet to really sell the big armor feel as long as it doesn't cover up too much of the screen & make it togglable in the options for people who don't like it.

-More mods that makes the armor have different play styles like the weapons do, maybe a player can build towards heavy shield, more health, environmental protections, fall damage reduction, auto reload for weapons not in use, or even passive combat abilities.

-Add overclocks to armor to make them more like the weapons. Make armor more than just a cosmetic choice

-transmogs so the fashion show can continue

gloomy fjord
# gloomy fjord There are frequent suggestions for additional healing mechanics to be added, whi...

With some chit chat in #suggestion-discussion , here are a couple possible cases where this temporary HP mechanic could be implemented:

Gunner Shield.
This is a bit obvious. A final tier upgrade, or possibly a new addition to the lasting protection upgrade, could grant some amount of THP for anyone entering the shield - specifically, a set amount of THP, once per dwarf per shield, so you can't repeatedly get buffed from the same shield.
Crossbow Special Bolts.
A new special bolt which delivers some set amount of THP to any dwarf hit by it could offer even more support potential to an already versatile weapon.
Sugar Grenades.
I'm unsure as to who should get these - perhaps Gunner, but I'm biased there - but they would spew out a very short lasting cloud of gas which would give THP to a dwarf. Again, once per dwarf per grenade.

lilac mason
#

Since the M1000 reminds me so much of the ending of Army of Darkness (Third Evil Dead film). Where ash uses the lever action winchester to shoot really fast like people do in DRG with the M1000. When the scout uses that weapon can he have specific one-liners in addition to the ones everyone else gets like:
“Groovy”, or “Hey… She-bitch”, or “Lady I’m gonna have to as you to leave the store”. That would be amazing if these were added ☺️

median crescent
#

An idea For Armor Mechanic ingame:

You can choose betwween the normal shield and no armor or Armor but no shield.

Armor Only reduces phyiscal and explosive damage but not elemental one.

You get 200 HP worth of armor but it wont regenerate itself unless you use an resupply to regain 100 of it.

With armor on you still take physical/explosive damage but with a 95% Damage reduction.

(Math Example: You take 100 damage by an exploder . 95 damage done to armor and 5 done to you but half your armor is now gone )

Keep in mind acid spitters fire pretorians spit and so on do full damage to you ignoring the armor.

Also on shield disruption you cant use the armor as well since it would shock you inside by the strong magnetic fields generating electric currents inside of it.

Just an idea to spice up the game with a alternative to the usual shield mechanic.#

cinder copper
#

BET-C and Nemesis should be natural enemies that viciously attack each other should they have an encounter. Nemesis is the only thing capable of damaging BET-C. Nemesis cannot grab BET-C, but relies on stabbing her with its claws and dealing ranged damage with the repulsion beam.

green hinge
#

The tip machine for Lloyld needs a real-time global counter for all tips given to him (credit to UnknownPedestrian)

crude finch
#

We need to see more of the med bay robots. maybe if we pass out drunk, we can see the robots fly to you and drag you to the med bay before the screen goes black

crude finch
#

I also think the space rig needs a shooting range. I know this has probably been suggested before but I do think it's a good idea. I'd like to know what each weapon/mod/overclock does before I use resources to buy it. I also mean more like what the stuff does to glyhids instead of just going off of the descriptions and traits. The descriptions and values can be a little vague

rose lake
#

I think promotions need more rewards then just access to deep dive after the first promotion.

latent raft
#

Good time of the day, there was a problem in order to play with a friend, we can't connect to one lobby, maybe if anyone has encountered a solution, please write in a personal account

midnight ferry
#

I need the ability to turn off aim assist on playstation

slow sun
#

Why bother with making a shooting range, if you can just use some toy dart guns?
There is a table hidden somewhere in the Space Rig and on it there are four toy dart guns. They have the same skin, 200 total ammo and only one toy dart can be shot before reloading. Some targets have been put around which you can shoot at, but you can also shoot at Lloyd or annoy other dwarves.

real zenith
#

It would be cool if we could tell Bosco to stay and defend a certain area.

tepid swallow
#

I suggest the addition of 2 new mobs, giant rats and bats. Spiders are cool but a little variation would be great

patent torrent
#

Have mission control not deafen audio when he speaks? I have him to 0 volume and he still deafens my pew pew audio

hexed knoll
#

It’s probably been said 1000 times already but I think being able to have emotes and dances (outside the bar) could be cool. You could find dances and emotes in like, a lost cassette player thing in caves. I think they should still all be tied to V and whatnot but let tapping V remain as the classic rock and stone but holding down V could bring up a selection wheel for emotes and dances.

karmic bane
#

I know this has probably been asked a ton, but proximity voice chat would be really cool. There could be a walkie-talkie or radio when you want to talk from far distances. Maybe the audio of the walk-talkie would get distorted when stuff interferes with it.