#wiki-related-chatroom
1 messages · Page 23 of 1
^
Seems like an unnecessary way to hide information, plus you end up with a bunch of different things that are all under a same article instead of being in their respective categories.
If you just put things in the correct category but use some kind of experimental indicator, it keeps everything easy to find and also spreads awareness of the experimental branch existing.
If anything it would encourage people to try it out
That's what I've been thinking aswell
Like this?
Something like that, but with a different term to Beta, in following the established names
EXPM seems good to me. Not too long, comprehensible, and to the point
Experimental - latest dev build
Won't people confuse Exp for experience?
The same could be said for EXPM
Expermience?
I'd hope that when given context, it wouldn't be confused though
ExpDevBuild
With that you could just write Experimental
Or just DevBuild
It mustn't be too long, that's the thing
Why though
Meh... How many letters can it be?
If it's too long It'd look bulky
Just calling it 'Experimental' would be the same length or shorter than many of these options that we're looking at
how could EXP be confused for experience when it's next to a name anyway
Because EXP means experience
All of these suggestions have been shorter or equal to Experimental, actually
Well, people who are unfamilliar with this kind of thing could confuse it
Which is why I'd rule those out
Why though
I know what exp means in most games
I've already told you, they're too long; I'd look bad
We could also just come up with an abstract symbol and use that instead
That's a subjective aesthetic decision though, not an actual barrier
Experimental is a temporary thing anyways though so why does it matter if it "looks bad"?
A few of the options in the screenshot are fairly lengthy and it's not like it's a critical usability breakdown
I see the idea, but I think Experimental is just a really awkward word to shorten
How about we ditch words altogether and just use a visual icon
It doesn't co-operate
I think that might go back to confusing people though
Does it have an icon associated with it?
Well, there's that purple face on the banner
Although it might look unrecognizable when scaled down
In all cases, I'd say the emblem used should link to the Experimental Wiki Page
So incase someone is confused by it, they can just click it and see what it's about
I played around with the face a bit and it's not recognisable. The little Settings cog seems okay though
If a bit vanilla
Already used to represent itself
Is the tesseract icon used on the wiki itself?
I like how you called it Tesseract
Yes, to represent itself
What page is that on
Currently, its own page, and the Resources navbar template
And the resource icon image insertion template
Ahh, I see
Actually, now that the Mutator/Warning icons got updated, we could use one of the old ones
I suppose using an ore to represent a dev branch would be a bit confusing, especially if that ore stopped being a mystery thing and turned into an actual standard resource
That looks swanky
Anyway, I'll work on a template later, I'm going to bed.
I like the big red octagon with the pickaxe on it
It's both a red warning sign and a work in progress sign
That yellow hammer icon also looks suitable
Yeah
Both looking plausible
I also like the red exclamation point, although that one is admittedly less suitable
there would be a footnote explaining it anyway
@wary cove Not sure if you made any progress on the Wiki admin stuff, but I was looking around the Gamepedia Help wiki and it looks like regular Wiki admins/Wiki Guardians can't assign roles anyway. Only users with the Bureaucrats role can do so, of which our Wiki currently has none. Basically, you have to contact one of the Gamepedia staff members.
Fun stuff, I'll have to do that in a day or so. cause right now it's work/b-day time
Anything else I should include in the resource infobox template?
how would we fill this out for red sugar?
I feel its heal amount would need to be indicated in the infobox as well
Could specify a range per chunk mined. 10-25 HP, say.
Maybe indicate the average rarity of a mineral in the box, too. Morkite would be fairly common. (Depending on mission type.)
rarity should be added
that looks good
Hey, how about for the enemies page we just put the amount of healthbar segments they have for health?
For example: Webspitters have 2, Warriors 5 and Mactera Spawns 12
That could work. 🤔
If the differences are unique or easily recognizable. (5, 12, 8, etc.)
Well, I'd say the diffrences are pretty significant
It'd be better if we could get exact HP values
Weapons don't deal damage in healthbar segments, after all
Maybe, but then again, what are people going to do with exact values?
May use the suggested method as a placeholder, though.
Or both?
Figure out exactly how much damage it takes to take down certain enemies
For exapmle: Glyphid Warrior; 700 health/5 Segments
(700 is just a random value, since we don't know how much they actually have)
~65-70HP, from my barebones testing on Haz 2 solo
Well, the segements was just a suggestion afterall, since those can be easily researched
Well, if you'd like to start collating them, I can start on the creature infobox after I finish up the resource one.
Might be able to squeeze in an image of each healthbar size as well
Sure, go ahead
I don't know all of them yet, but I'm certain on Warrior, Spawn, Web/Acidspitters tho
we should honestly straight up ask the devs for the health values
Oh
then we could do the rest even if they change the health
or ask them for a hud option to display enemy hp in text
Health scales differently for each enemey
Could still include the healthbars somewhere; above or below the main image in the infobox, perhaps.
We know how the health scales
We can work out the damage they take to find origional health value
It's a bit convulated
driller's pistol deals the least damage
but even then you gotta make sure you dont hit it's shield or weak points
wait.. is the pickaxe able to deal critical damage?
ye
na it's the same
This is what Dwarf got for me
the numbers of for amount of players
The value is the multiplier
And this is on hazard 2
Gee, that means each enemy has 20 different possible HP values.
Assuming that Haz1 and Haz0 scale their HP down, instead of keeping it the same as Haz2
Otherwise it'd be 12
Actually, does Haz even scale HP values? I'm not sure.
Maybe I'm misremembering
we could try scaling Macter Spawner's hp right now actually
I would do that, but it's like 2AM, so maybe later.
Small enemies cap at x1.2hp on haz4 regardless of player count
That would explain why Swamers take 2 hits to kill on Haz4 with the Scout's assault rifle
Would you happen to have any more HP info? Or is that the extent of what you got?
it does take 2 pistol shots of a fully upgraded driller pistol
If we can get all the multipliers, I can make a template for easy insertion of enemy HP values. Just insert the base value and it'll calculate and display the rest.
sure i'll send you the graph
Cool, thanks for getting all this for us
dwarven diplomacy!
I'll work on more templates tomorrow. Hopefully with this new info, we'll be able to determine all the HP values.
Finished the resource infobox template:
https://deeprockgalactic.gamepedia.com/Template:Resource_infobox
Starting on the health calculation template, and possibly one for inserting health bars too.
I mean
You could just shoot an enemey once in the armour
Take a screencap after the health has gone down
FInd the length of the red left and the grey
(RED/GREY) X DrilerPistol
I believe suiciders have 18hp on hazard 3
Should I give it an option to scale by Haz instead of players as well? i.e. You pass 4p, it gives HP values for 4 players in order of Hazard level.
I'm going to add tooltips to it later—after I make a tooltip template—so people can hover over values to see Hazard level.
Also wondering whether a vertical pipe or a forward slash would be better for separation.
Tooltips are now available: https://deeprockgalactic.gamepedia.com/Template:Tooltip
After I get around to making its doc page.
Also, if you're planning on applying the table reformatting I made to the Scout upgrades table to the other classes, make sure to leave a space between the icon template and whatever comes after it, otherwise it looks a little weird.
Would anyone have any objections to replacing colour scheme in the Biome infobox template with crafting minerals found in that region?
Colour is already reasonably depicted in the preview image anyway, so it seems a bit redundant to include it.
i'm ok with it being changed
im cool with that
we could add in a "biome depth" thing
since some biomes go down as far as 1000 meters and others just 300 meters
The Experimental Branch is a build of Deep Rock Galactic that is accessible to the public, just like the live version of the game.
The difference between the live version and the experimental branch is that the latter has additional, although not sufficiently tested, content ...
That's an extremely insignificant detail though. That depth doesn't actually do anything.
The "details" box should be reserved for useful information.
I'm not entirely sure, but is the Expermimental page a good idea?
I created it for completionism
If the dev team continues to use it in the future, then I don't see why not.
We can have the little unreleased content icon link to it
To provide more context
Right, that's what we discussed earlier
I've come up with 3 different categories of content notices that I'm planning to make:
Experimental content, which is any content that is exclusive to the Experimental branch.
Unreleased/Upcoming/Unconfirmed content, which is any content that has been shown/described by the dev team, but is not available to the public. (probably shouldn't be on the Wiki anyway, but just in-case we need it)
Cut/Removed/Unused content, which is pretty self explanatory. Any notable content that was added, then subsequently removed from the game.
I think that covers everything
Sounds good, but is there any cut content we know about?
Ah, okay
There's some unused stuff that I could put in there too, but I think I'll wait to see if anything is done with it first.
I am updating the welcome channel, some of you might get a ping message
yo we'll need some perk icons for an upcoming perk page
tru dat
I'll do it tomorrow, probably
Are you going to use the ones in the perks menu?
of course
https://deeprockgalactic.gamepedia.com/Category:Perk_icons
All that's left to do is a template.
https://deeprockgalactic.gamepedia.com/Template:Icon_perk
https://deeprockgalactic.gamepedia.com/Template:Perk_points
Adding quotes to each Dwarves page
Other wikis tend to have a seperate page dedicated to responses/voice lines.
Likely due to the fact that they also include the audio files to preview for each quote too, which would clutter up the main page.
we could have a page dedicated to the voice lines
but we'd need to get the audio files as well
There's a slight problem with that.
Getting the voicelines is easy enough, but every dwarf uses the same files, just pitched higher or lower.
So we'd have to find out what the pitch change for each class is first, then re-process all their audio with it.
Not impossible--or even super difficult--but certainly an inconvenience
Alternatively, just upload the base voicelines and add a note on each class' voice responses page with how far up/down their lines are pitched in-game.
"Step aside, wimps"
Added aquarq page
Perks were added in as a part of Update 14. They offer small boosts to certain miscellaneous stats which are shared by all classes, in some cases like the "Berzerker" perk they offer small unique upgrades. Perks can only be unlocked via perk points and perk points can be earn...
added this
does hollomite appear in the point extraction gamemmode?
Goals for milestones progress like this:
Map type milestones: 3->6->12->18->24
Hazard 3+ level milestone: 5->10->15->20->30
Mission type milestones: 2->5->10->15->20
Secondary objective type milestones: 4->8->14->20->26
Primary objectives completed: 10->15->20->30->40->50
Secondary objectives completed: 10->15->20->30->40->30 (probably a bug?)
Rewards are always the same
just completed all the secondary objective materials
WHat are those... things on the side of ressuply pods that are used up when you ressuply them?
the one of four things
they have a name I'm sure, i jsut have no idea what it would be
deposit bin
uh 🤔 Looty Shooty Boxes
Lootboxes xD
I'd probably just call them a supply pack or something similar, since they've got no actual name of their own that I'm aware of
clicka-refill ?
Added bittergem and red sugar
the only missing resource pages now are the crafting ones
On the one hand, the perk tree replica table is pretty cool. On the other, I'm not so sure it's the best way to present it on the wiki. It's awfully large, and the large blank cells at the bottom is a lot of wasted space.
@bitter ice Could you please add edit summaries to future changes you make? It's really hard to figure out what you changed at a glance currently.
Also save the minor edit tag for spelling/grammar fixes, that appears to be the MediaWiki standard.
Also, leave the Bismor rarity at 3 - Rare. I don't think the difference between 'Scarce' and 'Abundant' is significant enough that a seperate rarity needs to be noted.
okay
All of the crafting minerals (minus ERR) should be Rare in-fact.
I almost want to replace the Rarity box entirely with something like Abundancy/Quantity. Most minerals have a 100% chance of showing up anyway, just in varying quantities, and depending on mission conditions.
I'll leave that up to you, for now I'll work with what I've got.
all resources are made excluding the mini-mule legs
it still looks fine on smaller resolutions
but anyone's welcome to improve it of course
I'd eliminate the spaces between perk requirements and perk effects if I knew how
@hollow jasper Am I good enough for the wiki editor role daddy?
lol i am the one you should ask
do you not think i lurk the wiki?
oh
and he can't give you a role here
i haven't had any time to edit on the wiki, but one day i for sure will
your name you are editing with on the wiki does not match your discord name?
i'll think about giving you the role 🤔
you have edited a number of things, but only on a handful of days, so just keep working on stuff and being helpful (not spamming or creating stuff just cuz) and i will probably give you the role real soon
What if i make a page for each gammeode type?
wait, do those already exist?
oh, there's just one page
shiiiit, there whould be a whole section for each one
like on the main page
not spamming or creating stuff just cuz 👀 just sayin
i mean look at this poor page tho
Missions are the main form of gameplay in Deep Rock Galactic. Missions can be selected from the Mission Select terminal, located in front of the green hologlobe on the first floor of the Space Rig. Completing missions will yield the player both credits and experience. Any cra...
its missing salvage, it's a stub, it's even marked for cleanup
Tater to the rescue, you could hear my thoughts
It's marked for cleanup because (zeuzera?) wanted to rearrange stuff
I made that page before salvage was included
You can add salvage if you like
But we don't need multiple pages for each game mode
the page is honestly fine, could use an image for each type
there's icons for them
already on the wiki
Frankly i think each gamemode should get it's own page'
but thats not for me to decide
less pages is better though is what i have been told at some point
Then in that case all the pages i made for each resource shouldn't exist
They would all be fine on a single page
They already were
Even just in a table with icons detailing where they're found, maybe some side descriptions about their uses
But Starboi added an entire template for each one
So i figured all those red links could become working ones
we already had pages for morkite and Err cube
Yeah, we really never needed those
TBH, I'm of the opposite opinion. The more pages containing all the details the better.
as logn as it's not redundant info
Could have just had them redirect to the page with everything
And give the descriptions about them
Then what was the point of the template?
But as it stands we don't have much lore or anything on the minerals, just what they're called, where they're found, and what they can be used for
if you're willing to make a seperate page for each mission type then you'll have to put in a lot of work to make up for the page imo
the way tf2wiki did it for instance
ho shit
that much info just about CTF
but how will you get that much stuff to write about it?
We don't have enough content as it is to justify entire pages for this stuff
For now I suppose we don't
we still gotta get some proper admins for the wiki
yeah hopefully we can get tater that title
since he is also a moderator here
but otherwise a handful of others could be a good option, really need one
someone who could change the front page for the better
the first edit i tried to do it was the discord invite link to be /drg but noooooo
that was months ago :)
Mission types have the potential to be in their own pages if we manage to gather more information about cave generation and other relevant info. Researching that stuff is on my backburner currently.
I created the resource navbar in response to the fact that we already had two resource pages (ERR23 and Morkite), and I had already finished making a resource infobox template for those pages too.
Like the mission types, the resource pages can become useful if we provide more information and put it in a comprehensible format. As they stand, however, they don't provide much value that the [[Ores]] pages doesn't already provide.
Which reminds me, I still need to get [[Ores]] moved to [[Resources]], but I need an admin around to merge the edit histories afterwards.
I have an indea for contributions
is there any pages for strategies?
or stuff like tips?
Currently there's only the main "How to Play" guide page: https://deeprockgalactic.gamepedia.com/How_to_Play_Guide_for_Deep_Rock_Galactic
Tips for what, exactly?
just general and easily digestible game knowledge which could probably fit in a scentence or two
so like
"As a driller or gunner, reloading the Satchel charge with the explosive out without detonating it will allow you to place more than one at a time. Use this to place multiple satchel charges and detonate them simultaneously for a devastating avalanche of explosions!"
Are we sure that isn't an unintended feature?
it works fine
so i dont see why not
at this point its so well known that the developers would have fixed it by now if they wanted too
For weapon specific tips, we already have the 'Notes and Tips' column of the weapons tables
oh, good point
For broader class specific tips, we could add a new header to the class pages like the TF2 wiki
'Basic strategy'
Which lists just a handful of short tips
and a link to the main strategy page
Or just 'Strategy', without 'Basic'
I don't think we'll need a dedicated Basic and Advanced strategy page for each class like TF2.
yeah, that much would probably be redundant
I'd say just please keep opinions about the classes out of the tips section and only put in things they can do, not necessarily what they "should" do
Where do you think the Space Rig Article belongs to? I removed it from the category "Dwarves" (where it obviously shouldn't be), but do we count it as a biome?
I would say [[Category:Space Rig]], which would be a subcategory of [[Category:Deep Rock Galactic Wiki]].
@sick sierra What happens at the final milestone rank? Does it just keep repeating that amount, or did you not test that far?
Have people gotten to the final milestone rank yet?
Presumably DnaJur has, since he posted the milestone goal progression
Maybe not
It seems to increase by50% each time but that doesn't necessarily mean he's got there yet
He hasn't wrote anything on the wiki yet at least about when it ends
Not all of them increase by 50%
And I think it just ends after the last rank actually
Because that would leave the player with 261 perk points
And you need 254 to max out all the perks
It stops after that
You get enough KPI to buy all perks and about 7 points left over
Perks were added in as a part of Update 14. They offer small boosts to certain miscellaneous stats which are shared by all classes, in some cases like the "Berzerker" perk they offer small unique upgrades. Perks can only be unlocked via perk points and perk points can be earn...
anyone more experienced with wikis should do something about the blank spaces
actually I do believe this takes up even more space than before
I have an idea for a more compact format. I'll prototype it later.
Creature base health amounts:
Glyphid Spawn -> 5
Glyphid Swarmer -> 12
Glyphid Warrior -> 90
Glyphid Suicider -> 20
Glyphid Web Spitter -> 40
Glyphid Acid Spitter -> 120
Glyphid Praetorian -> 400
Glyphid Dreadnought Armor -> 2000
Glyphid Dreadnought Health -> 3000
Glyphid Brood Nexus -> 1800
Spitball Infector - 800
Cave Leech -> 100
Cave Vine -> 100
Deeptora Honeycomb -> 500
Mactera Spawn -> 230
Mactera Grabber -> 350
Lootbug -> 100
Maggot -> 1
Harvester -> 250
Cave Jelly -> 35
Ejector Cactus -> 150
Thanks DNA
mactera spawn was increased?
HP values are a bit... deceptive; since weakspots also have different degrees of weakness
It's more for the sake of wiki completeness. Pluss those "? Health" on Creatures of Hoxxes page were annoying me :p
Do you know which enemies use the 'Small' enemy HP scaling and 'Large' enemy HP scaling?
Also, are any of these excluded from HP scaling entirely?
I mean, I would presume the Dreadnought, Praetorian, Nexus and Infector (and Harvester?) are all 'Large', with everything else considered 'Small', but you never know.
Enemy damage resistance scaling by difficulty/number of player:
0.55 - small enemy, haz1, 1 player
0.60 - small enemy, haz1, 2 players
0.65 - small enemy, haz1, 3 players
0.7 - small enemy, haz1, 4 players
0.7 - small enemy, haz2, 1 player
0.8 - small enemy, haz2, 2 players
0.9 - small enemy, haz2, 3 players
1.0 - small enemy, haz2, 4 players
0.8 - small enemy, haz3, 1 player
0.9 - small enemy, haz3, 2 players
1.0 - small enemy, haz3, 3 players
1.1 - small enemy, haz3, 4 players
1.2 - small enemy, haz4, 1 player
1.2 - small enemy, haz4, 2 players
1.2 - small enemy, haz4, 3 players
1.2 - small enemy, haz4, 4 players
0.45 - normal enemy, haz1, 1 player
0.55 - normal enemy, haz1, 2 players
0.7 - normal enemy, haz1, 3 players
0.85 - normal enemy, haz1, 4 players
0.5 - normal enemy, haz2, 1 player
0.65 - normal enemy, haz2, 2 players
0.85 - normal enemy, haz2, 3 players
1.0 - normal enemy, haz2, 4 players
0.8 - normal enemy, haz3, 1 player
0.9 - normal enemy, haz3, 2 player
1.0 - normal enemy, haz3, 3 player
1.1 - normal enemy, haz3, 4 player
1.0 - normal enemy, haz4, 1 player
1.1 - normal enemy, haz4, 2 players
1.2 - normal enemy, haz4, 3 players
1.3 - normal enemy, haz4, 4 players
I haven't looked at every enemy but swarmers and warriors are small, acid spitters, exploders, praetorians are normal
Harvester/Maggot/Cave Jelly/Ejector Cactus/Cave Vine are not enemies at all and are instead destructibles so I assume they have a constant resistance of 1.0 but I have not checked
So it is a damage modifier, not a health modifier? I wasn't sure which one it was when Dwarfurious originally posted those values.
Yes, health values are the same on all difficulties.
So I suppose now the question is, do we display different resistance percentages, or just display the effective HP for each difficulty.
Effective HP would be more digestible for readers, but not technically accurate.
I guess we could do both with tooltips
the health values seem accurate enough
I'll add them in as place holders at the very least
@swift lark are the health values above as accurate as they seem?
got it confirmed from the game director, yes they are 😃
niiice thanks
@swift lark Can you check something for me? When getting values for enemy resistance scaling I noticed that it seems to scale only up to 3 players. Is that intended? The original code looks to be something like (very pseudocode with some omissions):
x=GetNumberOfPlayers();
numPlayer=3;
if(x<=numPlayer)
numPlayer=x;
return 1.0/EnemyResitances[numPlayer-1];
But this way the 4th value never gets used. Or is there specific conditions where it is used and not in general gameplay?
Does it start at 0?
When I looked at the screenshot dwarf sent me
It lloks like the value starts at 0-3 giving 4 values?
I don't see any issues with that code Oh
Mushu is correct, the array starts at 0
As all arrays should p:
Yes but it will never be 3
Yea I realised just then
Also bug classifications
Lootbug -> small
Glyphid Suicider -> normal
Glyphid Swarmer -> small
Glyphid Spawn -> small
Glyphid Web Spitter -> small
Spitball Infector -> normal
Glyphid Warrior -> small
Glyphid Praetorian -> normal
Glyphid Brood Nexus -> normal
Glyphid Acid Spitter -> small
Glyphid Dreadnought -> small
Cave Leech -> small
Mactera Spawn -> small
Deeptora Honeycomb -> small
Mactera Grabber -> normal
Dreadnoughts are from elimination mission cocoons. Not sure if they are different from natural spawning ones
Neat, thanks.
Dreadnought armor uses resistances from normal.
Some damage modifiers:
Glyphid Brood Nexus Eye -> 500%
Mactera Spawn Stomach -> 300%
Glyphid Head -> 150%
Glyphid Praetorian/Dreadnought Abdoman -> 150%
Spitball Infector Spot -> 400%
Glyphid Dreadnought Flamethrower -> 49%
Mactera Spawn Flamethrower -> 200%
Spitball Infector Flamethrower -> 200%
Spitball Infector Drill -> 200%
Enemy damage modifiers
Hazard 1 -> 0.5
Hazard 2 -> 1.0
Hazard 3 -> 1.5
Hazard 4 -> 2.5
Enemy count modifiers
Hazard 1, 1 player -> 0.2
Hazard 1, 2 players -> 0.4
Hazard 1, 3 players -> 0.6
Hazard 1, 4 players -> 0.8
Hazard 2, 1 player -> 0.25
Hazard 2, 2 players -> 0.5
Hazard 2, 3 players -> 0.75
Hazard 2, 4 players -> 1.0
Hazard 3, 1 player -> 0.5
Hazard 3, 2 players -> 0.75
Hazard 3, 3 players -> 1.0
Hazard 3, 4 players -> 1.25
Hazard 4, 1 player -> 0.75
Hazard 4, 2 players -> 1.0
Hazard 4, 3 players -> 1.25
Hazard 4, 4 players -> 1.5
Friendly fire modifiers
Hazard 1 -> 0.1
Hazard 2 -> 0.33
Hazard 3 -> 0.5
Hazard 4 -> 0.66
Damage amounts
Glyphid Suicider -> Varies, Max 50
Glyphid Swarmer -> 2
Glyphid Spawn -> 2
Glyphid Web Spitter -> 10
Spitball Infector -> Varies, Max 25
Glyphid Warrior -> 4
Glyphid Praetorian Attack -> 12
Glyphid Praetorian Spit -> Varies, Max approx. 12
Glyphid Praetorian Gas -> Varies, Max approx. 3
Glyphid Acid Spitter -> 15
Deeptora Honeycomb -> 3
Glyphid Dreadnought Attack -> 25
Glyphid Dreadnought Fireball -> Varies, Max 40
Glyphid Dreadnought Shockwave -> 85
Cave Leech -> 10
Mactera Spawn -> 15
Exploding Plant Big -> Varies, Max 150
Exploding Plant Medium -> Varies, Max 100
Exploding Plant Small -> Varies, Max 75
Lava geyser -> 2
Lava floor -> Varies, Max approx. 5
Cave Urchin -> Varies, Max approx. 7
Ejector Cactus -> 30
Radioactive Crystal -> Varies, Max approx. 3
Electrocrystal -> Varies, Max approx. 4
Electrocrystal on Pickaxe hit -> 15
max 50 for suicider? on haz2? because on haz4 with 4 people it'll one shot ya, cant be 50 🤔
Yes, those are damages before modifier is applied.
DnaJur MVP
yo could we get some mutator icons?
I'll get them later today.
@gritty bear With or without the background frames?
with
Doing anomalies next
I don't think No Fall Damage is used currently, but I included it anyway.
@hollow jasper The no fall damage icon is Low Gravity anomoly
But there's already another icon for low-gravity
Incorrect one assigned low gravity
So currently in-game it displays the no fall-damage icon for the low gravity anomaly?
I wonder if it was intentional.
🤔 Maybe a future anomaly. I'll keep a lookout for it in game and let you know.
Are you working on a hazard page too?
You could probably ask in #bug-discussion if it's intentional or not.
Like Hazard levels?
Not currently, but maybe in the future.
I think we have just about enough data now (thanks to DnaJur) to fill a dedicated Hazard level page.
Actually i meant like anomalies the additional hazards. Like leech clusters and what not.
Well I was thinking about making a Mutators page which would list all the Anomalies and Warnings.
If that's what you mean.
I was going to add a section on Mutators on the Missions page, the how to play guide has quite a lot of info in it that could be diffused to several pages.
Quick question
Does anyone know how resources are given out to a team after a mission is completed?
I believe everyone gets all the resources collected?
^
Unless the mission is failed where the payout is a fraction of those collected (put in molly)
^
I'd think so, or else mutliplayer would be unpopular
would be a kind of fun game mode... everyone gets what they carry :V
I'm going to steal add a mutator section on the missions page
would kind of fit with dwarves being greedy
yeah, the stealing/trolling would be the problem, i'd rather keep the all for one attitude, although I wouldn't mind people joining later getting less of the rewards
I dont think there should be a distribution off whoever desposits it or else the infighting rush over a gold vein will be worse than it already is
What if it were a competitive gamemode sort of thing?
If gold is deposited into your inventory as you mine it (instead of picking it up), that could potentially work
co-optional elements can be fun
Not the right chatroom for this, but for DRG I'd prefer an indirect PVP system rather than a direct one.
with friends. Battleblock theatre eh?
I'd suggest a more "competitive PvE" rather than direct combat
A mission can have at most one hazard and one anomaly correct?
I do like the indirect PVP in the game, partly because active PVP would be a nightmare for new players
I believe so?
for now...
But maybe there could be a "gold rush" gamemode, with indirect PVP, still waves of monsters, etc. etc., but instead of working to complete a mission, everyone works to collect as much gold as they can
There could be a timer, or a passive timer (waves get worse as time goes on)
I can see it now, dwarves clambering over eachother for gold veins, getting hit by mobs makes you lose some of the gold you are carrying, getting downed makes it all spray like a loot bug death while you slowly revive (~15 sec to autorevive)
anyway
Mactera Plague: ''Only Mactera enemy types will spawn.''
Is there really only Mactera enemies on these missions?
I haven't payed too much attention, but I thought it was in addition to normal spawns
No, just they spawn more than normal
So you still get the normal cast of crawlers and whatnot right?
correct, as far as i have seen. Instead of like 1-4 mactera at times, you usually get 5-9 that come
more often
Alright, last question for now, is each hazard xp bonus the same, and how much is it if yes?
35%?
30% for exploder infestation and the one that loses your shield can’t think of the name
shield disruption
Yes
Ah shucks, I'm going to need to record the required experience values for every level
np lol
Im leveling the digger as my its my last class to finish to 20 so i'll let you know 9-19
that would be awesome if you could
np
Created Experience page, missing values for each levelup however. Copied section from How to Play Guide for player titles.
Created new sections for Missions Page (Mutators and Hazard Bonuses)
level 9 = 11,000
@sweet falcon
Also here are some of the complexity and length bonuses
Awesome, thanks 👍
@sweet falcon sup.
I've been editing for the past 2 hours and have accomplished nothing significant 👍
lol
well you know there is a cheat engine explooit for XP? you could back up your account, reset it, and then cheatengine the values to get each one, you'd have all hte values in like 20 minutes.
or reset account and play a lot of speedruns in solo and get L20 in a day
hmm....
hm, I'm fairly confident in the trend, I'll write a small note or leave a citation needed note
ye or best if you're determined to get he info, go into Haz 1/2's, see what level peeps are and ask them how much XP it costs in the lobby
ooh, thats a pretty good idea
Level 2 - 3.000
Level 3 - 4.000
Level 4 - 5.000
Level 5 - 6.000
Level 6 - 7.000
Level 7 - 8.000
Level 8 - 9.000
Level 9 - 10.000
Level 10 - 11.000
Level 11 - 12.000
Level 12 - 13.000
Level 13 - 14.000
Level 14 - 15.000
Level 15 - 15.500
Level 16 - 16.000
Level 17 - 16.500
Level 18 - 17.000
Level 19 - 17.500
Level 20 - 18.000
Level 20+ - 20.000
Total - 217.500 + 20.000
Ah, perfect, thanks a ton, I'll go ahead and edit the entry now
Numbers as in you need that much to get to that level from the previous one
Also it is a signed int so i do not recommend going above 2.147.483.647 😃
Awesome, thanks for the info 👍
Some values that could be added to the wiki:
Missing amount of gold the compressed gold chunk gives
Missing amount of crafting materials that spawn in each chunk/carryable,
Missing total amount of healing possible from chunk of red sugar
Missing health value auto-regen goes to (Is it 25 Hp?)
Missing perk milestones beyond the initial missions (perk points rewarded and number of objectives needed)
Missing Pages/Objects:
Milestones I posted somewhere above
alright, I'll look into adding those, thanks
All Specific enemy pages, waiting for a template to put in same form as biomes/ores?
Environmental Hazard pages - Sandstorms, Earthquakes, Electric Crystals, Explosive Shrooms,
I'll go and try to add the milestones now, thanks again 👍
@sweet falcon the perks page was originally layed out with how it appears in-game https://deeprockgalactic.gamepedia.com/index.php?title=Perks&diff=3004&oldid=2954
it was a bit of a mess so I reformatted it to what it is now, which ended up bigger but looks nicer
ah, I tried to remake the table by having a left catagory for each main one
starblaster a while ago said he had a more compact idea for it
alright I just like to have the actual numbers there in case it needs to be used by anyone as a reference
I'll edit the text to be a bit more appropriate in a bit
wait, are the milestones cumulative?
Like after claiming the reward for completing 3 objectives and getting the next milestone for 6
Does it start from 0 or 3
3
0
ah, alright, thanks
Look into - the exact amounts of expected morkite to harvest in a mining expedition based off length (footprint icon on mission select)
Might be good to have specific primary objective/secondary objective counts on the missions page
Or even the specific mission page of the amount of content expands enough to warrant it
Speed measurements for mobs? Speed of dreadnaught before and after shell breaking?
Anyone got anything I should add to/change about the milestones table before I commit this re-re-format?
yes I think that's great
Also, perhaps we should start thinking about a version history page, which would link to separate pages for each update + its hotfixes.
Currently looking at the Terraria wiki for inspiration: https://terraria.gamepedia.com/1.3.5
we should make update pages
but how will we report on updates during closed testing?
You mean the experimental branch?
Well we could also do what the Terraria wiki does, where they make the update page pre-emptively, and put a notice at the top indicating that it's all unreleased content.
0.2 is the earliest I could find!
a lot of work to do once we start
Health regeneration is percentage based and is currently set to 15%, so the HP regeneration limit is 16.5
Its configurable so may be subject to perks/upgrades in the future
Chunks have lower limit of 0.5 but no upper limit so it would be whatever maximum resource amount you can get in one pickaxe swing
What I meant was more like how a lot of the crafting resources spawn in seemingly fixed shapes (or are simply carry chunks)
Thinking about how much bismor is in a bismor cube
I'm not quite sure but the number 12 comes to mind when thinking about bismor
a single umanite 'spike' usually has 7
I don't think they are consistent enough. Last 2 pearls that I got were 9 and 16. Umanite was mostly between mid 7s to mid 9s with one outlier at 4 but it was more of a generation problem.
I wrote that hazards give a hazard bonus of 30% after seeing that shield disrupt and mantra swarm give 30%
but I just had a game where cave leech cluster gave 15% :/
odd, last time i saw it the leeches were 20%, either they changed it or its maybe mission specific? its certainly kind of pointless in point extraction
It was indeed a point extract mission where it was worth 15%
anyone wanna get a confirm on that, see if its different on a different mission ?
Ill see if I can find a cave leech again
Haz 2, cave leech +15% (Point Extract)
going to try same mission haz 3 to see if that might change it as well
Also just completed a Haz 2. Also +15%.
did haz 3, still +15%, ill try doing a dif mission type if it comes up
still 15% on search & extract mission
Im almost positive they changed it in hotfix 3, I definitely played multiple cluster missions before and after and haven't seen a 20% since
makes sense, its not really that scary
Exploder is still 30, I'll check othersnow
I feel like they should swap the bonus for exploder and plague
yeah 20% for mactera not enough lol
@merry chasm you mean not survivable.
TBF haven't played since the patch to address the spitter speeds
I think hotfixes should be in a seperate page like "Update 15 Hotfixes"
so what kind of art style is DRG?
"Low Poly" art
@coral oracle
Has anyone confirmed how much "Mactera Plague" increases the hazard bonus by? 20%
Forced restart in middle of working on hazard level page
Committed Hazard Level multiplier data to the wiki, but will either have to rearrange classification from "small" and "normal" (because a Dreadnaught being "small" might be confusing) or have the information readily more visible on specific enemy pages.
Yup
idk should I take it?
I'm contemplating it myself
if you boys are fine with it I'll do it
i saw that and wanted to comment on it, i think either of you are good options, i would totally do it myself, but haven't had the time to actually edit, just lurk everyday, @gritty bear you are Regular dummkopf, right?
ya
The danni (who i believe was the admin) actually isn't even in this discord anymore, stopped being active just as the game released into early access
I speculate that exploders are sick or affected by some fungii
claim wiki button is back
oh my claim was accepted almost instantly...
@hollow jasper I can unlock the front page so you can make improvements
I am unable to promote anyone sadly
Only Gamepedia admins and wiki bureaucrats can promote other users
Also, don't do that to the main page, it should remain a protected page
Any redesigns we have can just be pushed by you or another admin (if we get more)
According to standard Gamepedia procedure, wiki admins should notify a Gamepedia admin (e.g. OOeyes) of anyone they think should recieve a promotion to wiki admin.
@gritty bear You merged [[Ores]] and [[Resources]] the wrong way
I noted in the discussion page that [[Resources]] should be the content page, and [[Ores]] a redirect page.
'Resources' covers much more than 'Ores' does.
On closer inspection I can't even see what was merged at all
Merges are done manually, via copy-pasting. The admin "merge" is a history merge.
when it comes to history anyway
The idea was, we get someone promoted to admin, then I or someone else copy-pastes Ores to Resources
Then the history of Ores is copied over to Resources
Then we turn Ores into a redirect to Resources
ah I see
I'll do the content merge later, I need to cook dinner.
Or, you can do it yourself if you'd like and are currently free.
I've completed the merge as you described
send me any new front page designs you boys may create
abb is this place open to theorys ?
because i got some ideas on the social structure of the gliphs. and some of their forms
like the Explouder seems obvsly sick or afflicted by a the explosive fugii ...
I think each of the templates created so far would be a good place to start adding to the wiki
The ores/resources page would do well to go on there
Salvage mission would benefit from having some more numbers, ie: How quickly it goes up with how many people, how quickly it drains when everyone leaves the circle
I think it goes up at max speed as long as everyone in the server is within the range
by that I mean when there's 2 players playing the mission, to reach the maximum increase 2 are needed
for starters we could assume it's 50% slower if only one is within the range when there's 2 players
Guys i visited you wikia and noticed it is hard to find ores on the home page. I feel as if they would be a very searched thing.
also i might contribute screenshots if you need some
ores/resources is a little bit of a mess right now, the problem imo is actually a little too many pictures (and a lack of formatting)
ill see whats up
ok first off ERR needs to go to others
Crafting/upgrades needs to be Upgrades
We've decided not to add it yet
There is a line between resources and minerals
thats the problem
for example
separate usable from unusable.
Minerals and objective minerals
my opinion
also apoca blooms?
or objective resources
thats more encapsulating
They're not an ore, mineral, or crafting material
They're a secondary objective item
Which I believe we have listed elsewhere
the page is resources
and the sub section
is secondary objectives
i will talk more after this gmae
ill maybe try to make a heiracrchy that covers everything you can pick up
Hm, I was going to make a secondary objectives page, but I wanted to tally how many of each secondary object the missions require
I believe its fixed
i tried
erm
check the bottom bar
is that the kind of organization you were trying to make?
bottom bar?
on the wiki?
im dumb
i literally outplayed myself
well it has my seal of approval then
cool
yeah, starblaster made that nice looking template down there
the page itself is a bit messy
I'll actually mark that page for cleanup now
I feel like pngs that isolate an object really declutter an page and clarify what is being mentioned
the only exception would be wall markings and the like
the box for images has a variable size or nah?
on the Error cube page
Something i noticed about the error cube: it seems to be much more common in sandblasted corridors
Should I add that to the locations section?
Erm, not sure there's any evidence for that
I'd refrain unless there's some verification or justification for as much
that screenshot on the page is the first time I've found it in sandblasted corridors
Maybe it was just me then, but I've found far more error cubes in SC than any other biome. Especially recently
S C?
Assume sandblasted corridors since he was just talking about it
That's it
I though it was wind lasted
They are easier to see on some maps but I don't think they have have a higher spawn rate anywhere
I think they're just easier to spot in SC
i've found them in pretty hard places in some biomes like Dense Biozone
Salvage mission Times (Seconds - Solo - Haz 3 )
Uplink repair time - 20
Uplink Holdout time - ~1:20
Fuel cell arrival - 30
Fuel cell setup - 20
Fuel Cell Holdout - 1:40
Pod calibration - 1:30 (Shown)
uplink holdout suspicious, will try again (also will obtain mini mule assembly time)
all holdout is no downs & no leaving zone
It really is about 1:20 & 1:40
no apparent change in times for difficulty (Haz 2)
Mini mule - 10 seconds
2players on Assembly : 16 seconds (assembly for uplink & fuel cell)
holdout times are same
Salvage mission Times (Seconds -Duo - Haz 3 )
Uplink Holdout time - 1:45 (1 player in zone, duo game)
Fuel Cell Holdout - 2:10? 2:15? (1 player in zone, duo game)
Need more data to determine if relationship is additive or multiplicative
But have good times for if all players are in the zones and none go down (1:20 and 1:40)
Also, visual bug for clients shows full "arrows" until they enter and exit the zone
Main Page:
- Instead of each class make a single "Classes" Icon
- Make it more clear that the "Hoxxes" Icon refers to environments. "Hoxxes/Biomes", or "Hoxxes' Biomes"
- Add Ores/Resources Icon
- Add Missions Icon
I'd like to have the icons for length and cave complexity to use in the hazard_bonus page
I'll get 'em in a bit
@sweet falcon Individual icons, or in groups of three as they appear in-game (or both)?
@hollow jasper what do you think would look better?
Either I'll paste the three feet alternating on or off
Or just paste the full image
I only intend to use them for the hazard bonus page as I've said, I plan to put them in a position similar to the current warnings icons
Well I could probably just take the on/off icons for length and complexity and just make a template that strings them together
Is that worth it?
Actually
Go ahead and do that, later if we get mission dedicated pages for objectives
I Can use the length templates to specify the number of required objective
It'd be more flexible that way, and easier to update if the icons change again, but it also means that readers would have to load more images.
Since the icons would be a fairly small resolution anyway, I'm not sure if it would be noticably slower or not
Alright, you sold me on the template idea
I think I'm going to put everything in a single template.
{{icon cave|length/complexity|on/off}} - for a single icon. Would default to 'on' so the last parameter can be omitted.
{{icon cave|length/complexity|0-3}} - for 3 icons, with the last param controlling how many are 'on'.
Seems perfect to me
I'll add them onto the hazard bonus page and anywhere else that seems appropriate tommrow
I think it wouldn't be a bad idea to start gathering numbers for mission primary requirements based off length as well
Ah hm numbers currently needed to make mission specific pages as well as the secondary objectives page:
Exp gain on completion of primary objectives & secondary objectives (base value?)
Amount of primary objective required per mission (interaction with length if possible/relevant)
Amount of secondary objectives required per mission (should be fixed afaik)
The secondary objective amounts could be merged with their specific pages that already exist
Length is only really relevant for Mining Expedition and Egg Hunt, the other mission types all have fixed lengths afaik
And the experience amounts gained could be put into the experience page
I need to look into the varried dreadnaught amounts for elimination still
I don't believe it seems to be inflicted by length of that changes at all for elimination mission
Search and extract likely also is affected
These ones were slightly harder because they were transparent
And I still need to fix the tiny rim around the border
I may need to have the icon 'triplets' be in a <div> or <span> or something to avoid formatting issues with text wrapping, but test it out first and let me know.
Used in
Weaponupgrade1: x Bismor y jadiz
Cosmetic1: x Bismor y credits
For crafting material specific pages
New warnings and rewards from perk challenges have images of a few things we could use
For starters we should pull the images for new warnings from the experimental branch to prepare for the update, especially if there's going to be an influx of players
oh damn a new update coming up? nice
we try to add experimental things once they are actually out
someone could make a page dedicated to anything showcased in experimentals, which means we'd even document things that never reached the final build
I mean we still have yet to make version pages/ update logs or link major things to the main page
Just some considerations to upload the images so that when the update officially drops the wiki won't be too unprepared
Icons can change before updates reach release, e.g. the Salvage mission icon and the mutator icons.
Even so, uploading the early versions makes it easier to update later, so I'll grab them at some point.
do you people have a data digger? You know, someone who gets into the raw code and looks for stuff that´s not ingame yet?
New milestone requirements
Equipment upgrades/Vanity items milestones: 2 -> 5 -> 10 -> 15 -> 20
Warning milestones: 2 -> 5 -> 10 -> 15 -> 20
Mactera Goo Bomber HP: 400 Damage with a spit attack: 15
^this guys amazing and responsible for probably 80% of the content on the wiki from what I've seen
shouldn´t be he one of the wiki guys if he´s responsible for almost everything on the wiki? 🤔
the creatures of Hoxxes section is lacking an image for the Acid spitter, the Cave Vine and the Harvester. What's taking so long?
Nah, I don't even have a wiki account. I just like posting numbers .
i have only found a two harvesters once in the radioactive biome in like 80 hours
(Harvesters are those passive flying thingies which stick close to the ground, right?)
Maybe i should make a special numbers_dude role 🤔
I mean, do you people need pictures of Harvesters? I just found three yesterday in the dense bio zone
I have one, but I just never got around to cleaning it up.
i mean, i have three if you guys want them
Are any of them against a clean background that can be easily removed? Because I was going to use a frame from the Harvester promo video, which just has a gray background.
i´ll pm them to you and you can be the judge 😄
Bomber new health -> 600
what in the world is that name
Zalgo text on minimal zalgoing it looks like
Is there wiki in finnish of deep rock?
is a wiki ever really finished?
Gamepedia/the MediaWiki software does have the capability to have translated pages, but we'd need dedicated wiki editors to translate any and all English pages to another language, as well as keep them up to date.
Any templates that insert text/links would likely need to be updated
Templates in general become slightly more complicated when needing to add translation support.
@ Dwarfurious: if the subject(s) that a wiki covers come to a point where nothing will ever change, then I'd say yes, you can have a wiki that is 'finished', at least in regards to information anyway. The design and layout of a wiki could technically keep changing forever though, I suppose.
was just bad wordplay
I figured as much, but I felt like answering anyway
The front page looks a bit cluttered on Safari. Is it supposed to look like that?
The front page is missing links to crucial pages such as the reworked ores page, missions page, and mechanics pages (hazard level and hazard bonus)
Only wiki admins can edit the front page (to prevent vandalism I imagine)
A new admin was appointed but Whoever was responsible for that seems to have yet to gotten around to reformatting the front page
That was TommyGun
We never finalised any main page changes here though, I don't think
@gritty bear honk
I don't know why Safari would display the page like that, and I can't debug it myself because I don't have an Apple device to run Safari
The default Gamepedia front page template features basic responsive design.
That WIKI box should have been under DEEP ROCK GALACTIC, not shoved on-top.
It looks the same way on Vivaldi on Windows
Although it maybe just me cutting scripts too much
Anyone know if Chrome does it too when zoomed-in too much?
If so, that would make it a webkit issue
Ah yeah zooming out to 70% fixes it
70%? Vivaldi only bugged out when I zoomed in to 140%
What resolution are you running
Yeah but I have 1366x768
That'd do it, probably
Ok yea, just tested in Chrome
So it appears to be related to the webkit browser engine
Wew, let me tell you I do NOT miss working front-end web monkey... Come to think of it I do not miss working web at all.
Looks like the div doesn't want to stretch down once the page reaches a certain width. I'll look into it further later.
I was gonna make small changes to the front page but never did anything about it
OK, I believe I've found a solution to the main page problem
Changing
@media (min-width: 820px) {
.fmpsections .fmpsectiongroup .fmpsection {
flex-basis: 100%;
max-width: 100%;
}
to
@media (min-width: 820px) {
.fmpsections .fmpsectiongroup .fmpsection {
flex-basis: auto;
max-width: 100%;
}
appears to fix the problem with no noticable side-effects.
@gritty bear Could you apply the change to https://deeprockgalactic.gamepedia.com/MediaWiki:Hydradark.css ? It's a protected page as it affects styling of the entire Wiki.
done
Thanks
@sick sierra @arctic vine @elfin salmon Can you all confirm that the main page displays correctly now?
Cool
Cheers!
Yeah, looks good here too.
Some more useless stats
Flare gun damage: 40
Supply pod damage: 999999
that answers some guy's question
I know after you bring down dreadnaught's armor he will not take damage for a brief moment or something like that
One of two dreadnaughts I killed while testing died instantly but I have not looked into why it is happening.
Maybe if you hit shell hitbox first it absorbs all the damage.
Should temperature be a separate page or tied to the ice biome.
Since I believe players can still accumulate heat from the magma biome, but it has no effect that I know of yet
temperature should be mentioned in each biome's info box
and if the temeprature can be severe enough to impact gameplay then it should be mentioned within that biome's page
imo anyway
Dedicated temperature page and a transclusion of it on the Glacial Strata page.
Until temperature has an actual effect on gameplay [in other biomes], I don't see why all the biomes should mention it.
If at least one other biome recieves temperature mechanics, then I think it would make sense to add a row in the infobox. But currently it's unique to the Glacial Strata, so I don't feel like it's necessary right now.
Fair, although I do believe it'll be likely to have some adverse effect on reaching max temp levels
Created some prelimenary entries for the new biome, if anyone would like to expand and clean them up please do.
https://deeprockgalactic.gamepedia.com/Hoxxes#Glacial_Strata
https://deeprockgalactic.gamepedia.com/Glacial_Strata
TommyGun added entries for both Goo and Ice bombers on the creatures page, though it's lacking HP values, damage values and images.
Not sure how we should organise ice variation enemies
Should also probably get around to finishing the Mactera Bomber image I was cleaning up
Dnajur posted Health and damage
600 and 15
Don't know if out of date
No idea what melee vurnability entails
Numbers were up to date in the version just before the release but I will recheck them now
The frost mobs also have some sort of heat vulnerability to the variants
Bomber health was nerfed to 500 damage is still 15
from:dnajur in:wiki-related-chatroom DnaJur posted some a while back
Some damage modifiers:
Glyphid Brood Nexus Eye -> 500%
Mactera Spawn Stomach -> 300%
Glyphid Head -> 150%
Glyphid Praetorian/Dreadnought Abdoman -> 150%
Spitball Infector Spot -> 400%
Glyphid Dreadnought Flamethrower -> 49%
Mactera Spawn Flamethrower -> 200%
Spitball Infector Flamethrower -> 200%
Spitball Infector Drill -> 200%
How did I not see this
What about explosives on dreadnaught phase 2
My eyeballs are very loose
Fall out all the time
Those are numbers from couple versions back so might not be accurate anymore
Why is there a huge "list of creatures" section at the bottom "the creatures of Hoxxes" page that contains duplicate and old information?
that was the old template before it was changed to the columsn instead of the rows it is no
Are you having a stroke?
The large list was supposed to be a replacement for the current tables, but was never finalised.
rip got the order wrong
I don't think either solution is really that great, but I haven't really drafted an alternate format myself.
I still think we should take an approach similar to the Terraria or Minecraft wikis.
Of course, that would require getting around to making dedicated creature pages for everything.
We oughta take a vote
copy pasted template, didnt even change "as with every biome.. the Magma Core..."
tsk tsk
i edited the glacial strata page a bit, because of dev murmurs I expect to have to make a temperate page soon
oh and obviously we're lacking on images for the glacial strata page
Anyway, I've done my best to "un-stub" the glacial biome page
platform gun and minigun icons need to be updated
I dont think so
Tested damage modifiers again
Critical Weakness multiplies damage to weak spots x5. Shown in parentheses.
Glyphid Brood Nexus Eye -> 500% (500%)
Mactera Spawn (Not Grabber,Bomber) Stomach -> 300% (1500%)
Glyphid Head -> 150% (750%)
Glyphid Praetorian/Dreadnought Abdomen -> 150% (750%)
Spitball Infector Spot -> 400% (400%)
Glyphid Dreadnought Fire/Explosives (Health only, Armor not tested) -> 49% (49%)
Mactera Spawn/Bomber (Not Grabber) Fire/Drill/Pickaxe/Explosives -> 200% (200%)
Spitball Infector Fire -> 200% (200%)
Glacier Glyphid Warrior/Swarmer (Not Bomber) Fire -> 125% (125%)
Frozen Gliphid Warrior/Praetorian (Any bug?) -> 200% (200%)
Any info about the health of vulnerable areas that "pop" like nexus eyes or bomber sacs?
As in how much health they have before rupture
Bomber sacs technically is not a vulnerable area as it doesn't do any more damage. But no haven't looked into how much health those parts have.
Alright, great data, looks like I should make a critical weakness scaling page
Or at least a collapsable section
I think its better to separate it into weakness points and resistances. That's how the game does it. Than just mark which weakness points are multiplied by critical weakness. It is a flat x5 multiplier.
Oh
I don't know if you guys know this already
But when I asked what the damage droppoff on an exploder's bang was
Its 25% at max
Updated the Minigun and Platform Gun icons
thanks
Bomber Sac Health -> 70
Praetorian Armor Section Health -> 100
Nexus Eye Health -> 300 (Killing it does an additional 300 health damage to Nexus)
🤔 300hp for all the eyes combined?
because a single revolver shot blows them out
unless they have 300hp and a huge weakness multiplier
but 300hp spread over 4 eyes would add up
Each one. 500% multiplier is applied to eyes too.
Shall we add the approximate starting depths of different biomes
Could be a nice bit to have on the biome cards
Depth currently doesn't have any actual effect on gameplay though, so it's essentially trivia.
That's also the reason I wanted to replace the color scheme row with abudant and scarce resources. Color scheme is even more egregious because it's not even trivia.
Mentioning depth in the pages themselves seems fine, but I think infoboxes ought to be reserved for gameplay relevant info
Is the starting depth even the same each round? I've never paid much attention to it myself
I want to say it's probably a range based on the current biome, but I also haven't really paid much attention to it either.
I've gotten as deep as -7800m on the new biome
discovered this from the red sugar page on the wiki
fixed it but you could've easily done it yourself lol
it was saying something about my ip being visible if i did... should probably make an account anyway
Updated [[Template:Biome_Infobox]].
Removed color parameter and replaced with abundant and scarce parameters for listing crafting materials.
https://deeprockgalactic.gamepedia.com/Template:Biome_infobox
Is there a cacti page
Or entry
Much like the fungal mushrooms it doesn't seem to have a health bar but is still breakable
It has a health bar, we just can't see it
Nice
So, green barrel in the "There's nothing here" tunnel... ?
can we have a wiki page for the mission modifiers
like cave leech cluster or rich atomosphere
It's already part of the Missions page.
Missions are the main form of gameplay in Deep Rock Galactic. Missions must be selected from the Mission Select terminal, located in front of the green hologlobe on the first floor of the Space Rig. When selecting a mission, a player must first select a Biome then select a mi...
Bottom of the page
Which one is that? Shield disruption is on there
Also on hazard level with their respective bonuses
As previously stated missions and ores could both use front page links
Wait, why would the new biome be deeper...?
Because devs wanted it to be?
Doesn't really make geographical sense
{{FMP icon|Mining_expedition_icon.png|Missions|width=6.25em|size=100}}```
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wtf is this btw:
Why am I level 68 I edited one page
Assuming that's what this system is for?
that is your level across all of gamepedia
Morkite looks alright for Resources
Not sure about ME logo for Missions
Though I can't really think of any alternative icons
Also, that's a lot of icons in the same box
it's not pleasant looking
Could either split off the Dwarves (+ Space Rig maybe) into a separate box, or combine all the classes into a single Dwarves icon
[[Dwarves]] page is pretty empty currently though
don't mind me, just noticed we should probably have this pinned
I think sectioning off the dwarves in their own area would be better than combining them into one
I believe the Dwarves should either have their own row, or be one cell, yes
The problem is that Dwarves don't currently have a non-stub page
although maybe that should change if they bring about more classes
If they have their own box/section, there'll be more room for them to stretch out, so a new class or a few should fit
Should resources be sorted in the template by type, not by objective status?
i.e. Vein/Stalagmite, Item, Heavy Object?
I don't think they need to be sorted that way, you could just tag them with those categories
Would be a nice addition, between Type and Hardness

