#gtfo-game-suggestions

1 messages · Page 11 of 1

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Suggestion from ☕Coffee☕#1940 (301720256790003714)

A sleeper that is just shorter then the Giants but heavily bloated around the stomach region. If players shoot the stomach anyone within a close range would loose HP and poisonous fog would spread out all over a short area infecting people twice as fast as normal poison fog (basically a mobile popper) The only way to safely deal with this sleeper would be to full charge headshot. If its killed by getting hit in the chest it will pop. If its alerted if anything damages it that isn't directed at the head will also cause it to pop.

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Suggestion from LMAOTTHEWW#5200 (439982583774707713)

A pin that you can place on the map. Sometimes you have to leave a consumable since you have another consumable. It would make it a lot easier to find again if you could place a pin on the map rather than having to just run around the map looking for it.

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Suggestion from SoLenYa#4190 (783340179951321158)

i know this might be out there but can we get something in this game that looks something similar to the lightning rifle from the matrix series? i feel like the aesthetics would fit but maybe not the gun itself. i wanna see this thing zap something and cause it to explode.

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Suggestion from R4.5再叫我#0349 (120518185270247426)

||change the colour tentacles of the invis scout to pre alpha's white glow or fading since it doesnt make sense to have colored body parts on something that is invisible||

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Suggestion from TheFleebster#9832 (431110240147079168)

Maybe a new death animation for the scout. When its killed while having its tentacles out the tentacles drop to the floor like wet noodles, instead of them floating then disapearing mid-air.

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Suggestion from OMEGA-07#4829 (445756414028283906)

Option in the lobby to include a specific consumable with the players when they drop (i.e.; select a single spawn of glow-sticks or a single spawn of lockmelters) that shows up with the players at the beginning; possibly with the downside of limiting how many other consumables spawn in the level.

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Suggestion from Squore#0080 (194140960102416384)

a warden door with some sort of locking mechanism requiring a puzzle (e.g. 2 terminal uplinks in adjacent zones) to help spice up the usual security scan

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Suggestion from Rowanmc#6268 (378110890475520002)

mutant cow creature that was an experiment with the infectious agent gone wrong. Room doors all close and lock, the cow boss then charges at the players; you have to dodge it to avoid getting btfo by its horn. Flares can be used to distract it temporarily while you beat the crap out of it. Makes demonic mooing noise when it is about to charge someone.

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Suggestion from Mosquitohispano#6802 (682698230139453600)

Adding to story element. say you complete a certain mission, the warden "congratulates" and says you earned your freedom, however, this could splint into 2 alternative endings were either a huge swarm comes at you (you will die), warden laughs saying you really believed that, or good ending, cut scene of you leaving the prison

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Suggestion from BlumeRoasted#6953 (131476514419113984)

adding a new mission type where all four players drop at different parts of the level and need to meet up through various points to complete the main objectives, meaning most of the level is solo but relies on heavy communication of players

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Suggestion from Rowanmc#6268 (378110890475520002)

make a door that requires a hand scan from a particular player

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Suggestion from Rowanmc#6268 (378110890475520002)

add vending machines that dispense candy in return for primary ammo or coins found in boxes. The candy heals

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Suggestion from GumPum#1216 (486987911951286272)

You know the insanly deep scream the scout does if you kill it after it got allerted? Give it the same sound when you kill it in not-alerted mode too.

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Suggestion from Church#6446 (386511920947134465)

Make the scouts head explode when you one shot it with the revolver ik its just shy of enough damage and all I just really want to see the head pop

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Suggestion from Church#6446 (386511920947134465)

a generator/reactor level where the are is incredibly hot to the point where maybe you lose health in certain places and its hard to see or some other fitting debuff to match the heat but once the power is back on the temperature stabilizes and your characters return to normal

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Suggestion from Miami#2590 (476155049081307144)

gas masks, you could find filters given to you as a consumable to shield yourself from the poison fog temporarily

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Suggestion from Brognar#0214 (627944815614754816)

add ability to ping a location or an enemy

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Suggestion from SoLenYa#4190 (783340179951321158)

there seems to be some desire for temperature to play a role in this game. what if instead of the temperature causing you to lose health if its too hot it instead keeps the creatures at high alert at all times (constantly throbbing) and you can either deal with the area as is or you can drop the temperature (at a terminal or something along those lines) to make enemies in the room go into a more dormant state. you can treat it like a puzzle; one area drops in temp another one can increase etc. im trying to get creative with temperature instead of just doing the hp dropping troupe when its too hot. what if you play with the level design such that the final room can be avoided if you drop the temperature low enough (through multiple terminals and various rooms) so that you can sneak by the room if you choose that strategy, or you can skip dropping the temperature and go in hot and deal with a room full of highly aggravated enemies.🤷‍♂️

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Suggestion from LMAOTTHEWW#5200 (439982583774707713)

Add a cooldown to the resource box/locker voiceline

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Suggestion from Holls#9369 (282746992428580866)

Make an "unkillable" enemy in the vein of the Ubermorph from Dead Space. That means you can down it but its body stays on the map, and after a certain point it regenerates and starts stalking you again through the entire level. It only walks, never runs. Doesn't roar or intentionally trigger rooms but just beelines towards you, making this more suspenseful and scary than annoying. This adds another factor to consider when planning strategy for stealth (eg. having to strategically down it right before you have a room with scouts so you can deal with that in peace). Obviously this enemy doesn't appear in every difficulty, but can be reserved for an Extreme or Overload selection. Cheers! shooter

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Suggestion from SubbyDy#6622 (359396515367616513)

When you walk up to someone to give them resources (like ammo or meds), and you get a prompt like "Hold E to give ammo to Player1", the player's name on that prompt could be written in the same color designated to that player (for example "Hold E to give ammo to <purple starts>Player1<purple ends>"). And the color could remain the same yellow-ish color used for the rest of the text when giving resources to yourself. That would make it easier to immediately determine if you're giving resources to the right person (i.e. when standing on a scan).

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Suggestion from mccad00#8360 (161610519546036224)

make the alarm sequence sound effect louder and more apparent. It's difficult to believe such a quiet alarm with such a low proximity is drawing in so many enemies

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Suggestion from Pigeon#7735 (365940785436164108)

I'm colorblind in the red spectrum can we change the IIx syringe and L2-LP syringe into different spectrum.

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Suggestion from Floral.#2159 (439812892850651160)

maybe a swarm mode? You have much more ammo, more health, and your objective is to completely clear the stage of enemies. you could obtain buffs such as "+.5% primary weapon dmg" for doing side quests/objectives. obviously not a very fleshed out idea and plenty to experiment with, but I think that could be fun, not for everyone though.

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Suggestion from Khreis#2098 (266717766684377088)

A small shooting range/training zone where players can self-test weapons and tools. Maybe a few padlocked containers/hack containers/doors (with supplies/consumables) to familiarize players with the mechanics, or let veterans test new rundown weapons and tools. Make it bare-bones minimum otherwise and end with them entering a stasis chamber, as if that's legitimately the only training they were allowed from the warden before being given a work order and dropped.

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Suggestion from mccad00#8360 (161610519546036224)

context specific lockers/box designs that are more well integrated into the level geometry, such as lockers embedded into walls, briefcases, shipping boxes, etc

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Suggestion from S1c#0478 (445676662642966548)

It will be very useful when you use "query" command on closed lockers and boxes it can show not only resources but consumables too

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Suggestion from ! 💗Rukzmi💗#9099 (366699806090985472)

Have a simple big map with a wave system with a global leader bored, also a simple anticheat as i ran into two people using some real simple cheats that you can do yourself using a memory editor

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Suggestion from WaffleTheEpic#5972 (494377296786882562)

Rundown in an R&D or science sector with a large biome/greenhouse room. Biodome room is initially too dangerous to traverse with unfiltered/contaminated air from fungal-infected flora. Possibly have an item for limited traversal of the biodome until air filtration can be turned back on. New enemy types based on fungal-infected animals that scientists experimented on (kind of like Alien where other xeno-animals exist).

Unrelated suggestion but enemy type based on inmates from previous runs/tasks i.e. Snorkel from STALKER that became infected or didn't make it through their Rundown. Armored with different behavior from normal Strikers/Chargers.

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Suggestion from Hobo_Gremlin#8793 (279052688581328896)

A new way of acquiring the terminal codes to require more participation from the full group on a reactor level. Have more terminal spawns, and let the read_reactorverx03.log file generate a single letter to the 4-letter command. This means each player, or at least more players, would need to get to terminals to solve the 4-letter command to advance the reactor_verify command. I think this would advance the skill level of the players by forcing more terminal use by the whole team.

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Suggestion from Crono#3065 (684923128408834058)

when hosting a lobby add a difficulty(hard, extreme etc.) toggle so that players can find specific lobbies that match their matchmaking settings. In the matchmaking menu, also add this difficulty filter so that they are only matched with lobbies that want to play one that specific difficulty

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Suggestion from Bluemuffin2018#8237 (509398978258010135)

I got an idea today and if someone else came up with it already please inform me. But anyways... A freaking RPG (Rocket Propelled Gun). Wait! I know what your thinking! That it'll make it too easy right? I have restrictions for it so it isn't broken. First off, extremely limited ammo. I was thinking a max of 2 (Maybe 3?) rockets. You get one rocket per ammo pack use. The RPG would also be used to clear mostly little guys and will not one shot big guys. It will be a crowd controller 🙂

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Suggestion from Floral.#2159 (439812892850651160)

this has prolly been suggested a million times, but in case not.. Items should be stackable, lets say the max you can hold for glowsticks is 10, I have 4 currently and I come across a stack of 6, when I pick up the 6 glowsticks, I should have 10 glowsticks, not 6. I think it would make more sense to add to your stack instead of just swapping the amount you currently have for the amount you just found.

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Suggestion from Margwa#1987 (286639707318648843)

essentially an open world expedition (like, maybe as a bonus for finishing other expeditions). You have access to a large amount of zones, and you go around doing different objectives. You can extract whenever you want, but it requires at least 2/3 (or 3/4) of your team to do so. As you progress, the game gets harder, until the final door in which you can extract. Instead of like traditional expeditions where there's 4 different numbers for clearing a level, it would be something like one number is the amount of times you've 100%ed it, the other number is the amount of objectives you've done.

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Suggestion from Seris#2247 (257549172071333888)

Add a type of rare spawn of sleeper that looks like any other sleeper except it occasionally wakes up and essentially sleepwalks to a different position. This will spike up the creepiness of the game by quite a bit because you would never know if the room has a sleepwalker or not unless you stake it out. It will also be a nice difficulty progression to stealth missions in harder expeditions as it has become quite easy to stealth enemies once you're accustomed.

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Suggestion from ProjektFighter#8647 (595171546092535819)

instead of fixing the auto pistol reload bug, change magazine capacity to 70

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Suggestion from LMAOTTHEWW#5200 (439982583774707713)

Add an option to have a match that is non joinable. Sometimes when you want to solo a run people come in and ruin it.

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Suggestion from Woah...#9641 (417828337885642773)

the day around or leading up to Christmas or even just for Christmas (this year or next year) have the sleepers wear bloody (or non bloody) Christmas hats

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Suggestion from Greg,#5779 (127927237050761216)

Option for a 5th player to be a "Director" similar to Battlefield 4's Commander role. The Director is the only player who can view the map and has to give verbal directions/information to the players. Give them puzzles or certain actions to perform that the players in-game are unable to do

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Suggestion from Ita#7533 (142101556915863552)

There could be something else that allows for movement between parts of the level besides big blue security doors. Lowering a bridge, blowing up part of a wall, even riding a tram car Half-Life style. There could be gameplay differences obviously, but I think at least visually it could be nice just to spice up the environment.

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Suggestion from 老渣xLarge-UselessnesSx#8963 (441470190014693386)

on bioscaner let enemy's icon pulse when monsters are listening and pulse harder when they nearly to wake up.

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Suggestion from Paul Prudhomme#1453 (198575970624471040)

The ability to have a secondary keybind for things would be incredibly useful. I like to have things like crouch and shove bound to the side buttons of my mouse but I would like to be able to have them on my keyboard as well.

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Suggestion from water#8453 (284336719627812865)

an enemy idea: a really tall and slender enemy that goes away when you look at it, you can kill it but its hard because of how fast it moves. it starts of more annoying than anything, spitting blood in your face covering your screen stuff like that. but as you kill more enemies it gets more violent, starts dealing damage and waking rooms up.

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Suggestion from mccad00#8360 (161610519546036224)

an enemy with similar behavior to a scout, but capable of traveling between rooms, or even opening doors. Cannot be killed, but hurting it enough will cause it to temporarily retreat, returning to a passive 'patrolling' state once all alerted enemies are killed. I think it could seriously add a lot of tension to stealth. For instance, imagine the scenario of needing to have your entire team sneak through a scout room without being able to kill it.

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Suggestion from mccad00#8360 (161610519546036224)

instead of enemies knowing exactly where each player is upon aggro, alerted enemies should simply have a heightened sense of awareness. Any player who is hit by an enemy will be marked with a 'pheromone' which will guide alerted enemies to your exact position, regardless of stealth, for a short while. Players who are unmarked will not draw the attention of enemies unless they produce sound or are visible within a certain radius.
If players are alive while enemies are aggroed, the enemies will simply patrol nearby rooms for a while before eventually returning to a sleeping state. These sleeping enemies dont return to their original positions, but stay in whatever positions they were while aggroed

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Suggestion from mccad00#8360 (161610519546036224)

disable or greatly reduce character banter/dialogue when in a solo lobby

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Suggestion from mccad00#8360 (161610519546036224)

enemies without a head have a reduced ability to alert rooms; their screams should be heavily muffled and only capable of waking up enemies within a close radius. More distant enemies would either begin to glow or pulse

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Suggestion from mccad00#8360 (161610519546036224)

high level terminal commands capable of more deeply interacting with the level, such as opening/closing normal doors, accessing encrypted log files, activating disabled security doors, and reducing/disabling security alarms. These commands would be gated behind administrator privileges on the terminals, and in order to access them players would need to find terminal passwords hidden in the level. Placement of these passwords could be used to create alternative routes through levels where players could, for example, bypass 1 security door by finding a password through a different, optional door.

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Suggestion from LMAOTTHEWW#5200 (439982583774707713)

Shadow scans. You can't see the scans unless your flashlight is on it. This will increase the usefulness of the LR Flashlight and it would be a nice variation from normal scans.

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Suggestion from FightforUsers#7454 (161355383779229696)

Not sure if someone has already suggested this, but can we be able to switch our characters before dropping? I wanna play as Dauda, even if I host the lobby!

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Suggestion from Sc0ne#1057 (381461532783017986)

adding on to the thought above me what if we could have preferred characters / preferred colors like in csgo? That way if somebody says "Blue I need you to pick up this medpack" you can already have a good idea of whether you are that color or not

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Suggestion from LMAOTTHEWW#5200 (439982583774707713)

decoy grenade, a grenade that you can throw that sleepers chase for a short period of time.

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Suggestion from Space man#5236 (770285172033454140)

Turret roomba

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Suggestion from Fuu#9535 (163129608135376896)

Audio option to disable the hyperventilating/heavy breathing at the beginning of drops. Can trigger ptsd/panic attacks.

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Suggestion from 21#2140 (617800260324032530)

when a sleeper is pulsing, make its icon on the biotracker pulse, not needed but its a cool detail

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Suggestion from LMAOTTHEWW#5200 (439982583774707713)

Duel wield pistols. Similar to the pistol but you have two. The downside compared to the regular pistol is the lack of ads making it less accurate.

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Suggestion from Миха Водолаз#5842 (298587252873887744)

Add some sort of consumable granade or option for mine deployer to switch mod from laser triggered explosion to remote one, that way you would have another way of dealing with large concentrations of enemes.

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Suggestion from Veag(Егор)#3806 (363294455169679361)

Add option for prisoners to open some sort of small "power room" (similar to the sanitizing room) throgh the scan siquense so they can turn on the lights in a certain wing of the level where are no lights at all.

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Suggestion from Nach0vSKY#9317 (468833671957446702)

ADS when you put toggle ads in the options should be same speed as normal ads without the toggle option, also when you take out ADS should be the same speed

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Suggestion from Nach0vSKY#9317 (468833671957446702)

i think it would be nice to have cosmetics when you finish the rundown like a barcode in your neck but that can also be represented on a digital pad that you have on your arm so in 1st you can look how the barcode looks or "symbol";would make sense since we are prisoners. It also would be nice to change your gloves since it's something you can appreciate in 1st person. I think that this cosmetics should only be attainable by playing and also nothing in a crazy color or something that goes away from the feeling of the game. But nice cosmetics that fit the game could be awesome. The cosmetics should in the parts you can see in the player so you can also appreciate it in 1st person. The barcode should be in the neck but in the digital pad of the arm you should also see the barcode and/or symbol.

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Suggestion from LMAOTTHEWW#5200 (439982583774707713)

Different color scans for different class alarms.

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Suggestion from Marjuna#2332 (252956382200856577)

Just like how when you are 100% infected you get the little green lines of infection trail down your mask, have blood occasionally trail down the mask when the player is at or below 20% HP. Obviously since in this game there are a lot of sections where you are at 20 the trickling shouldn't be very frequent but it would be a cool touch of detail, would also give another reason to add wiping your mask.

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Suggestion from FoolishAmbassador#8158 (249972536455069698)

Hi Guys. I have a small feature suggestion regarding TOGGLE RUN option in the menu. Today I aggro'd the whole room because how the current toggle run works.. ;/
Current behavior: When I press the run button once and leave it - I will run until I'll press the run button again. If the toggle is on and I stopped moving then I will start to run again (classic toggle).
I would want to have the ability to auto run like its implemented in other games (such as battlefield for instance..)
Wanted behavior: When I press the run button once and leave it - I will run for the duration of my movement (until I stop moving). Then if I start walking again it will just do a normal walk.

I hope that makes sense.
Thank you!

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Suggestion from Franky#6756 (342615522145206273)

New enemy type New sleeper Name: Seer look: He looks like a normal sleeper but has big eyes on his head Ability: If a player stands 3-5 meters in front of him, it will be triggered and alert the room. You can only kill him if you stand behind him

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Suggestion from Vin#7076 (320971021660323844)

a singleplayer mode that removes a percentage of the enemies so the game is easier for solo players

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Suggestion from Khreis#2098 (266717766684377088)

photo-negative hipfire crosshairs, so you can see them in any condition. IE- if they are in a foggy white zone, they'll appear black, and in a pitch-black zone, they'll appear white. As it stands, the current crosshairs can vanish in certain conditions, and this would remedy that. Note, it does not apply to weapon optics.

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Suggestion from 94-0236313-0#0094 (526575545589170208)

Ability to have one key bound to Crouch (Toggle) and another key bound to Crouch (Hold) simultaneously, thus allowing the use of both interchangeably on-the-fly.

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Suggestion from Kerse#0001 (663189296995369002)

I'm not sure if many will like this idea but... Sustained Scan but with Shadows

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Suggestion from mccad00#8360 (161610519546036224)

properly integrate lobbies with steam to ensure that players get added to the ‘recently played with’ tab

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Suggestion from GingerBreadTruck#0753 (536709835178377238)

screecher doors
designed similarly to apex(warden) doors in how they have the triangle of doom, but instead of menacing black and red, it's alternating from white to pale green going across the door horizontally(the stripes would be faced horizontal). when the door is opening, loud metallic screeches emit from it, alerting whatever is on the other side(unlike bloody doors, they won't spawn enemies, but would rather have high threat enemies behind them already, such as mothers, tanks, ||shadow giants, if they make a reappearance||, and other future enemies like them. the door would also typically have higher alarms on it like an apex(warden) door does. so instead of having 1-4 waves of scans(I'm including bioscans in this) it would range from 5 to 9.

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Suggestion from LMAOTTHEWW#5200 (439982583774707713)

double barrel shotgun. a close quarter shotgun dealing high damage that can fire off two quick shots before reloading. it could have a slightly larger ammo reserve than the regular shotgun.

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Suggestion from 01-Mikoru#1589 (230748329867214848)

Enemies no longer track outside zone (unless players are standing outside an open door into zone). After dispatching all players in a zone and no longer seeing anyone go back to sleep, or low alert. Reviving now makes noise, and may wake up a nearby sleeper (you're heavily injured, getting picked up isn't going to be comfortable). Dragging mechanic to allow players to be moved to a safe place to revive, makes less noise than reviving. If room is woken again, they begin existing behavior to prevent abusing the going back to sleep mechanic

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Suggestion from Kaldonis#3626 (293598514850824203)

(Sorry if this has been suggested before) A very simplistic character customization. A simple skin and face customizer, even though we wear helmets. As well as a simple armor customizer. Nothing crazy looking, and nothing crazy colored. Rough and rugged like what we spawn with, but you'd get to choose what models to wear. No in game bonuses or advantages, or changed hitboxes.

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Suggestion from GraveyardGhul#1488 (196327807393988608)

meaby some kind of "modulator" on voice chat that you can change in options, like walkie-talkie style to make game more immersive

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Suggestion from mccad00#8360 (161610519546036224)

A voice chat volume slider in the pause screen. There are already sliders for individual players, but a universal volume slider would help to more easily balance out voice chat volume with in game sound effects and music.

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Suggestion from Kaldonis#3626 (293598514850824203)

A new status effect. Marked, or Pheromoned, or something. Your character has some stinky stuff on you now! Alerted enemies will prefer you, over other team mates. This wont wake up sleepers. It does not go away when you're downed. You must find a sanitation station, or maybe a cleaning consumable. Could be applied by a new enemy type, but that's not the suggestion here. Just that the status effect exist in some form.

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Suggestion from Mr.Nebelwerfer#8883 (336974165082898434)

A electro shock mine that slows down enemies and hurts them slightly but does not freeze them like the c-foam, additionally it can be recharged with batteries on the ground, and when it is out of charge it can be picked up again. It could become less effective if more enemies are in range because it cant draw enough power.

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Suggestion from Kaldonis#3626 (293598514850824203)

many people are suggesting wondering enemies that walk the whole map, and other very perceptive enemy types. To add to this, i suggest that glowsticks be able to distract these guys, if they're not alerted or something. Wouldn't distract stronger things like Scouts though, and super weak enemies would be too stupid to recognize it. this is just an additional suggestion to wondering / perceptive enemies others are suggesting.

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Suggestion from D0VAHKlN#9859 (325085305361399809)

For controller support. Have a button to do a 180 turn to help for slower aiming sensitivity. Also map the Up-d pad to Melee and Primary (hold to get to melee), give room for consumables (can hold Right D-pad for tools). Gives room for resources packs.

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Suggestion from R0K3TC4T#1535 (317173276541583361)

HEL shotgun
The idea is that this special weapon is not just another titan killer special, but is to be used on swarms of regular enemies instead. The shotgun fires several low damage over-penetrating pellets in a cone, in order to decrease the health of sleepers in a group and act as a support weapon. This would NOT be a 1-click solution to a horde, but would offer some variety in the special weapon options aside from "kill big thing well".

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Suggestion from Molyumi#6521 (178967825929469952)

(Fluff) Have players able to see other players' heads move during the drop sequence

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Suggestion from Teh Reel MVP#4644 (310962030607859712)

I think the sniper sentry should prioritize scouts over all enemy types. In its current form I don't think it makes sense to run it since it could lock onto the wrong enemy and result in a scout alert.

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Suggestion from sparky#6481 (173597332699480064)

alarm door that goes off constantly giving a trickle of sleepers coming from other rooms (already exists) but the option to plunge the entire zone into darkness by cutting the power to that zone. (Not sure if the terminals would still function or how other doors would operate, maybe an animation that locks the player into manually lifting up the door to get through as the hydraulics are no longer being powered?)

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Suggestion from Kaldonis#3626 (293598514850824203)

(Future suggestion) if character customization is added, with decal colors: add an adaptive decal that changes to whatever color your player is. If you're player blue, then your prisoner details appear a faded, scraped off blue.

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Suggestion from Khreis#2098 (266717766684377088)

"Shotgun timing." Basically, real living people are able to fire pump-action shotguns at a rate that makes the GTFO guys look like morons. However, there is a trick to it. Make an internal timing for the pump shotgun where if you time it just right between the cycling, that is, just after the forward pump cycles another shell into the chamber and it's closed, you have a very small window to fire where it increases your cycle rate. If you are too early, it won't fire, and if you're too late, it slows it all down. See: brutal doom shotgun ironsights. It would give the shotgun some more utility, but only if you can master the timing.

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Suggestion from DΞΧTΞRITY#0276 (540408793872334859)

Sniper Turrets should prioritize the line of sight that deals the most damage in a single bullet.
Basically what I mean is if there's a single enemy on the left and two enemies on the right in single file, the turret will prioritize the two single file, because a single bullet will hurt two enemies rather than one.

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Suggestion from WaffleTheEpic#5972 (494377296786882562)

Enemy type based on wasp's/bees' ability to secrete a "swarm" pheromone when killed. Alerts all sleepers in the immediate area when killed, but only aggros towards the one who killed the pheromone sleeper.

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Suggestion from Haxzer#8617 (220812694649831424)

ability to shoot hack locks on doors, but it makes it so the door can no longer be closed, stays jammed open

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Suggestion from Leo/Gamer#6968 (655490764373229578)

Please make it so that you can see the cartridges better when they are shot out of the gun, so that you can see them flying away from the ego persepctive

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Suggestion from Leo/Gamer#6968 (655490764373229578)

Please make statistics purely e.g. hit rate, kills per round, kills / down ...

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Suggestion from Dubstek#2845 (424245220465573919)

player can actually make their own RUNDOWN map and place sleepers in GTFO by using development tool. Since the game's engine is Unity, it is expected that it will be possible to build a platform dedicated to map production.

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Suggestion from Dubstek#2845 (424245220465573919)

Similar to games like Left 4 Dead, I would like to see more detail in the results window after the mission at GTFO about each contribution, kind of like who killed the slippers as many as possible, who accidentally fired the other prisoners, who treated them the most.

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Suggestion from Mr.Nebelwerfer#8883 (336974165082898434)

a flamethrower simple as that or a pump with dragon shots

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Suggestion from 𝓢𝓵𝓸𝓽𝓱#6952 (309851821080313856)

special containment subjects located in lab theme floors that were contained before the what seems like outbreak happened. subject 1 one of the first encounters of the now known sleepers. Looks almost like a normal human but has had many deformities due to the spreading of the virus. When in line of sight will bang on the glass aggravating a general area near its containment and if left in line of sight to long will alert the enemies in its area. subject 2 one of the first encounters of a titan. Has small appearances of a normal human that has an enlarged body that has not fully been turned into a titan. Will be alerted similarly to how subject 1 gets alerted, but can break down the containment if left unchecked causing a containment breach and alarm that wakes up the entire room also opening is cell that it was in. In their containment could contain items like med-packs or key items like blood-samples. Containment zones can be breached by breaking the window either by hammers or enough gun shots or by activating a timed opening sequence that shatters the glass probably accessed through a multiple step hacking terminal.

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Suggestion from Althix_Grim#2010 (186678172543221761)

this is more something that kinda was spurred from a mod support suggestion with adding custom community made rundowns and the like but with mod support for all that what if there was a community spotlight as well for some of these custom levels? you could cylcle in 3 of them (or more this is just a rough idea) on a monthly rotation or with each rundown spotlighting the creator/creators of the community made level, in addition it could maybe make use of some communmity made weapons/enemies (within reason of course) to encourage more of the communities creativity possibly somewhat like that of tennogen from warframe (community made skins for the fashion market of the game, skin creators earn a cut from cosmetics they made that are sold)

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Suggestion from Leo/Gamer#6968 (655490764373229578)

If you can later customize weapons and players, it would be great if you have to unlock or buy some things first that are not necessarily better than others but still bring a player-dependent advantage with them, e.g. an attachment that makes shooting from the hip easier but makes shooting out of sight more difficult because it is not an advantage but still balanced but if you shoot from the hip more often that would be a help and if you shoot more out of sight then can you just choose a different attachment

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Suggestion from Rayalot72#0742 (111990475744944128)

Tile clusters need more that can break them up. Rn, if you see one particular tile you can pretty easily deduce what tiles are going to be around it, as particular tiles are built to connect to particular other titles. This won't change unless you reach the edge of a particular tile cluster. Would be nice if tile clusters had a few possible layouts which could generate so that you can't know the exact rooms you'll find without having visited that area of the map before. Some structures shake this up well enough by dramatically changing how some tiles look, but it often still feels wanting.

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Suggestion from Metaphorreur#2231 (169666975692357632)

Hello there, GTFO player here,
Suggestion : I'd find it great to be able to save preferences in menu for colors (Blue, Pink, Purple, etc.), since ingame we usually call ourselves by our colors instead of the names of the players, sometimes complicated or long (hey blue, come here take this ammopack, etc.)

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Suggestion from Leo/Gamer#6968 (655490764373229578)

Until now it always bothers me that when the sleepers break open the doors, it is not taken into account from which direction they break the door. sometimes the bent metal of the door points in the wrong direction although it should actually point in the other

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Suggestion from mccad00#8360 (161610519546036224)

a new type of deeply mutated sleeper that resides in fog. Wakes up in reaction to fog being repelled away from it

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Suggestion from Kaldonis#3626 (293598514850824203)

Rare Enemy Type: The Siren. One or two per map. They make melodic, but haunting vocals. They add to the suspension of the game by throwing their voice, and making it sound as though they are behind doors that they aren't. You might approach a door with your party, and hear them as though they were right on the other side, when in reality theyre somewhere else. They would scream like a scout, but don't have tentacles or anything. Just a normal sleeper with a different model. Maybe a fat, choked looking throat for their modified vocal cords.

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Suggestion from Hayden#9258 (195988252413394944)

An animation for inserting the bulkhead key intro the bulkhead hub. This could impact speed running, but maybe it could be an option that can be turned off, so not to impair them.

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Suggestion from Jeffthehampster#4966 (343574731783405569)

A level in which to finish the level you must locate a longrange flashlight around the map and shine it through the gaps of a broken very slightly open security door to awake and anger either a tank or an even deadlier creature to bust through the security door then must be killed or ran past (which would be very hard) and then exit the level

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Suggestion from FLFFL#2311 (156913492627030016)

Stealth threat: The Runner
Wandering stealth enemy, like a scout. Alerts when a player gets close enough. Once alerted it will start running away from the towards the next closest area, if it encounters a door it will attempt to break through it. If the runner gets far enough away from the players it will scream and awaken whatever rooms it passed through.

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Suggestion from GoHamInHogHeaven#1868 (167739962157039617)

Ideally ADS sensitivity should just scale with FOV, so an FOV that is .75% of the players chosen FOV should be .75% sensitivity. Ideally you should implement separate sliders for the different zoom levels, or atleast offer 2 settings for sensitivity. 1 that maintains distance (a 360 hip-fire will also be a 360 when ADS) and 1 that maintains sensitivity across ADS like I mentioned.

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Suggestion from GumPum#1216 (486987911951286272)

Field of view 55 is just ridiculous. Change default to a higher value like 75. All beginner play like they are wearing field glasses. You can see that in nearly every gtfo stream and it's pain in my eyes. pls

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Suggestion from Kaldonis#3626 (293598514850824203)

For single player: Allow a log off save state. This is not for being able to revert progress. It just allows you to log out and leave your computer. If you die, it is lost. Make a warning that once the save is opened again it is instantly lost, too. That way people don't just log out and return to where they left off. We want to make sure this can't be used to cheat, but it would be nice to have something to allow for more casual single playing.

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Suggestion from TARROK#7266 (774907121942659132)

what i like to see: -after a rundown is over - give us playthrough-videos of the developers beating each expedition and each difficulty layer up to prisoner efficiency of that rundown

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Suggestion from Buck#0032 (307392720408805377)

Next Christmas give the sleepers Santa hats. Please and thanks

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Suggestion from C|K#0976 (296094259357024258)

C-Foam sentries, no damage output but slows them down. Perhaps has AI that only foams un-foamed enemies? Might not be a good idea for the AI thing, because it would cause you to have to make a check on them that tells if they are foamed. If possible, perhaps make other sentries prioritize un-foamed enemies? Sentry AI right now is perfect, but if they could prioritize the real threat first, that would be a big upgrade. Love the game so far!

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Suggestion from ✪ Dark#0001 (445649271681712150)

Next Rundown add attachments for weapone's for like ar new scopes for sniper new long scope or attachments like grip's

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Suggestion from LMAOTTHEWW#5200 (439982583774707713)

time limit scans. Scans that you have to complete within a certain amount of time before they reset and move.

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Suggestion from Jeffthehampster#4966 (343574731783405569)

Lank, a boss like enemy which only spawns in very certain places as is basically unkillable except for a bulb in its mouth that can only be shot went it screams (which lasts for a bit) and it looks like a very tall and skinny striker but its jaws are horizontal (unlike the strikers vertical jaws) and if it scream it would summon a wave like a scout but if killed before the scream is over it will stop the wave from spawning

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Suggestion from daddythickpole#0705 (493127347386449930)

The scout noodles extension and subsequent wave if triggered should be based on a percentage. If you trigger the noodles at 50% length a 50% scout wave will spawn. Maximum length a maximum wave. 10% noodle length a 10% scout wave and so on. For rooms with multiple scouts it’s a bit more tricky, but I would say each wave would be equal to the one initially triggered, but if you want to keep it incredibly difficult then 100% for other scouts in the room.

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Suggestion from Henx#6595 (497463015009026058)

Add Easter Eggs in some levels. For example, a parallel to the franchise "Aliens" or other similar franchises. It brings a smile.

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Suggestion from daddythickpole#0705 (493127347386449930)

The ability to either physically mount your turret in the first person or to mount your turret via third person such as turning on a tablet that you remotely control from any other location. This gives the user control over what the turret targets.

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Suggestion from Gorilla#2079 (216376055726997505)

replace the reactor startup noises with a more realistic approach to the noise it already has by hiring a duck to work for 10 chambers

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Suggestion from Church356#4114 (571480007319355403)

add a feature to where people with snipers can have different types of ammo, which can be changed with a keybind, snipers choose which types of ammo they bring, the different ammo being,

standard rounds unchanged rounds;

poison coated rounds, max 2-4 rounds getting carried, deals damage until enemy is dead, poison doesn't effect certain enemies, how fast the sleeper dies based on where they were hit, refilled through ammo packs;

energized rounds, gas based like the hel gun, max 12 because it is gas meaning it is lighter, also produces minimum sound, can only be picked up through gas canisters across the map;

APCR rounds, based off actual armour piercing rounds, only carry 3 magazines, 1 round each, round is able to kill the "zits" but can only be refilled through finding the ammo across the map

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Suggestion from Nicholas#9885 (230721149779050499)

Scenario: Had an idea where for a map, you only spawn in only with hammers. You'll need to acquire guns as you go, maybe even have it as an objective. How would this mess with the dynamics of the game? I'm not too sure, but it seems like a neat idea. You already spawn in with weapons at like half ammo capacity, and the warden doesn't exactly care about you surviving since they throw you in with low survival chances regardless.

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Suggestion from 「 ʕ•ﻌ•ʔ 」#5146 (523635670431039515)

Sonar Lense
Sonar Lense is a device which allows you to ping the area around you like a sonar wave. This outlines everything in the area in a Grid Pattern allowing you and your teammates to briefly see their surroundings without alerting the enemy.
This does not highlight items but does outline Storage boxes and Lockers aswell as doors in Orange solid colors.
This has limited use via a battery icon and has a limited range of sonar wave. it makes a small bleep and the Grid Pattern is red and white. Useful for dark areas, fog areas or places where the Flashlight would prove fatal.

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Suggestion from 「 ʕ•ﻌ•ʔ 」#5146 (523635670431039515)

LockDown sections
LockDown's are security breach protocols in which each room has all doors locked for a brief period and certain parts of the room have Laser Trip Wires which hurt both the enemy and player.
This only happens when a Detector is activated. Its like a security camera for a room but moves around at a slow pace, sound wont trigger it and it can be disabled from the back. (its like a medium sized ball rolling across the ground)
LockDown's are disabled after a period of time or until the Detector is disabled.

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Suggestion from Ita#7533 (142101556915863552)

A full rework to stealth mechanics in which shooters and their variants all utilize a different “detection” mechanic than strikers. The particular rework I have in mind is one where shooters have wandering AI (where they will wander along either predetermined patrol routs or randomly) and detect players via line of sight. If a player is in direct line of sight of the shooter within a 180 degree field based on the direction it is facing, the shooter will stop in their tracks and stare the player down, beginning to glow similarly to current sleepers (should be a different color for the sake of clarity). If the player is unable to break line of sight within a period of 2-3 seconds, the shooter will become alerted and scream, entering combat. In addition, since they would be sight based, glowsticks could be used to distract them for a short period of time, causing them to turn towards them when they fully light up. I feel this would make stealth far more dynamic and interesting, because as it stands, the only thing that causes stealth to become harder right now is the sheer volume of enemies spammed into a single space. This change would not only make these raw numbers matter, but also the relative quantities between enemy types, enemy placement and paths, and the actual map layout, leading to dynamic stealth encounters where each room feels different than the last, and difficulty is organic rather than forced through just overwhelming the players.

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Suggestion from Squore#0080 (194140960102416384)

Variants of team scans, e.g. a split 4 person team scan

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Suggestion from 「 ʕ•ﻌ•ʔ 」#5146 (523635670431039515)

A.P.M (Advanced.Prototype.Mod) / Harder Hacks
A.P.M's are extremely rare and difficult to obtain attachments for your weapons. They can be found in lockers with a more difficult hack that takes more time to do or has more stages.
Developed or shipped by or to the sectors you explore these beauties make your weapons feel like something advanced. Want a faster charge time on your melee? Graphite Frame helps by making your weapon lighter but still keeping it in the strong suite. Feeling a bit shaky in the hands? ease your fear with the Laser Tracker, a laser sight for your guns capable of outlining the enemy your aiming down at! Does your turret feel like its pulling you down? Auto Rig makes great use for placing them down quicker and picking them up aswell as increasing their lock on speed!
Get your A.P.M today

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Suggestion from brettbubba03#9659 (290623317986246657)

Riot Shield replacement for melee. As it currently stands, I feel that the melee weapons in the game could use some variation. I suggest adding a riot shield/deployable barricade that can help with defense of sleepers at the cost of being able to stealth kill. This could also allow for more interesting solutions to alarm doors.

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Suggestion from Nanoflex#3139 (177430778597212160)

Another map look, where you can actually see walls and silouttes of obstacles, to avoid running around in already clreaed areas for too long

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Suggestion from Coda#7376 (129399345350049793)

could add another door-open-obstackle my idea was to have a door panel malfunction which would be indicated by sparks or something like that and you'd need to go through one of those "create a line from point A to point B" puzzles by rotating paths around. In addition it could be timed and once time runs out you could get electrocuted for like 5hp or something like that

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Suggestion from Cytosphere#4863 (215498875908128768)

Different body postures for each characters. I think it's already cool how you could differenciate each characters in the lobby from their constant ticks and posture, it would be cool if you can implement that in-game also.

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Suggestion from Cytosphere#4863 (215498875908128768)

An option to choose your character. I was always the first one to join after the host makes the lobby intentionally so I could be the character that have constant repetitive behaviours and body movements. It's a nitpick but idk, it would make my life easier to be able to choose a certain character.

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Suggestion from HonestLotus#5355 (398638938459340800)

Make a setting which allows you to see who is talking. If you’re playing randoms it will be extremely helpful.

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Suggestion from Leo/Gamer#6968 (655490764373229578)

make the courps looking better

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Suggestion from Rey Jones#8228 (569403083038392343)

a level that you get all the supply's at the start and you don't get any more supply's in the level so you have to manage to the end with the supply's you get

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Suggestion from GumPum#1216 (486987911951286272)

Some doors get stuck when opening them so you can only pass them by crouching. this was jams idea

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Suggestion from SeñorTacoTruck#0753 (536709835178377238)

||have the S door alarms' number be the amount of scans. instead of class VI S1, have it just say S6||

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Suggestion from daddythickpole#0705 (493127347386449930)

Example B2: Error Alarms those successive waves should NEVER be able to spawn inside rooms you havent explored. Especially in rooms way ahead of you that you have yet to come into.

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Suggestion from Henx#6595 (497463015009026058)

Make the terminals that are in the wall pingable.

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Suggestion from Coda#7376 (129399345350049793)

make a more detailed pinging system (kind of like in Apex legends when you hold down mouse wheel you can select from multiple options, for example: going here, turret here, mine here, ping on scout will automatically alert players that it is a scout, etc) and have it so that you can ping not just intractables but anywhere including the enemies. Such a system will really help people who have no microphone access to save time from texting in chat and in random lobbies. Could also implement that when you ping on an enemy you can select a "stealth kill countdown" which will count down from 3 and there will be voice lines from characters counting down to kill a sleeper. This will help people with no mic to stealth kill two-four sleepers at the same time. This option should also have a "abort" button because in many cases when you want to take down someone suddenly someone in the room lights up so you want to wait and start over

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Suggestion from 01-Mikoru#0001 (230748329867214848)

A left handed view model for players who are left handed and shoot left handed in real life(Where the gun is on the left side of the screen rather than the right). For me personally it's far more comfortable. Csgo handles this by just mirroring the first person viewmodel, I doubt that it would be that hard to implement

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Suggestion from Tegs#5555 (253670719760629760)

What if they add baby scouts with one permanently extended feeler and they are sleeping but loads of them in one room. Hear me out it can be some mission impossible shit but instead of lasers its feelers some extended bottom and some extended top so you have to jump or crouch to avoid them

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Suggestion from Leo/Gamer#6968 (655490764373229578)

make some aim bot gun with a smal crosshair in wich every shot hitts the target for low beginner players , but make damage and range very low for the balance.

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Suggestion from IllegalLoli#3693 (241524198999064578)

Very simple suggestion: add a viewmodel FoV slider, a la Team Fortress 2 or CS:GO.

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Suggestion from LMAOTTHEWW#5200 (439982583774707713)

parkour to make it to the end of a level

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Suggestion from LMAOTTHEWW#5200 (439982583774707713)

Tracker mine. A mine that works like a biotracker when an enemy runs through it. Lasts for a limited amount of time and can only track a certain amount of enemies.

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Suggestion from 21#2140 (617800260324032530)

Instead of scouts pulling their tendrils back when they touch you, have them drop on the floor (way scarier/cooler yes)

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Suggestion from Church356#4114 (571480007319355403)

have a sort of helmet cam that other team members can view, either by key bind or through something, i say this as there can be multiple uses, you can easily see what is happening in rooms team mates are in, this can also help with cinematic shots and what not. This has 3 main uses i have in mind, but with how creative i have seen the community get, there may be more.

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Suggestion from Sparky#0635 (134813005652164608)

change terminal locations on certain lvls to make the easier to find (played B3 for the first time and spent 10 min looking for a terminal because we don't know the spawns)

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Suggestion from C|K#0976 (296094259357024258)

Hammer scope. Scope on the hammer. I want a scope on the hammer. No purpose, just a scope on the hammer. Nothing from it. Just a scope. On the hammer. A hammer scope.

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Suggestion from Sparky#0635 (134813005652164608)

make scouts harder to hammer, but make them less common

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Suggestion from C|K#0976 (296094259357024258)

Scouts have more impressive AI. They don't go back and forth on the stairs for an hour, and they can hear sounds better and go to areas where they heard noise. (They can hear glowsticks and fog repellers, this can make areas with infection fog more deadly because they will be drawn to you) This makes dealing with scouts more interesting, as it makes them feel more 'alive.' Having them just wander around, and get stuck on stairs makes things difficult. Making their tentacles also feel out more, (Wiggling more, and moving slightly behind objects) would make things interesting. Maybe when they feel a solid object, their tentacles retract, and they touch it again to confirm it isn't alive? Also, maybe a more unique model for the scouts, instead of just being a large spitter (chicken) which has a new action to it. Maybe have the head full of holes, and thats where the tentacles come from? Kind of like a bunch of eels leaving their den.

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Suggestion from Rey Jones#8228 (569403083038392343)

scout boss that you can not kill and its very sensitive to sound and its more aggressive than most scouts i can not suggest everything about it so hopefully the community sees this and they make some ideas of there own

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Suggestion from Gorilla#2079 (216376055726997505)

Make scouts c tier and lower require a back of the head hit to kill with hammer normal scouts are too easy

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Suggestion from DannyT#6444 (475034877184442388)

make the visibility through fog slightly clearer

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Suggestion from Church356#4114 (571480007319355403)

make an enemy that comes from the corpses, the infected corpses at least, and it takes a certain amount of time to become infected

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Suggestion from Church356#4114 (571480007319355403)

make a sleeper that is a cross between both a titan, a shadow, a hybrid, and a charger\

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Suggestion from Deltatash#1734 (779730053469962250)

Will ray tracing support be added to game. I think this is the type of game that will look really good with ray tracing.

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Suggestion from BLACKDRAGON224#5177 (550346217184428033)

third person reload animations so we know when our teammates are reloaded to give them ammo packs

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Suggestion from Henx#6595 (497463015009026058)

Other players should see enemies on a teammate's bio tracker. Currently, other players cannot see anything. It is unrealistic.

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Suggestion from bro#1094 (138802036035551232)

After dropping an item (eg cell, turbine, cryo) it should change to your melee or previously held weapon. Current switches to your main gun, I've had too many encounters where I'm stealthing and accidentally shoot my gun after dropping an item.

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Suggestion from Shinon#1820 (222008405320007681)

Making in-game voice chat sound more like when you are talking over radio and also making it so that it attracts enemies the longer and louder you speak, the voice chat should have range limitations aswell as some areas should interfere with voice chat(like completely blocking it off). That should prove as an additional challenge since u have to give short detailed commands/information or have no voice chat at all which enforces more teamwork for team. Just an optional suggestion

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Suggestion from Rey Jones#8228 (569403083038392343)

scout nest... ya just a big room with more than 10 scouts

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Suggestion from Lenny#6295 (712736776787329065)

A single large boss approximately 5 - 10x bigger than a colossus, possibly something that's health is gradually degraded over the course of multiple tiers

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Suggestion from Aeon#1716 (254674114755821579)

A 'Hunter' enemy that is active and awake, doesn't scream and is attracted to light - Will attack players that shine flashlights on it and can be distracted by using glow sticks. Can be put into pitch black areas/levels with shadows.

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Suggestion from Rey Jones#8228 (569403083038392343)

make more voice lines when sleepers are attacking i just watched the world premiere and there is a lot more than i see in the game maybe re use all of those voice lines?

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Suggestion from Aeon#1716 (254674114755821579)

'Code' alarms - Alarm door that when activated has a team scan followed by giving you a terminal in the zone (there would be multiple terminals in that zone) to type in a command such as 'Disable_Door_#_Alarm_Open_True'

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Suggestion from CharlesDarwin#2310 (207437120770539520)

Most FPS games allow you to sprint to cancel reloading. GTFO however does not.

The gunplay in the game is great however the lack of this feature breaks up the combat in a slightly frustrating way.

Most ppl who play FPS games are used to either the sprint reload cancel or sprint reloading feature. In GTFO however you must switch weapons then sprint if u want to gain some distance before shooting enemies or to switch back and reload your originally switched out weapon. You can get used to it however I think it would be better if it was changed.

Thanks 🙂

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Suggestion from ProjektFighter#8647 (595171546092535819)

Rascal should feature on the lobby screen cause he is cute as f, and doc is manager

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Suggestion from Goose#1913 (446475147009064962)

make S1 scans significantly more reasonable as duo/solo play. As of right now it can take 5x or more time in scans to do them solo or even duo. Possibly have them scale similarly to regular team scans, in which it takes longer with less people but not insane scaling amounts. I understand this applies to a very small percentage of the community but it should be a fairly simple fix that wouldn’t have an effect on any of the normal, 4 person gameplay. As of right now, the first ||S1 scan on e1|| takes approximately 1 minute as a 4 man team, 4 minutes as a duo, and nearly 7 minutes as a solo. I like making things more challenging for solo players, but this seems significantly overkill.

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Suggestion from woweoeo#9759 (418042476364955650)

add support for grep and wc, and unix pipes in terminals

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Suggestion from DΞΧTΞRITY#0276 (540408793872334859)

Add a pistol of some kind that uses energy or light instead of bullets and has infinite ammo from its energy source. Instead of reloading, you'd have to let it cool down, similar to weapons from Star Wars battlefront. Either give it a very low ammo count, or a need to cool down for a long time for balance. I think this would fit well in the game, because there are already shooters that shoot light orbs of some kind, so the explanation for it can be along the lines of "humans found a way to harness this kind of energy"

Most of the time. I find games use secondaries as the "if you run out of ammo, use this," and GTFO doesn't do that. Obviously, that's part of the game, but it feels very restrictive when you take away the main source of combat that allows you to keep a lot of health. Any kind of long range damage is extremely important, so I feel this is a necessary item

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Suggestion from Messias#2021 (406804028068986882)

Add Levels to Tools. Every Tool has 3 Levels. You always start with Level 1 Tools an find Upgrade Packs in Lockers and Boxes. A Level 1 Tool is slightly weaker than now (Turrets shoot slower or have less bullets, Bio Tracker has longer Cooldown, etc.). Level 2 is nearly the state of the Tool right now. Level 3 has advantages (Bio Tracker can mark any enemie/ has less Cooldown). You only find enough Upgrade Packs to max-out one tool or to get every tool to average.

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Suggestion from pixaal#8888 (291185187105275904)

Remove the LOUD AF scream when booting the game. It's unnecessary and tacky. Also the breathing when starting a mission is also exceptionally loud and annoying. For a game with such good sound design otherwise this is honestly mind boggling.

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Suggestion from Exavior31#7652 (345663925746008064)

New 'Consumable'- Thermal Camera
An unlimited battery consumable like the long-range flashlight, the thermal camera limits the players vision (FOV maybe?) when in use but allows that player to see enemies from further away through smoke or fog, granted said enemy is in line of sight.

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Suggestion from Yobri#7969 (226419158433136640)

New Melee Weapon

-Lower damage than current melee weapon: For example current melee weapons can one shot a small sleeper on the head with only half/a little over half a charge. This new melee weapon would require a full charge to one shot a small sleeper on the head

-DoT Effect: Some kind of infection type splash that upon hit affects a certain radius to apply a DoT effect (e.g. poison, burn in RPGs) to sleepers. Charging allows you to change the size of said radius (e.g. longer charge = bigger radius), Non charged hits only affects the one hit

-When used in stealth the splash DoT effect could alert other sleepers that are splashed within the radius

-Optional: far ranged only sleepers like shooters could be more resistant to this than close to mid ranged sleepers like strikers or chargers

-Design: No idea so figure it out yourselves, Community and Devs kek

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Suggestion from Colour#9845 (490186667198513172)

toxic fog
You have normal fog that hinders just your sight.
Infectious fog that lowers your maximum health.
What about toxic fog that chips straight into your health no infection and could down you would help to stop kiting more in that kind of fog.

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Suggestion from mccad00#8360 (161610519546036224)

Infectious fog should be capable of downing you once it reaches 100%, in order to make it more of a threat and less of just an inconvenience. Upon reviving a player who got killed by infection, their infection would drop back down to 85%

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Suggestion from Weapart#9300 (530226549736341544)

An armor costumizion, basicly beeing able to choose from armors that make change your playstyle. Heavy for louder or slower but less damage recived. Light for more damage recived but more speed or making less noise. a hazamat suit for slight better infection ressistance but less speed. Basicly armor that changes the way you play. This way the missions would be more role based with everyone having theyr part to do.

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Suggestion from Sparky#0635 (134813005652164608)

Broken Alarm: New type of Alarm scan in which the scans flicker and change location mid scan since the computer system for the door is broken

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Suggestion from Sparky#0635 (134813005652164608)

Access door: Hi-tech door that has a terminal connected to it team members must run to security scans to get uplink codes which are then fed in to the connected terminal via uplink_verify. The more team members in the scan the faster the uplink.

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Suggestion from Weapart#9300 (530226549736341544)

Enemys fit to enviroment. Enemys spawn perhaps on chairs and sit there in theyr normal state or lay on the floor goving a bit of varity how they can be found. Like a sitting sleeper on a chair wich will stand up once he wakes

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Suggestion from FLQNadeau#4079 (339133477830000640)

Put less spitter is zone where there’s fog everywhere. R2D1, R4C3 are not even fun expedition is those part of the complex. There is enough of full infection, we dont need to get spit at, at every corner and get down by spitter

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Suggestion from SHEESH#2745 (286574149277843467)

your idea // i think going with the last audio log, the POV of another prisoner trapped down here hoping we find him, i would be interested in meeting an NPC that works with us and gives us professional tricks to help players with the game and runs the level with us, as a special for a few levels in a rundown maybe once or twice

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Suggestion from daddythickpole#0705 (493127347386449930)

Can we get the ability to ping sleeping enemies like we do with lockers and terminals. Would be great for stealth and for deciding who bonks what. For example: A very faint outline appears on the sleeping enemy in the corresponding color of who pinged it.

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Suggestion from Acrobit#3986 (241222533838274572)

With the annoucement that cosmetics are coming to the game with Rundown 5. What if every tier has a special cosmetic. Like if you complete all A tiers at high you get something, extreme and overload. Etc etc. You can take this further if you get all the objectives. All prisoner efficiencies.

So the barebones idea is just with every big achievement and accomplishment you get cosmetics. Every rundown there are different cosmetics

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Suggestion from Ruu.-#5624 (226288619881627648)

It would be great to be able to place some Markers on the map for later so i can go back to that medipack and get it later if i am full an the moment

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Suggestion from sparky#6481 (173597332699480064)

might be too OP but mayhaps a tool that has remote access to a terminal once you attach an antenna/dongle to it that lets you wireless access the terminal. similar deployment as the mines and you have only one antenna. maybe have the ports broken on terminals that devs don't want remote access given too.

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Suggestion from GlyphKnightMax#7238 (121480155079245824)

I recently heard of the unintended dodge-hop problem. Based on my time with the game, I think it could benefit from a "heavier" dodge, such as a dive. For detail: Right now, tapping the button can dodge or accidentally micro-sprint. Change dodge to the crouch button, and allow for a tap to be the new dodge. With this "dive" you remain able to fire your weapon like the current state, but your character lands prone (not saying to add prone position to the game) and it takes about the time of a melee charge to stand and regain the ability to sprint. This dive would solve several unintended movement issues (repeated sliding to move faster, dodge-hop), would cause a little noise (trigger glowing enemies, cause calm enemies to glow), and have use in and out of combat (in combat, good to dodge a big hit or volley of shots, dive into a closing door; out of combat, evade a scout's feelers). A fringe suggestion would be to allow this dive off of a ledge to reduce or mitigate fall damage (like the roll from parkour). Diving away is a thing untrained people would do in a dangerous situation, and I feel this heavier dodge would fit more in line with the benefit/cost most things have in the game.

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Suggestion from Darnias#3156 (170489436008742912)

Some kind of animation interpolation / smoothing. Right now for me host or not sometimes a sleeper just stutter around or attack without showing any animations.

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Suggestion from Tegs#5555 (253670719760629760)

How about a " woke " sleeper who can see 180° infront of him if you get close but he doesn't get triggered he just stare at you but if you get close enough or show threat he will attack and scream. It would be so creepy like his head is a huge eye that opens a little bit when you just enter his range and his head tracks the player and as you get closer his eye opens up more till he is threatened.

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Suggestion from OreoShunment#1497 (142095342215757825)

A new special enemy: The Shifter

Purpose: A tanky, semi-intelligent enemy which constantly enters and exits a fight. Serves as a way to force players to maintain proper positioning, and test reaction time and target prioritization.

Gameplay behavior: The Shifter will enter a room during an alarm randomly after a wave or two, and only one can be active at a time. The Shifter’s notable ability is to teleport once every few seconds, disappearing in a cloud of smoke (not enough to obscure sight) and reappearing either in a different spot of the room or in front of a random player. If it does the latter, the player it chooses will be knocked down (dealing no damage, but briefly disabling their ability to move or shoot) and will begin charging an attack over the next roughly 2 seconds, raising its arms and exposing some form of blades/claws. During this charge, The Shifter will remain stationary and some spikes/teeth on its back will open up to reveal its heart. If another player shoots the exposed heart, it will close its back and stagger briefly before teleporting away. Otherwise, when its charge is complete, it will deal heavy damage (let’s say 30-40%) to the knocked down player. For the sake of fairness, it also won’t go for attacks if only 1 player is up.

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Suggestion from Spectral#5466 (530395834202980363)

I am in favor of getting all weapons, a flashlight, a minimum range of the hammer. For me personally it is incomprehensible that, for example, SMG and Cobat Shotgun, flashlights have a perceived 5m range.

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Suggestion from Quaddy#0080 (194140960102416384)

Different sound variations for blood doors (we have different sounds for enemies so it seems a bit lackluster not to include them for blood doors too)

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Suggestion from Henx#6595 (497463015009026058)

An exit filled with sleeping enemies, or corpses.

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Suggestion from Henx#6595 (497463015009026058)

Reworking of the Spitters.
At the moment they are quite buggy. A few spawn in stairs or similar strange places. Furthermore, sometimes you can't light them up and you still get the hit. And sometimes Spitters don't do anything. They don't show any reaction. I don't want the Spitters to be completely reworked. I want them to work the way they are supposed to.

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Suggestion from Sc0ne#1057 (381461532783017986)

Sometimes you get prisoners that go above and beyond. I think an in-game commendation system could be used to show appreciation when someone is a good teammate or shows you a cool spot or trick.

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Suggestion from Noobda the titty fondler#1859 (531023231470272512)

the spread on combat shotgun can be a little reduced in my opinion. Thnaks

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Suggestion from Quaddy#0080 (194140960102416384)

An Alternative location for health, objective, ammo and the such (courtesy of @flat haven) that can be toggled from current to new and back for preference

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Suggestion from Tsunari96#8491 (91007428472115200)

I would prefer if ammo count on weapons could be displayed on the weapon (kinda like pulse rifle from the Aliens series) or toggle-able instead of being on display constantly on top right of your screen. We already can check everyone's ammo when we're on map view whenever it comes to resource managements. Having on-weapon display feel like it would be more immersive and keeps players' point of view less dispersed while being able to see their own resources being spent away. Toggle-able potion probably is also concurring with minimalist approach to HUD designs that GTFO employs.

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Suggestion from Yawnder#7904 (163876962710847488)

Have the markers (MMB placed Point of Interest) stay longer. It could be a delay, or until a new one is placed by the same player, or until it's dismissed (MMB held, for example.)

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Suggestion from BLACKDRAGON224#5177 (550346217184428033)

increase the text size and rectangle of the discord server button

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Suggestion from Saint-Funky#3625 (208595588709613569)

fix the enemies' spawns during error alarms. Some spawns actually are stupid as hell, as you can see here : https://streamable.com/vbcazp
I can understand you want the error alarm to make the game a lot more difficult, but this makes no sense at all.

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Suggestion from Numinex#7301 (371348642067644416)

make 4-16 colours of nickname and also i would like to choose myself which i would prefer. the reason is if you matchmake with randoms and someone has difficult nick, you use his color as a his name and if you all die(which is likely xd), you start with different colour

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Suggestion from Kamusta#0077 (181886543751806976)

[Completion screen] Instead of fading out the text for a player that dies (which makes it harder to read sometimes), just give the health status another level which says DECEASED or something similar

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Suggestion from Cade#0147 (170929545220849664)

Just realized that theres not default key for Controls. We just came across that in the game which might be handy

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Suggestion from Cloudbreaker#2250 (440599223793352724)

I would love to see a ‘wipe mask’ feature, like in the Metro games. Blood from melee hits would spatter on your visor/mask, and you would have to take a second to manually wipe it off. The same could happen with disinfectant and condensation from fog.

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Suggestion from 𝓛𝓸𝓼𝓽𝓣𝓻𝓲𝓲𝓵𝓸𝓰𝔂 ¯\_(ツ)_/¯#0001 (229080584897429505)

Maybe adding a master volume slider that either moves all the other 3 sliders with it or increasing or decreasing the overall volume of the game and using the 3 sliders to fine tune from there. It can get annoying for me personally having to move all 3 sliders every time I want the game quieter or louder.

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Suggestion from shamen#7466 (794189091876765696)

Some visual UI indication of who is speaking (icon or change of hue on the person's name).

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Suggestion from Grotix#2815 (150403688375123968)

I thought it'd be cool if there were ways to make melee play styles more reasonable, and considered some sort of armor which could take up your tool slot. It could act as a second health bar which is depleted before your character's health, or it could simply reduce damage to your health by a certain amount and lose a certain amount of its capacity every time you are hit, potentially scaling with the damage taken. Like all other tools, it could be replenished, or in this case repaired, using tool refills. It would allow for you to save on ammo by making melee combat safer and health by reducing your damage taken. Only had the idea because right now, tool packs feel really lackluster to me; every single health and ammo pack is a godsend, but tools are used more scarcely (at least in my experience) making the packs less useful and less exciting to find, in my eyes.

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Suggestion from FRANCO#4700 (656731886978334746)

You can put pre-determinated icons in the map that can be seen by the entire team, this will allow people to "mark" example: where you left some supplies, chokepoints, turret positions, etc...

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Suggestion from Bshoop#0699 (326995783255851008)

let players set down the long range flashlight like a spotlight with a cone of light similar to a turret

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Suggestion from CruciKing#0976 (296094259357024258)

An early access player reward. Nothing like an RPG or a mini gun, but something fun like a little bow on your hammer, or a little sticker on your helmet/hood saying something slightly tacky like “I SURVIVED” or “BEEN THERE, DONE THAT” with a little chibi striker on it, or even something like construction tape (signifying something that wasn’t complete yet) wrapped around your hammer’s shaft. Personally, I would love the chibi striker sticker with the tacky writing. But it’s your call!

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Suggestion from Sclamy#2367 (255908997477957632)

Once an extreme objective is completed, the bulkhead line changes to "Threat Level: Clear" or "Threat Level: Low" or something like that

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Suggestion from Senor_Bob#9454 (211209277380100097)

some sort of shooting range level you can play solo locally. that way you can get a feel for the different guns without having to commit to bringing them into a mission. it could also serve as a place to put tutorial stuff if you wanted

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Suggestion from Saint-Funky#3625 (208595588709613569)

Give a unique color and/or logo for each objective/sentry. I think it would help in dissociating the current objectives on the map, and also to remember where the sentries are (it's a bit problematic when there is an objective, 2 cells and your sentry set up in the same place and you want to remember where each thing is).
So we could end with a different logo/color for the extraction scan, the cells, the sphere, the cells, the sentries (one logo for each ? idk), etc...

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Suggestion from D0VAHKlN#9859 (325085305361399809)

When alerting multiple scouts, instead of summoning waves after waves, it should summon bigger enemies: hybrids, giants, or even tanks, mothers etc. Increase intensity versus more sleepers

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Suggestion from Sc0ne#1057 (381461532783017986)

A linear level with multiple single door choke points that can be foamed to buy time against an indestructible tank variant. I would like to see more levels in general with timers unrelated to toxic fog.

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Suggestion from wulf#4392 (518439194104954898)

Please add some kind of tab-completion to the terminals. I can understand that you don't want people to just tab complete through lists of items as a shortcut, but maybe the basic commands, and the non-numeric parts of the item names? Or Items you already queried/listed?

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Suggestion from SuperSynapse#0786 (262659650506194944)

If there are no enemies in view you should be able yo scan another player up close and get details about them. Like what they had for lunch.

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Suggestion from Lenny#6295 (712736776787329065)

There should be a 4th, difficulty, endless
Allowing for a horde mode and the ability to complete PE without it

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Suggestion from CruciKing#0976 (296094259357024258)

Different syringes. Syringes like muscle relaxant, which makes recoil nullified for a few seconds, A syringe that gives you armor. (basically just take less damage) A syringe for infection, (Instead of removing a % of infection, it gives you a good 20 seconds where you don't obtain any infection) A syringe for running speed, one for enemy outline vision, (Your vision goes dark, but you can see the outlines of enemies, even scouts and shadows) and one for cloaking (This won't stop enemies from seeing you walking, bumping into them, killing their buddies, hitting them and not killing them, or shooting, but it will make certain things not trigger, like scout tentacles, and they will be less likely to target you when the room wakes up.)

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Suggestion from CruciKing#0976 (296094259357024258)

Going off of my idea above, make these syringes zone based. Areas with more scouts will be where you find cloaking, infection would be in places with fog, and speed would be for areas where you have to pick up something with the whole team and run all the way back to the start while enemies chase you. Outline vision would be in areas with shadows, and armor would be for areas with mothers and hybrids. Muscle relaxant would just be found everywhere, regardless the zone. Just like IIX and 12LP.

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Suggestion from Anaity#6783 (293904309786116097)

A new type of defense objective wherein the team has to close A/multiple security doors while defending waves, the waves can either come from other direction..may come from the security door as it is closing or may come from the security door but not while closing (the scan is finished then the sec_door is now closing).

This could bring a new experience in the conventional sec_door alarm scans, sealing/closing a door

The outcome of this objective may be like... "Prisoners sent to seal off sector R5C2 to enable access for R5C3/R5D1 etc." then the new type of defense objective would come (which is trying to seal/close heavily infested zones in that sector to prevent unidentified hostile biomasses from crowding the next sector for the later mission OR can be done to retrieve a certain item in zones that have a "SECURITY DOOR UNDER LOCKDOWN"

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Suggestion from GumPum#1216 (486987911951286272)

I want to play that game even without an internet connection, so i can play, when my internet or steam is down again.(solo or over lan) Let the game save the progress on the computer which gets updated to the cloud.

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Suggestion from Nezom#4231 (475720526392983592)

i dont know about you guys but ive been thinking the game could give you a posibility to have the Third Person option, ONLY when downed, and maybe you could create your character (custom character), but of course the gears they use (uniforms and etc) wont change their life, like, it wont give them extra protection. And my another idea is give them explosives for throw, maybe grenades or incendiary bombs.

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Suggestion from Lenny#6295 (712736776787329065)

also, single shot to kill any enemy. (possible) must charge gen for several second in order to determine damage bigg Gunn will emit

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Suggestion from CrazyJokes#0209 (232100744830910464)

make a randomized option for the levels for more experienced players.

Like I would love to see more scouts, big sleepers, sleepers, etc... along with a variety of the non-usual alarms where alarms would be.

An example would be if there’s a Class IV security scan, make it so that it can range from Class I - VI and can be either surge, cluster or regular. The same can be said for sleepers.

I would just love for GTFO to be more challenging and hilarious with the randomization.

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Suggestion from im not okay#7284 (589581013001175070)

make flashlights flicker randomly or cut out completely for a few seconds

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Suggestion from Shogatsu#7941 (381773847357161482)

Maybe add some sorta terminal customisation like vim. It'd be something nice to have since you're always using terminals anyway

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Suggestion from Dr.Tursko#6937 (225004402505678850)

Sleeper bait/ something that can attract Agro of sleepers awakened, albeit VERY rare to find

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Suggestion from HappyManAdventures#8284 (293915773804740608)

A new security door which is open by default, but has no loot lockers on the other side, just rooms for enemies to spawn. The task is to start the alarm and the door will slowly close. As it is closing, waves and waves of the sleepers would be trying to charge through to you until the door finally seals off. This would be cool, like as if you have to go in and seal off zones that didn't get locked down properly.

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Suggestion from im not okay#7284 (589581013001175070)

proximity chat, sounds fine until you reach a certain distance when it starts to fade out or gets muffled, could have some sort of radio overlay and when someone is down just makes radio feedback. if the sound system is good enough or is ever made better you could hear people echoing off walls or though hallways or whatever

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Suggestion from GumPum#1216 (486987911951286272)

big room that is full of big eggs, enemies hatch from many of them and they must be killed quick or they would scream and would trigger every egg -> then they hatch all at the same time. (maybe big round room with stages, a bit dark and a bit foggy).

Maybe not as a main room, 1-2 have to clear the enemie quick, which are coming out the eggs, the other has to progress the mission and need to help the mates in the egg room, if something goes wrong.

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Suggestion from Mgbro24#0936 (221717317652840448)

Bio Track Targets on map. If the bio track is pointed directly at any kind of sleeper(while they are flashing.) and used on the sleeper will create a marker on the map at the position of the sleeper. (Which will help with stealthy missions).

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Suggestion from mccad00#8360 (161610519546036224)

upon right clicking (zooming in) with the bio tracker, lock the camera, unlock the mouse, and allow players to left click on enemies to ping them individually. Only one enemy can be pinged at a time, in the same fashion as a ping on a box/terminal/door

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Suggestion from Jeffthehampster#4966 (343574731783405569)

a blood apex door which would contain more then 1 awake tanks behind it and would have an animation of when its opening a tank or 2 bash the rest of the door open to give a cinematic way of telling the players to back up before the tanks charge out of the room

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Suggestion from Rey Jones#8228 (569403083038392343)

sleeper nest: last 2 days i saw a big room with more than 50 enemys and i tough to my self that it would be cool to have a big sleeper nest my idea for it is that maybe make it one level overload area that you have to grab a access key that warden gives you and you need to put it into a master terminal and its across a room with a lot and lots of sleepers like 60+ it makes it very nice on stealth play as you cant kill them all.
difficulty: overload
risks: its a sleeper nest do you really need to know what are the risks?
reward: lowers the alarm scans level by 1 or removes all the cluster or surge alarms or making some doors without alarms

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Suggestion from Henx#6595 (497463015009026058)

Steam achievement: kill a tank with a hammer

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Suggestion from Henx#6595 (497463015009026058)

At the moment there is already the "storage" environment. I have an idea for another room. How about a huge storage room where heavy building materials are stored. Of course, the room must be technically feasible (stable frame rate). More details..., there are cranes, forklifts and other heavy load transporters in the room. It could function as a kind of arena, like the big room in R2E1, just before the baby room. There is also a kind of crane in the scout room in R4D1. There is a large container hanging from it. All the stored things don't just have to be in the open, but should mostly be stored in containers. It's just an idea for now. The implementation can be different, of course...

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Suggestion from G/3#3870 (220202119871987712)

A one use consumable adrenaline shot, cutting the 5 second revive into a 1,5 second use animation. like other consumables should not be traceable

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Suggestion from Goose#1913 (446475147009064962)

Lockdown Alarm: When alarm is triggered the zone enters lockdown mode, these means security doors going to other zones will be indefinitely shut until the alarm is turned off. Security doors would open back up when alarm is finished. A different spawn mechanic to these alarms could be enemies would then need to come through a ventilation system, or a tunnel to get to you, so setup for alarms would be different. This would also be a solution to long range kiting, in which the players could still kite if able to, but not in a completely game-breaking way in which 1 or 2 kites can solo an entire alarm phase.

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Suggestion from mccad00#8360 (161610519546036224)

New tool: captive-bolt pistol
5 use capacity, can 1 shot any enemy to the back of the head using a melee attack. Makes the same amount of noise as hammering a lock upon firing

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Suggestion from Dex#5623 (111032239541747712)

calibration or reference image in-game so I can tune my display to match what the devs are working with. Feels like the game doesn't quite look right on my end.

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Suggestion from Sen#5139 (313248767610454017)

With the nerfs affecting the Sniper's ability,especially the bullets per Mag, i don't think not many people will find Sniper as a good Secondary Weapon for most of the cases. So can the Devs rethink about this problem and make the sniper a more appropriate Secondary Weapon in more scenarios ?

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Suggestion from fredzor71#6497 (794289800257601546)

if u guys but some infected like sucker monster can grab u few second 3sec

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Suggestion from Tsunari96#8491 (91007428472115200)

any future plan for non-English translations? I assume that it's definitely not the top priority but would be nice to know.

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Suggestion from Onslaught#8936 (173843307477073927)

GTFO Gameplay Proximity Chat Idea (With an idea to the problem that comes up when talking about it.) Part 1

PROXIMITY CHAT

  • Let's get the obvious out of the way: proximity chat is the addition of having voice communication be effective relative to the range and level of the coms being outputted by a player using in-game voice chat. Games typically use proximity chat for two reasons. One being to add a more realistic and immersive feel to the game (great for a horror game). And secondly is to add interactions with the objects and entities in the game using a more realistic version of voice communication.

  • Now, for GTFO's involvement in the Proximity Chat Market: GTFO is a game heavily reliant on sound (as are most horror games). Enemies make noise to alert the player of their location or eventual location, enemies are alerted by sound caused from the player, ambiance immerses the player into the game and etcetera. GTFO can utilize the usage of proximity chat to bump up the gameplay of their sound by having enemies be able to react to the sound that players emit using voice communication. But in "GTFO's Co-Op with Intense Communication" case this comes with one major question: how do players communicate in moments where they would need to be quiet?

THE PROBLEM : "How do players communicate in moments where they would need to be quiet?"

  • Before giving a blatant answer to the issue I'm going to explain why this issue is so large. So first off, GTFO has players talking all the time. From conversating about enemies, when to strike, moving to new areas, addressing unknown elements, discussing pinged objects, fuming about how annoying the lady ranting about how a bulkhead door is open and much, much more. Additionally, the arguably most important moments when people need to speak on matters relative to an expedition are the times in which proximity chat h
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Suggestion from Onslaught#8936 (173843307477073927)

GTFO Gameplay Proximity Chat Idea (With an idea to the problem that comes up when talking about it.) Part 2

alert nearby enemies would be incredibly annoying because chatting would essentially be prohibited since it would wake everything in a room.

THE SOLUTION : Templated Silent Extremely-Low-Light Color Helmet Pings

  • Customizable pings are the solution to a high level communication game that requires silence if proximity chat were to be added. Imagine in a Character Customization Screen, that is engaged with a player before an expedition, holds the option to create a set of pings that may be customized and tailored to a player's liking.

  • These pings can be set to request a response, send a quick message, provide a countdown, send an alarming ping or more. They may be colored and crafted using templated icons and words crafted by the GTFO Developers. (I do not believe it would be a wise idea to allow players to create custom images and words for pings because it could lower tension in a horror game. Seeing an eggplant or poo emoji could ruin the feeling of the game... :P)

  • Pings could appear on the screen somewhere, on the body of the character, on the active weapon Mr. 10 Chambers chooses. (These are just options I've thought of, realistically speaking I think the upper part of the screen might be an "okay" idea for them to appear. Maybe the right side of the screen. If it's possible to do through some ingenious design next to the currently active weapon in an immersive fashion then I'd imagine that to be the best option.)

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Suggestion from Onslaught#8936 (173843307477073927)

GTFO Gameplay Proximity Chat Idea (With an idea to the problem that comes up when talking about it.) Part 3

FINAL NOTES

  • If a well designed proximity chat gets added to the game, then that's fucking awesome. If not, then it's whatever because as of current there are so many other options development can go through for the game that are easier to think of and develop with that it's still a win for the game. But IF, and I do mean IF it does get added, then please take inspiration from Phasmophobia where they had a radio players could speak through on top of proximity speak (yes the output from the radio should still alert enemies).

  • Thanks for listening and making such a fucking amazing game!

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Suggestion from Waltz#4041 (310515851742937099)

Universal Ping: Instead of the ping only being contextual for boxes, doors, etc., it can be used to ping basically anything you're aiming at. It'll help SUPER well with pub matches and non-verbal teammates, and it'll help speaking teams be able to coordinate better. Ever had those times where you needed a teammate to be somewhere specific and you wanted to just show them exactly where you wanted them to be? With a Universal Ping, you could.

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Suggestion from Pilseb#7677 (526765464064360478)

Weapon attachments, e.g. foregrip and different reticles/scopes.

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Suggestion from Davig Ramir#9939 (798051277510672474)

I think they should add some reusable laser swords to replace the hamers. Two balance it out, it should make noise when killing enemies, but can kill in one hit. Also it should use tool packs as ammo. I think it is cool and would fit the spaceship theme of this game.

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Suggestion from Toshimonster#0001 (138679451322941440)

Networking information. Give the information of people's current ping to the host, as well as the ability to change host through settings.

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Suggestion from Toshimonster#0001 (138679451322941440)

Discord Rich Presence Integration. Would work well with current matchmaking developments.
(seems to be already underway / investigating, but making it more formal and so people can vote #gtfo-chat message)

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Suggestion from Toshimonster#0001 (138679451322941440)

Evidence of other prisoner expeditions - dead corpses / broken c-foam launchers etc, perhaps missions based on other prisoners failing - Increase atmosphere around expendability from @pseudo sluice

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Suggestion from Pilseb#7677 (526765464064360478)

When you extract, it could show a cutscene of you escaping which could be unique for each objective. e.g. extracting with the data sphere could look different. It would feel more accomplishing after a mission as you could actually see your character gtfo.

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Suggestion from Toshimonster#0001 (138679451322941440)

API support - Allows data through authenticated GET requests or similar, for data such as current rundown, how much longer it has to go, stats of a certain player, global stats, etc. In addition, this would work very well with the teased inventory system; for example, http://destinyitemmanager.com for destiny. This will allow very cool and robust community creations for GTFO, such as more feature-rich discord bots, websites, etc.

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Suggestion from Sc0ne#1057 (381461532783017986)

make the dmr scope less dusty - it is hard enough to see as it is

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Suggestion from gorąca kluseczka#8439 (367281844011663372)

Davig Ramir wrote about 'laser swords' and while it sounds atrocious general idea isn't that bad IMO. Imagine hammers with shotgun shell attachement similar to KF2 Pulverizer occupying special weapon slot(so you have to decide what to pick there). Loud use weapon(since it fires shotgun shell on impact) that one-hit-kills giant strikers and shooters with 5 ammo at 100%. Game would benefit from more variety in weaps/gameplay. I'm attaching link to the formentioned weapon https://i.imgur.com/cDr9cJp.png

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Suggestion from Comfii#1192 (318531041868513281)

a way to report people, there's a lot of new people mainly in the beginning of the game and they get frustrated really easily and just start team killing people so I think there should be a way to report it when someone Team kills or call you over the top racist and offensive things. it's been really hard to just get past the first level and since I don't know what I'm doing teamkilling me isn't going to help.

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Suggestion from Davig Ramir#9939 (798051277510672474)

ok maybe light savers would bee a bad idea to have in this game. BUT I think their should be some more melee options. It would be really cool to have a long range hammer that also works like a whip. You can use it to tie on to the roof pipes and fly around the enemies. But to balance it, the charge up should take two clicks to fully charge, and the damage should be double the normal hammer. Thanks I like this game and hope it becomes a true game! 😄

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Suggestion from brookisagamer#8851 (653019767627710484)

pvp gamemode. 4v4 maybe? Or just 2v2. No clue how it would be worked into the lore, but prisoners compete to complete the same objectives, so like theyre fighting over the same level, for stuff like keycards and hard drives. If you kill the other players or the other olayers die, you win. You could do some real big brain stuff with this, like kiting enemies into the other team etc

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Suggestion from xAKNORx#9543 (298945359210610698)

(A Letter1 type mission, so only hard and extreme), Warden sends the 4 to close a series of security doors to prevent a horde of sleepers from spreading out further into the facility/possibly reaching the surface. The 4 head through the normal bulkhead door to the area ahead of the Horde and deal with the forward part of said horde (non stop waves of 3-4 and as time goes by the waves get larger and larger enemies start spawning. With extreme you go into bulkhead area to active a C-foam system that will flood the tunnels before the security door with C-foam after the security doors are shut, because of the time it takes to go into the Extreme area the 4 are now dealing with thicker parts of the horde so a larger group will spawn while the 4 attempt to close the doors.

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Suggestion from Çaptain Ålpha#6344 (208401169108828161)

Optimize choke mod shotgun, the game could freeze if you spam it.

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Suggestion from Lutho_Miner#6558 (527688597193752576)

A new type of syringe (Colored Blue) that when injected into A type of sleeper would foam them from the inside-out killing them in about 5 to 10 seconds silently, this is sort of like a lethal Injection or an anti-serum to deal with these "things" lurking in the mines. this item would be rare to find in a standard levels with syringes and can only kill certain enemies such as Sleepers, Giants, Scouts, etc. They cannot kill Chargers, Hybrids, Shadows, Titan Chargers, Mothers, and Tanks, due to their genetic structure enhancements.

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Suggestion from rgxzeratul#7313 (203537949202055169)

Spitters show up on biotracker. please.

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Suggestion from estlo#2620 (246657252335943680)

Flashbang Grenade in very few, selected levels - consumable
alerts enemies (very strong light - they react to flashlight --> ofc it wakes them up)
stuns all spitters wallsack in a certain radius for maybe 1.5x or 2x the time a normal flashlight "stuns" them
otherwise useless unless to annoy other players with sudden white.

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Suggestion from ZestyWaffles#2629 (610259669071691787)

if allowing the bio to show spitters, instead of making it show on the same screen with all the sleepers, give it some sort of alternate mode that shows spitters only so the screen doesn’t get extremely crowded

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Suggestion from Toshimonster#0001 (138679451322941440)

Extend non-linear game play. Bulkheads are a great start, however the atmosphere, game play and the fear of the unknown could benefit from some more open ended solutions, eg;
Puzzles to deactivate a error alarm - eg finding security door with faulty terminal causing alarm, reboot the terminal with command - perhaps mother / tanks in the room?
or even as simple as multiple ways to get to a security zone (one big scan or multiple small ones through other zones)

A bit weird to talk about because its not specifically about new features, but rather the implementation of the new features. For instance the lore of the game could be incorporated into this, with stuff || from Schaeffer ||, but as its about implementation I feel like its incorrect to give examples really.

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Suggestion from Cogito Ergo Tsun#1453 (148178729573679104)

I think some of the recent suggestions for melee weapons miss the purpose, flow, and catharsis of GTFO's combat system. It is supposed to be brutal, inelegant, and practical (and crunchy). Let players pick up debris in the level, in the same manner as one would a power cell, and bash things to death with it. It would have the same charge time and damage as a hammer strike and can be thrown to provide an AOE distraction that may sync enemies (and is fairly loud, but not to the point of an immediate alert) as to provide utility in stealth -- all at the cost of limited durability. Such a feature would not only be mildly amusing but could also breath life into the game's different environments.

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Suggestion from brookisagamer#8851 (653019767627710484)

screw laser swords, give us a beeg sledgehammer

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Suggestion from MasterBuilderMAC#3991 (393875609408897026)

add a brass knuckles melee weapon where you just get to punch the shit out of sleepers (same stats as other melee obvi)

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Suggestion from R0K3TC4T#1535 (317173276541583361)

Melee variant: Beeg sledgehammer:
-takes 1.5 times as long to charge
-deals 1.25 times damage
-charge can only be held for half times as long before auto-swing
-Spam-clicking is slower than regular hammer
This would break up the melee category and provide a meaningful decision to be made: More damage means: Scouts could be killed with a back-shot three players with these could take out larger enemies easier, (leaving another to do objectives or kite error waves) but the longer charge time, lower max dps and shorter charge holding time would make this weapon worse for kiting, or dealing with triple groups of sleepers.

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Suggestion from JoteM#6768 (700741827610935437)

scrap shield:

  • 0.25 dmg vs enemies
  • normal dmg vs locks(reducing dmg for this would only make people annoyed)
  • can be used to shield yourself and your team mates behind you from shooters(and optionally from tongues)
  • running disabled while in use
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Suggestion from Waltz#4041 (310515851742937099)

Bloody Bulkhead Doors 👀

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Suggestion from Toshimonster#0001 (138679451322941440)

Allow uplink for all terminals - probably not requiring a security scan nor alarm - authough maybe blocked for some terminals if it is especially important. Needs to use ip stated in query, or perhaps a specific terminal acting as a server. Connected terminals allow pings in other uplinked security zones, as well as other commands (maybe objective specific, eg reactor commands).

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Suggestion from 21#2140 (617800260324032530)

GTFO phone case

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Suggestion from Henx#6595 (497463015009026058)

A collector's edition (for release or after). I'm a big fan and some kind of stature/figure or something else would be really cool. You don't have to buy it, but I would :D. You should be able to buy it with gamecode and without (if you already have the game). The prices should be different, of course.

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Suggestion from Toshimonster#0001 (138679451322941440)

A bunch of merch ideas have been posted here, but I suggest not looking at merch until the game is more fleshed out, or 10C has a dedicated hire for it. There is no value for taking resources out of the production of the game, especially in early access, to start working on merch. GTFO apparel should be available through freelance and DIY needs as it stands right now, if you have that massive itch! (For example, for the GTFO Phone case stated earlier, use a service like https://www.wrappz.com, and for the collectors edition, try to see if you can get something commissioned via direct communication (my preference) or through a service like etsy.
In Ultimatum, I think merch is a goal to be met far far later in development, rather than right now.

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Suggestion from Davig Ramir#9939 (798051277510672474)

Since we are in an abandoned mine, it would be cool to have an automatic pick axe as a tool. This could allow us to dig our own tunnels around the facility. We could use it to avoid the alarms by digging around the alarm doors. but as a draw back the pick ax should make noise and lower our health similar to stamina drops. This will help make the locals more dynamic and intriging. and maybe oneday they could add crafting to help us repurpose mining equipment into better weapons. Thanks 😄 !

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Suggestion from Heavy#1650 (336563033189122049)

Have an enemy similar to the squirters, mounted to the walls/environment, but more fun! It only activates when you land from a jump/fall near it. When it activates it droops down and behaves like a disco ball shining beams of light that can wake sleepers while rotating. Can be destroyed with damage to stop lights, only activates once, limited duration.

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Suggestion from Davig Ramir#9939 (798051277510672474)

The DMR's scope should zoom in more. Its really hard to aim it right now, if the scope zooms in at least two as much than normal. This will really help with the long distance shoots like the raector missions or B1R4.

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Suggestion from [C]Neko-Wafer#2239 (256659639456759809)

Buff the big chargers: They should have the same health as a big shooter as well as being more stagger resistant. Basically they will die before being staggered, cause right now they are completely memed on by stagger weapons

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Suggestion from Forest_Swamp#7083 (93984363892445184)

Adding functionality to the terminal:

  1. Remote activation of the exhaust system in a separate room (maximum 1-3 at the same time due to limited power) to remove fog. At the same time, the exhaust system starts to make noise, and then you can choose from:
    1.1) the attention of the sleepers increases with the noise (the chance of players to be noticed by the sleepers increases);
    1.2) sleepers wake up in this room and run away through any open door. In the next room, they, not finding players, fall asleep again. This way you can avoid fighting a group of enemies. If all doors are closed, sleepers remain in this room, after a while they fall asleep again, but they have an increased chance of finding the player nearby.
  2. Remote door opening;
  3. Remote hacking of locks;
  4. Triggering an alarm in a separate room to attract the attention of enemies from adjacent rooms. Sleepers run into this room and run in it until they meet a player or until the alarm is turned off. If they do not find players and the alarm is disabled for some time, they fall asleep;
  5. Distribution of energy supply to the lighting system to illuminate some rooms when the lights are turned off in others;
  6. Hacking doors with security (very difficult). If an error is made, an alarm is immediately triggered.

Refine AI:

  1. If the sleeper (or a group of sleepers) wakes up, runs after the player, but loses sight of him for a while, he (or the group) falls asleep again;
  2. If in the room with sleepers the nearest door opens (at a certain distance), they wake up and run through this door. This will increase the usability of the bio tracker;
  3. Add an enemy that is chasing the player who first disturbed him. When receiving damage from a firearm, he quickly escapes and after a while continues to hunt that player. You can kill him after he is stunned by a mine explosion or trapped in a foam. While the alarm is
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Suggestion from estlo#2620 (246657252335943680)

Credits to @dark dock for initial idea

Spitter variations, such as a weakened scout spitter (rare ofc).
Similar to a normal spitter, extends a tentacle (singular) straight across the room (this gets triggered much like scouts - movement nearby).

If the player shines their flashlight onto this "scout spitter" the tentacle should immediately stop extending and retreat ; this requires either a long range flashlight or someone to get close to it.

If the tentacle is touched it should turn red, similar to the scout's tentacles, and retreat into the spitter, which then sends out an alarm alerting all enemies in the room and spawning until a small group of enemies, similar to an error alarm wave.

This should obviously have a cooldown, but not be a "trigger-once and never again" situation.

The time it takes for this scout spitter to extend it's tentacle again should be longer than a normal spitter's downtime

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Suggestion from Kiri#2326 (192091669687042048)

adding a mission timer somewhere on the screen. Helps keep track of any time relevant missions and also is nice to see how long youve been on a level for

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Suggestion from brookisagamer#8851 (653019767627710484)

ban the words "laser," "sword," and any combination of those two together from being suggested.

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Suggestion from R0K3TC4T#1535 (317173276541583361)

stagger resistant enemies

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Suggestion from mccad00#8360 (161610519546036224)

collectible supplies/consumables in levels that better represent the environment they’re found in; mining equipment and surveying devices, medicine, etc. it’s kind of hard to believe that they would just have military equipment floating around in lockers in the complex. I think it would be a lot more interesting if we had more conventional tools to work with that had to be used more strategically or as improvised weapons.

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Suggestion from ghosting#0002 (672752450553380884)

a level editor system cause when you finish the rundown your left with almost nothing to do

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Suggestion from brettbubba03#9659 (290623317986246657)

If the reason why we take so much fall damage is because of the added weight from all of the gear we carry, fall damage should be reduced if a sentry is deployed

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Suggestion from G/3#3870 (220202119871987712)

The backdoor commands should be excluded from tab completing. The difficulty of this optional objective is shattered when 4 characters can be typed followed by a autocomplete. Only the standard commands should be autofilled like ping and query

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Suggestion from pladdle#1952 (270343585675739136)

when expedition completion awards are added, there should also be in-game items that you can pick up throughout the level that you keep independent of a level completion- this allows not only incentive to play a level despite a win or loss, but also allows teams to grow stronger to eventually complete the expedition. These in game items would not be game breaking or OP- they’d be small incremental buffs that simply ease teams burdens (like grips for slight weapon stability increases or something that gives a +5% speed to hammer swing etc) allowing for more enjoyment while playing (because your getting stuff) and also slight greater chance of success over time.

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Suggestion from beep#8478 (224172089693831169)

A motion tracker consumable that functions gameplay wise as "a biotracker mine". Placed down, any sleeper that walks through it will be marked for a short amount of time. That or it could work as an audio queue similar to "The Hidden".

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Suggestion from beep#8478 (224172089693831169)

If not recommended before, the syringe consumable should be more present within the level. They should serve their role as a risk alternative of either health packs or solo giant takedowns, but them being too few and far inbetween lessens if not removes their impact.

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Suggestion from GumPum#1216 (486987911951286272)

Something like that "biotracker" from the trailer.
Like a consumable mine that can be found.
After placing it, it activates automaticly and send out a electro magnetic wave.
For a short amount of time it let you see through the sourrounding walls in a kind of blurry way.
It highlights enemies and any loot (maybe nearby hack locks could get destroyed by the electro magnetic wave if we want that feature aswell).

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Suggestion from 「Neetralius™」#9379 (219315274342596608)

More consistency for the alarms, aka, what starts them.

In short:

1  Make it so HSU scan will start alarm|wave after the scan, but not before it.

2 If after finish uplink on the terminal it won't end the alarm put some error messages after the uplink is done

2.5 if the terminal command will spawn a wave or start an alarm, again, put some error messages, maybe something instead of errors? I don't know you are the creative one's up here

3 Make it so carrying  (cargo, etc) will only start the alarm then entering a scan with it and not by picking it up

If explained:
Okay, so what hard video games fun to play? One of those things will be is a clear and consistent indications, for example: usually (for some reason, not always) in GTFO when the zone contains birther, enemy you can see meaty eggs on walls and ceilings. And unfortunately alarms for the most part lack that sort of indications - like overload on C2 with data sphere starting the alarm or the fact that some terminals then ended start infinite alarm and some don't. I don't really care how it will be implemented, my proposal is just one of the ways it can be done, the main thing is the general idea

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Suggestion from Cuno#0005 (278544679019085824)

A medal when all sleeping enemies have been killed.
you can get this medal on every mission, this will increase the life of the game

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Suggestion from mccad00#8360 (161610519546036224)

instead of changing terminal behavior to account for backdoor commands (disabling autocomplete for some commands), just have the backdoor commands largely consist of parameters instead of just a command
For instance, instead of having
SCCS_LOCAL_TEMP_SET_294_GRAD_INV_FALSE
you could have something like
SCCS_SET /LOCAL TEMP= 294 GRAD_INV= FALSE

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Suggestion from Henx#6595 (497463015009026058)

Please fix the Burst Cannon trick where you only fire one shot. It borders on cheating. I mean you have so much ammo. The weapon is currently OP.

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Suggestion from Henx#6595 (497463015009026058)

Maybe the sniper should have the possibility to put a thermal sight in front of the normal one. You can see heat signatures of enemies. This way you could also see Shadow Scouts and other enemies. So the weapon is more balanced and more attractive.

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Suggestion from Henx#6595 (497463015009026058)

If there is going to be a thermal view, be it a scope and/or a gadget, then there should also be a enemy species that have a skin where you don't see any heat.

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Suggestion from TheLastOfRich#5381 (627868112263577690)

Mac OS X port? Macs are powerful enough

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Suggestion from Howdy#1482 (205825886140891137)

adding a Credits system to unlock weapons, as it would give players more incentive to play Solo and want to do the harder missions. Same could go for an Exp leveling system, just to have numbers for us to look at that could reflect how much you've played, similar to how Black ops 1's weapon and leveling system was.

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Suggestion from daddythickpole#0705 (493127347386449930)

Steam Achievement: Kill all sleeping enemies on every level for any rundown (Difficult)

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Suggestion from Kolohe#0491 (654552800516374537)

Buff to the Mapper Tool concept to add more functionality and relevance to current gameplay:

The Mapper tool should have the function of being able to outline lootable items that are both outside and inside lockers/boxes including objective items when taking its “snapshot” - This would provide a more distinct differentiation between it and the Bio Tracker as well as give relevancy in use amongst both new and experienced players.

See https://youtu.be/r-y_N-3t7tI?t=28s for reference of the initial Mapper tool showcasing in the GTFO Gameplay Trailer.

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Suggestion from Temporary Solutions#7284 (589581013001175070)

up close animation engagements for creatures that dont shoot, for example the tall boys might pick you up and slowly kill you until someone kills it or damages it enough to drop you, you could also be able to empty the rest of your current equiped weapon's clip into its face or something depending on the animation (dont get caught lackin)

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Suggestion from R0K3TC4T#1535 (317173276541583361)

Mapper buff: give the mapper's flash a VERY minor stagger effect (maybe a fifth of a second) to awakened enemies only to add some utility and keep it viable for good players who know where every door and box spawn is.
There would of course be a cooldown balanced by devs so 4 players cant do an S1 scan by staggering everything.

See https://youtu.be/r-y_N-3t7tI?t=28s for reference of the initial Mapper tool showcasing in the GTFO Gameplay Trailer.

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Suggestion from R0K3TC4T#1535 (317173276541583361)

Mapper buff: Let the mapper's flash/sound act as a long range flashlight with wider angle for the purpose of syncing sleepers during stealth

See https://youtu.be/r-y_N-3t7tI?t=28s for reference of the initial Mapper tool showcasing in the GTFO Gameplay Trailer.

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Suggestion from glenson3377#6514 (488010683376730133)

add more specialized mele weapon stats ex: sledge hammer- slow charge rate high damage stagers enemies sword-moderate chatge rate moderate damage, high damage on full charge

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Suggestion from Swalee#7205 (393532588482101248)

Layered difficulty going as a Duo or 4 man Squad. Trio / 4 man squad = same as it is today, but add a layered difficulty for Duo / Solo play.
I don't want this to be top priority as I want the game to focus on the 4 man coop, but if this can be looked at, I will be glad.
Eg : If you tag as a Duo, you have half the resources normally available on the level and the alarm are less complicated.

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Suggestion from bro#1094 (138802036035551232)

After dropping a carry item (eg cell, turbine) it should change to your melee or previously held weapon. Current switches to your main gun, I've had too many encounters where I'm stealthing and accidentally shot my gun after dropping an item. Just had this happen in E1 and woke up shadow giants. Please change this 10CC.

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Suggestion from daddythickpole#0705 (493127347386449930)

Steam Achievement: Successfully complete a level without firing a single shot.

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Suggestion from TomHankSucks#2321 (452646221920600064)

New enemies
Prisoners that recently failed that are morphing into these worm things. Was thinking about my suggestion and best way I can think is to make mask broken sleeper that could take multiple headshots to kill (break mask on first shots if hit wrong). Or to have a latched on sleeper that is in a process of changing the prisoner, and the worm can escape with a random chance into either body as you try to stealth kill it.

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Suggestion from giraffics#7762 (283071343375679488)

a "nest" room — as in a room that has clusters of baby strikers in egg sacks. they would be initially sleeping but can hatch & attack upon alerting the room.

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Suggestion from -Prisoner5131-#2530 (452620304859004928)

A map for one of the new rundowns perhaps.
my thinking was that something goes wrong with the pods and the prisoners all get split off and alone so there is 4 ways to get to the circle BUT each way has different types of enemies so 1 way would have titans, 1 could have mothers, 1 just sleepers etc AND the middle when you get there a lift takes you down to a reactor
and you have to defend for say 20-30 mins straight
but when you get down there the enemies that was in each of the 4 ways
only 1 type of enemy comes from the ways the prisoners came from
in each way they go there will be a terminal to indicate what path they have taken
so when they start to defend it will say PATH 1/2/3/4 has been alerted to the reactor
the only enemy you wouldn't have is scouts. So say path 1 had titans and that was picked you would have to defend against them

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Suggestion from Alexis Rockstar#0698 (424262398036279301)

add mapper

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Suggestion from Mondo#6521 (399961301729804289)

I was wondering about a potato mode for computers like mine since it can't run B1 and I don't know what past that I can and can't run.

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Suggestion from Subuk#5344 (259475711247515659)

Hello, i like how the game is really immersive and it would be cool if the map wasnt just a simple screen.
I really liked that concept in Metro Exodus where the map was used like a tool (https://youtu.be/lhtXMZD_mlI?t=201)
Would be great having something similar in GTFO like you would take out a tablet or something and have your team connected on the right side showing their stats etc etc. Alright, have a nice day.

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Suggestion from D0VAHKlN#9859 (325085305361399809)

When dropping a cell or other holdables, it should revert to the last time you had picked up rather than defaulting to Primary

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Suggestion from Kreuz#0506 (251508823490035713)

A gamemode where the Warden sends in two teams of four where they both have to complete the same objective. But if the teams meet eachother then they can fight it out, and maybe there is a respawn system like your teammates have to retrieve a hard drive of sorts and bring it to a special respawn room? Idk i think it'll be cool to a pvpve gamemode. I dont know if this was suggested before.

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Suggestion from FLQNadeau#4079 (339133477830000640)

More Ludvig Leaks on upcoming Rundown

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Suggestion from 21#2140 (617800260324032530)

sleepers that crawl on the wall and go mach 10 when they get alerted

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Suggestion from gorąca kluseczka#8439 (367281844011663372)

introduce some lag compensation mechanics into GTFO, right now game comfort relies heavily on internet quality and it's something we have shortage of in more rural areas

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Suggestion from Merlin#4196 (219641321764159500)

It could just be me, but the DMR does not seem very viable compared to the other primaries. In order to put it into a viable area I think it should be given a damage buff (or headshot buff) where it can one shot head shot regular melee sleepers. This would give it better consistency and bring it in line with the other primaries. Although, I will say that this might make it too similar to the revolver, but since the DMR is a primary and the revolver is a secondary this shouldn't be an issue and it would allow for more weapon combination options.

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Suggestion from catzene#1352 (194553306780139521)

Require all player items (PID's, GLP's) to be in the exit scan to complete it. To compliment this, you should be able to transfer those sorts of items around between people. It just does not make sense having only one person survive the expedition holding 3 GLP's when the warden wants 15 of them.

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Suggestion from Davig Ramir#9939 (798051277510672474)

We should be allowed to exit without completing the objective. Why would the characters want to stay in the labyrinth when they can just leave. You should still get a partial completion when aborting the mission. And when image currency is added you should only receive half of the amount when doing this. This way its a safer and more pratical environment for new players to help learn.

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Suggestion from brookisagamer#8851 (653019767627710484)

grappling hook. Nuff said

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Suggestion from beep boop bop#1216 (708531238801113129)

Allow toggling on/off of deployed sentry turrets by pressing the same key. Can have some sort of cooldown to prevent abuse or range limit.

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Suggestion from beep boop bop#1216 (708531238801113129)

QoL maps improvements:

  1. Some walls are missing
  2. Not all doors are marked as such (looks like just a gap)
  3. Newly joined player's map are unsync'ed and are undiscovered
  4. Bulkhead key receptacles look the same as terminals
  5. Not all ladders are marked
  6. Zone subareas are not easily distinguished: some sort of color coding?
  7. Are resource kits actually marked out on the map? Never seen them
  8. Markers for stairs and transitioning to different levels using opacity
  9. Option for adjusting map transparency? Or minimap? 😄
  10. Thanks devs for a great game 🙂
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Suggestion from uarewRong#0349 (120518185270247426)

lore base puzzle in game for community to get together to solve

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Suggestion from Henx#6595 (497463015009026058)

Steam Achievment: Complete a level without losing any health.
Name: Flawless

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Suggestion from Fresh#1707 (120598196778041346)

Alarms need to state whether or not they will turn off after a scan or whatnot. Alarms like in C1 High that spawn endless enemies with no indication that they will lead to runs being a lot more trial and error for first runs.

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Suggestion from Henx#6595 (497463015009026058)

More WTF moments. The mass grave of D2 was such a moment. I think the game needs more moments where you are amazed and frightened. I think of huge rooms, jump scares or more mass graves for example. Of course there are many other ways to surprise players 🙂

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Suggestion from Davig Ramir#9939 (798051277510672474)

There should be some zero gravity areas. IT would be really cool to bank sleapers as we float around. Since our characters have smoke masks on they should be able to survive the zero G areas, the sleepers should slowly take damage over time.

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Suggestion from beep boop bop#1216 (708531238801113129)

Any plans on adding post-game stats? Eg:
~Damage dealt/received
~Friendly fire damage taken/received
~Times downed/revived others
~Headshots/hit distribution
~Stealth kills/close calls/alerts/assists
~Items found
~Locks opened
~Terminals used
~Distance sprinted/walked/crouched
~Highest/lowest point reached
~Fall damage taken
~Number of objectives completed
~Special enemy kills/damage
~Number of seafoamed enemies
~Number of enemies killed by explosives
~Resource packs used on self/others
~Terminal use time
~etc the list goes on and on, the more the merrier 😛

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Suggestion from bro#1094 (138802036035551232)

Match history / Expedition logs, see your past expeditions. Be able to find past groups, loadouts, and times.

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Suggestion from Cloudbreaker#2250 (440599223793352724)

I think water/flooding would make a great addition to the game. Certain sections of certain levels could be half-submerged, and wading through the water would reduce movement speed. I think this new hazard would open up all sorts of new possibilities: new objectives such as activating water pumps to drain flooded areas, new enemies that only appear in or around water, etc. I think it would add greatly to the tense and claustrophobic atmosphere that I enjoy so much about this game. Imagine trying to complete a door scan in an unlit room that’s slowly filling with water...

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Suggestion from Jeffthehampster#4966 (343574731783405569)

A reactor overload/meltdown objective: similar to a reactor objective like B1 extreme, D1, and E1 extreme, but instead of just starting it up your sent to overload it to kill off an entity living around it (lore wise), what makes it different is instead of finding codes on a timer you must find powercells to power up sub reactors to fuel the meltdown and also find codes to allow the overload to happen. the mission gives you a lot more resources then reactor levels do (which is already alot) as the waves are a lot more deadly and an error alarm is going off at the same time, once the reactor is finished and set to meltdown you must get to extraction and the extraction zone is in a different area filled with supplies as the scan is a surge alarm

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Suggestion from Waltz#4041 (310515851742937099)

A way to better immediately distinguish between regular fog and infectious fog.

At the moment it feels very hard to tell whether a fog patch in a level is infectious or not without going into it and seeing whether or not you gain infection. Perhaps some kind of unique particle effect or a distinct ambient sound for the infectious fog would be a good signal for which is which

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Suggestion from Tobbe#5530 (339052847524216832)

get some of the old music back from R1/R2, loved how scary it sounded

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Suggestion from Cring Vtuber#2079 (216376055726997505)

shooters that are like spitters and give you infection 😩

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Suggestion from Cring Vtuber#2079 (216376055726997505)

Mission where you divide😩

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Suggestion from Cring Vtuber#2079 (216376055726997505)

Melee Abilities 😩

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Suggestion from [C]Neko-Wafer#2239 (256659639456759809)

Shadow spitters that insta kill the player

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Suggestion from Cring Vtuber#2079 (216376055726997505)

Syringes instead of infecting you turn you into a sleeper and your objective slowly changes to match the hive mind that controls the sleepers that stop the players

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Suggestion from donkboi#2603 (212744361643999232)

sleeper that emits an emp pulse and temporarily diasbles all electronic equipment nearby

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Suggestion from giraffics#7762 (283071343375679488)

downed players should have the progress bar of their revival displayed on their screen as well

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Suggestion from Aeon#1716 (254674114755821579)

More small information hints about the expedition under 'Expedition Metrics' (currently only shows drop cage target depth) in the form of 'Sector Conditions' (examples include 'Unknown Lifeform Readings' for boss enemies/shadows, 'High Security Zones' for expeditions containing alarms Class V and above, 'Infectious Gases' for expeditions containing infection fog, etc.). This doesn't give complete information regarding what to expect for a group, but allows people to think and plan about potential threats in the level.

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Suggestion from SuperSynapse#0786 (262659650506194944)

Add a journal to the game so that as we progress in the level we can take notes for future runs.

I many times forget what works best when filling a lobby for a level (EG: mines, C-Foam, etc) and sometimes find the disappointment of forgetting a technicality in the blur of all the different levels.

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Suggestion from SuperSynapse#0786 (262659650506194944)

An autosave/progress save feature (auto-deleted on wipe)

  1. For host crashes which is a big oof when it happens (often towards the end of a long night)

  2. For those of us who work and want to enjoy the game's progression on nights we can't do 3+ hour long levels like C3 on Prisoner Efficiency prisonerefficiency but do want to play that progression with a regular squad.

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Suggestion from bro#1094 (138802036035551232)

Melee other players :D

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Suggestion from mccad00#8360 (161610519546036224)

a mission where a terminal command sets off an alarm which wakes up every room in a locked security zone. This would turn the ordinary security doors leading into the zone into ‘motion detected’ doors. Extraction point or an objective item would be placed inside of this alerted zone

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Suggestion from Cring Vtuber#2079 (216376055726997505)

perk system

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Suggestion from mccad00#8360 (161610519546036224)

a late tier mission (D or E) where the players must open a blood door which has guaranteed 4 or 5 scouts behind it, all of which are woken up upon entry.

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Suggestion from mccad00#8360 (161610519546036224)

a boss enemy which is reminiscent of a scout. Has attacks similar to a hybrid (fast paced high damage barrages, as well as close range melee attacks). In their passive state, they patrol rooms with feelers similar to a scout, spawning a hard wave of enemies upon alerting .While aggroed to the player, they will periodically summon small waves of enemies, similar to an error alarm. Would be difficult, but not impossible to kill silently, requiring highly precise coordination and use of C foam.

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Suggestion from Ita#7533 (142101556915863552)

For guns with a charge-up (ie: burst cannon) have an indicator for said charge-up on the sight, perhaps a curved line on both sides of the middle dot that fills up as you charge. Don't get why it shows the charge only on hipfire.

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Suggestion from SeñorTacoTruck#0753 (536709835178377238)

more vertical movement rather than just forward and backwards. having a security door built into the ground would be a great start, and the door opens from the middle to the sides instead of from the middle to top and bottom. ladders lead down to the new zone, where any normal enemies can spawn like any other zone. alarms would also work similarly with these types of security doors.

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Suggestion from Gorilla#2079 (216376055726997505)

add those like elevator things that are just moving sidewalks but make them like unpowered until you activate a generator and you can run faster on them

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Suggestion from ChaosKirby#6328 (272170769319198731)

New Enemy: Stalker. To add to the horror aspect a little more, my friend and I thought about the idea of an enemy that stalks the player. It would follow behind the player at a distance and occasionally make subtle audio cues (like soft footsteps, quiet sleeper clicking, or scratch noises) to add in a bit of paranoia. This enemy would try to keep out of the player's line of sight by hiding around corners, behind doors, or in the darkness. As for when it shows up, it could be kept to a rare spawn (maybe after a random amount of time has passed in a mission, say 20 minutes or an hour). As for stats or what it does when provoked, I'm not really sure. I just think the idea of something lurking behind you would make things really interesting and embrace the horror aspect of GTFO.

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Suggestion from Zeke2eletricboogaloo#1525 (376684049181310977)

for the above, i would say the stalker should strike when the team isnt doing stealth (cause its not very fun to be playing well in stealth then a stalker alerts the room) but should strike when the team is kinda relaxing a little, preparing for the next attack, you get the idea, it should drop from somewhere (maybe the ceiling could be another one of its hiding spots) maybe with or without a loud noise, it should go for the most injured one (picking randomly if two or more are equally injured) or the one farthest away from the group, id say that it should be faster then a players run speed but have decently bad health, if the players attack it first it wont attack for a few seconds to encourage trying to take it on if you spot it before it strikes

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Suggestion from Aaron#3736 (100719978252079104)

I would love to be able to stack Toolkits instead of swapping them out. For example, if there are two 2 use Medpacks (40% each), I'd like for one player to pick up both and they'd be holding a 4 use Medpack (80%).

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Suggestion from Sigening#6088 (266943198029414400)

"The Prototype" - boss level

Map: 4-ways from boss room, each directions have 1 power cell. one of them is longest, where the sample is located

After a while when players played through, there'll be a giant glass tube with more vicious Tank(Boss) contained at the middle of a big laboratory
In this expedition, players are ordered to retrieve a sample(Main Object).
In the same room there's an alarm door, and if you open the door the boss will wake up and begin to smash the glass it's contained(of course)
After certain time, the boss will break through the glass and he will be very hard to beat.

Your mission is to find 4 cells and insert it to a shock device, to damage the boss and stagger him
Each cells inserted will decrease the boss's HP by 25%(and neutralize one head), total 100%, and every time you shocked the boss, he will be staggered for 30-60 seconds and that's the time break for players.
The Boss should have tired breathing sound and animation to tell players that it isn't over.
After the boss is defeated in any way, players will be able to play much easier

Or, you can just ignore cells and go directly to the Main Objective, and defeat or sneak through the boss somehow. but the less you shocked the boss, the faster the boss will break through and he will catch up players at least 3 times.

The Bulkhead-DC can be located before the boss room, or after the boss so players must beat the boss to do Optional Objectives

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Suggestion from Sigening#6088 (266943198029414400)

"Labyrinth"

There're special doors called "Gargoyle" which can be activated by the Reactor. you must charge the Reactor in order to close them. there're 2 separated rooms with 2 Gargoyle doors and 1 Open Gate connected to hallway which leads to both rooms.
The Gargoyle doors are enhanced by electrical energy, so it will be invulnerable if the energy is enough. all Gargoyle door shares same power source, which means you can't close all doors.
The enemies will come through 4 Gargoyle doors, and there's enough power to block 30 of them(if it will cause lag, we can reduce). and the rooms for Gargoyle doors are not connected, which means enemies will keep stack if you keep them closed. if the enemies are stacked more than 30, all Gargoyle doors will lose power by safety system and will automatically be opened.

Now you get the idea, you should adjust the enemy counts for each doors to maintain power. if you have Bio Tracker this will be easier but it's not necessary because the power level is visible. the communication and judgment will be important in order to adjust it.
also, there's a delay and cooldown on each door opening/closing

and there will be random huge waves at one of the doors occasionally, which is about 30.
there're 2 doors in the reactor room which are unlocked on even round numbers.

this level is designed to allow players to have various ways to clear. they can split by 2 to each rooms, or they can hold in one position if their aims are good

To-Do : the way to block huge waves bit easier like frag grenades...?

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Suggestion from ABC_squid#8368 (437419839976636417)

electrical locks that will lock if the player fails it to many times forcing the player to leave it or use a Lock Melter on it.

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Suggestion from Ashadowboi#6538 (551244441617432598)

a solo completion badge for high / extreme / overload and prisoner efficiency

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Suggestion from Gorilla#2079 (216376055726997505)

Make the sleepers have a weird rage state where their veins start glowing RED and they are super strong and faster

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Suggestion from Gorilla#2079 (216376055726997505)

Make it so that titans when they swing they friendly fire sleeps since their arms are so big

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Suggestion from Gorilla#2079 (216376055726997505)

screecher that alerts the next room over and the current room if it awakes

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Suggestion from Gorilla#2079 (216376055726997505)

optimized resource spawns

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Suggestion from Gorilla#2079 (216376055726997505)

tanks are blast resistance

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Suggestion from Aaron#3736 (100719978252079104)

The ability to put down/drop resources/packs.
At the moment, we have to memorize where we're dropped/swapped out a resource on the map, and sometimes we will have to abandon them because they're in a bad place for the wave. If we know we will have to hunker down in a location or will have to run in this direction to back away from the wave, I would like it if we could place/move extra medi/ammo packs down in a strategic location.

It would mean another button press, but I think we could use the LMB/RMB of the mouse. Or (probably controversial thought), changing up the buttons to do different things. For example:
LMB: Use on teammate (will not do anything or accidentally on self if no teammate is nearby)
RMB: Use on self (even if teammates are standing in your face)
E (default Use button): Drop/place pack on the floor.

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Suggestion from Aaron#3736 (100719978252079104)

Enemies like Barnacles from Half-Life, where they grab you from the wall/ceiling.

Still relatively new to the game, and one of the flavor text for D1 was "what's that on the ceiling?" got me excited/scared of the ideas of Barnacles or some sort of creature that would grab you from the wall/ceiling. Since they're too far to be melee/stealthed, players would have to shoot them to kill them, but shooting always runs the risk of alerting enemies. If you ignore them, you run the risk of accidentally getting caught by them when trying to escape from a horde.

I'm imaging they'd be like a coiled up pod that is constantly on alert. If you are in range, it'll start clicking as it starts to aim at you. If you're still in range after a while, it'll shoot out a whip that'll grab the player and start dragging them to it. Player loses ability to move as they're slowly dragged towards its gaping maw. Maybe players can dodge or juke the whip if the enemy is close enough to the ground to be melee'd, but like a Striker attack, you have to be precise.

Maybe could still melee them while grabbed to save yourself being dmg'd from them, but then you risk fall dmg depending on how high they're in the room.

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Suggestion from Gorilla#2079 (216376055726997505)

skeletons (inanimate)

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Suggestion from Gorilla#2079 (216376055726997505)

For april fools do an emoji event where you remove the sleeper face and replace it with laughing till crying emoji (this emoji 🤣)

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Suggestion from Henx#6595 (497463015009026058)

Another stage of the normal striker. This form is very pale and the veins glow slightly green/blue (infection). Similar to the spitter. I imagine this enemy is more likely to be found in the infection fog. Of course, the spawn location could be chosen differently. But I think it would fit well.

Let's move on to the attack pattern. It has a tongue, like a normal striker. It should do less damage, but give infection too. I would rather leave the exact damage and infection to the devs. When the opponent is just before the tongue attack, his stomach glows slightly green/blue.

It's the first concept for now. It could be extended.

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Suggestion from Gorilla#2079 (216376055726997505)

A currency system that allows the player to buy more powerful weapons

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Suggestion from Toshimonster#0001 (138679451322941440)

Restless sleepers. Variant of sleepers that have something wrong with them - albeit human to sleeper transformation, just more hyper, or vein beating - of which have much more heightened senses (double alert ranges? - Heartbeat occuring psuedo-randomly?). Would make clearing out sleeper rooms less of a case of 'Can I kill this dude safely' - more of a puzzle.

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Suggestion from Toshimonster#0001 (138679451322941440)

Give clients more power in the p2p model. Eg; attack registration. Eg; attack hits. This will greatly improve the laggy woes of some gtfo sessions. Although this does open the gates to more wide stream hacking, if someone really wanted to hack they could just be the host in any case. I believe the pro's outweigh the con's - laggy gtfo sessions feel unfair.

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Suggestion from Rey Jones#8228 (569403083038392343)

a very rare sleeper that by passes the first level of alertness and always pumps when he listens (i don't know if i spelled that right but oh well) as most people know the alarm enemy's are colored red like and sleeping enemy's are white but what if we can make an enemy that is red but kinda going to white as it makes sense in the lore (by sleepers sleeping) and at this stage they are sleeping but very jumpy as its pumping all the time (you can know there is one in the room as its pumping)

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Suggestion from Waltz#4041 (310515851742937099)

Sleepwalking Sleepers

Regular Strikers or Shooters that have a rare chance of being up and about when a room generates. Their patrol pattern is similar to that of a scout, randomly wandering around the room. They're harder to wake up than regular sleepers but they are offset by the fact that their wandering can potentially throw a curveball into whatever plans you might have had to easily take out the room, since they will still wake up instantly if they bump into you.

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Suggestion from Ph3onix#7960 (211183606461235201)

Using your melee shove right before a Striker's tongue is about to hit you will allow you to parry their tongue similar to Hunter punting in Left 4 Dead.
Can also be done to giant Strikers but instead of shoving you must swing an at least half charged hit right before the tongue hits.

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Suggestion from Gorilla#2079 (216376055726997505)

a chemlight that burns the things around it with DOT

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Suggestion from Aaron#3736 (100719978252079104)

make enemies have collision hitboxes so they don't end up running through your legs, making it harder for your teammates to shoot them without hitting your teammates.

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Suggestion from Davig Ramir#9939 (798051277510672474)

Enemies should not have collidionz, it would be unfair that we can't run through the sleepers. However I think it should make it should make that when the sleeprs you run though the sleepers and take damage. It is like they bite you to do damage as you run past them. Also the ingame VC is kinda loud, it should be turned offline. THANKS 😄 😄 😄 😄 😄 D: :LD

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Suggestion from catzene#1352 (194553306780139521)

Eventually if there are enough different combat themes, perhaps have a theme on each tier (A,B,C,D,E).

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Suggestion from Davig Ramir#9939 (798051277510672474)

the compat shotgun should get a clip extension as well as an electric knife on the front. IT could work as a emerjency melee weapon, also making its sustinance fired a but better if are to shoot towards large crouds of sleepirs. Lore wise it could be explained as the prizoners adding more bulllets to the clip, and using old minind tools to install melee knife on the fronts. Would be soper cool. Or could maybe we get like an M11 Garend rifle, would be fun to slap the sleeprs with it. 😄

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Suggestion from Davig Ramir#9939 (798051277510672474)

the fans on the powler cells shoud be animationed to spinning. The fog turbine shoud also have an spinning animationed to help show its current status wen you cannit hear it

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Suggestion from FLFFL#2311 (156913492627030016)

Make error alarm levels more consistent.

On levels like B2 PE and A2 Overload a lot of the challenge comes from doing certain objectives(killing scouts and clearing rooms) before an error wave spawns ahead. However that challenge can be incredibly inconsistent because of how random the wave spawns are.

The error waves should be on a schedule, E.g for every 2 waves that spawn behind the players one wave should spawn in front. Keeps the time limit and the inevitable forward spawns that these types levels usually have while also making both of them way less RNG.

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Suggestion from Davig Ramir#9939 (798051277510672474)

Their shoud be a verzion of the bio tracker that can damage and even kill the sleepers when activated. But to off set this, the bio killer should require one tool and one medical pac to funtion.

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Suggestion from Davig Ramir#9939 (798051277510672474)

the Machine gun should have a garnade launcher that fires C-Fome garnades

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Suggestion from Byful#4172 (349120668463398912)

Environmental damage would interesting.
you could shoot the gas tanks and have it explode, or release a bunch of infectious fog. You could also work it into a level were shooting is very dangerous cause theirs gas pipes on the ceilings and walls and one stray bullet will blow up and entire tunnel your team is in.

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Suggestion from estlo#2620 (246657252335943680)

April's Fools: All melee weapons are replaced by a toy version for one day which makes squeaky noises when swung

no gameplay changes other than that

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Suggestion from Gorilla#2079 (216376055726997505)

a gun that fires rocks to bait sleepers over to it

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Suggestion from Sigening#6088 (266943198029414400)

Expedition "Frostbite"

This expedition's theme is a big refrigerator. there're frosts on walls, ceilings, etc.
There're specific places where it's freezing cold, and where it's just normal. in the cold places, the sleepers are less likely to wake up, but there are more sleepers than usual.
There're uniqueness on these enemies, they move slower but there are more of them like the first trailer of this game, except that they're more blue-ish than normal ones.

There's nothing more to change on the gameplay, but it's to give pressure and variations on combat, and give new experience to the players on map environments.

You can expect a "OVERLOAD" difficulty on this. enjoy the wither of this level.

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Suggestion from Cloudbreaker#2250 (440599223793352724)

New in-game item: respirator filter. Can be attached to the player’s facemask to provide invulnerability to infection from toxic fog for a limited time.

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Suggestion from D0VAHKlN#9859 (325085305361399809)

Instead of our characters using the line "sleepers" for all, it should vary. Giants get more of a urgent tone to their voice. Chargers should a dialogue change to something like " ssshhh, chargers. Keep your eyes open". Scout should have "ah shit" tone to their voice. Especially when a boss enemies appear. (In all, i would like more dialogue)

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Suggestion from Whale#8842 (265285313083998209)

A training mode to practice different gear combinations and hammering sleepers efficiently. At the moment, it's a bit hard to practice without feeling like you're handicapping the team's chances of succeeding.

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Suggestion from Ashadowboi#6538 (551244441617432598)

baby shooters that fly in the air , do 2% damage and have a 25% chance to replace a baby striker from a mother birthing

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Just wanted to address some things that I've seen regarding suggestions being made here. Some people have asked, and the answer is Yes, I read every suggestion that people make. If you guys abuse the suggestion system, that just makes it harder for me to do my job as a dev and your community manager. I read the suggestions and use that to relay your feedback and requests to the rest of our team.

If you're making troll or joke suggestions, it's just a waste of my time reading, and having to filter out what's actually serious. You may ask:

What's serious and what's troll?
Let me ask you, before you submit it, do you really thing that suggestion "xyz" fits into the theme of the game?

If someone makes a suggestion and you don't like it, downvote it. That's what the downvote emoji is for, do not just make a suggestion stating the opposite. If you like a suggestion, upvote it. Please use the search feature to see if it's been suggested before instead of suggesting it again. If the same suggestion is made 3 times, the same person can vote on each. Does that make it that 3 people want it, or just that one person wants it? Whereas using a single suggestion and unique counts give us a more accurate view. (think of it like an election - it's voter fraud to have the same person vote more than once).

Please, I ask you, please take the #gtfo-game-suggestions serious, for the sake of me, for the sake of our dev team, and for the sake of your fellow players and this community as it just hurts you all more than anything, as if the suggestions continue to be abused, then the feature just may be turned off.

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Suggestion from brookisagamer#8851 (653019767627710484)

customizable reticles? Not a fan of some of the reticles in game, and not the hipfire reticle especially. Would be a neat little QOL change

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Suggestion from mccad00#8360 (161610519546036224)

hosts need to be able to kick users from their lobby or game. It really gets frustrating to get paired up time and time again with the same person who is either flat out greifing or simply refuses to cooperate with the team

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Suggestion from Larvar#2636 (269906898730483712)

alternatives to the current usage of infinite alarms/enemy spawns (things that impact the rest of the level as well) for objectives of any kind, preferably things that match the environments they are used in,
some ideas being:

  • some kind of system overload that electrocutes certain parts of rooms or the overall map thus making them harder to traverse in order to avoid damage -> datacenter
  • release of some poisonous gas/substance that in comparison to the normal fog we currently have could do actual damage or cause some other impairment/ release of specimens, making rooms unsafe again
    -> laboratory
  • pressure build up in pipes, valves or machinery making them spew fire or hot gas -> refinery
  • collapse of certain paths to limit your movement or create new ones -> dig site
  • an actual blackout
    in general any kind of harder conditions should have a more integrated trigger, meaning smth fitting thats literally anything else except solely opening a door or powering a small generator
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Suggestion from Jacob Rees-Mogg#7933 (264499846998654986)

Big doors. And I mean BIG, like an apex door taking up an entire wall.

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Suggestion from Gorilla#2079 (216376055726997505)

this a is a resuggestion seeing as they deleted it earlier a gun similar to a grenade launcher that shoots chemli ghts that do DOT

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Suggestion from Saint-Funky#3625 (208595588709613569)

(Sorry if my english is bad) when having an ammo pack in hands, show an indicator near the current ammos so we can know what ammo% we'll get after using it once (something like that : https://media.discordapp.net/attachments/208606706580586498/803707385129861170/unknown.png).
The same thing can be applied over sentries when dropped (since we don't have anything to see how many ammos are left as % (not flat value). Otherwise the player can have a small pad which displays the amount of ammo left in the sentry (either flat or %, or both).

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Suggestion from Gorilla#2079 (216376055726997505)

a puking system where if your infection is high enough you periodically get sick and can alert rooms

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Suggestion from Ekluzivs_piens#9057 (236802625843101696)

Sleeper x scout variant
So we know what a scout and a sleeper is but,
Proxy sleepers are like this, they sleep and +don't react to light or sound but only to touch+ This is where the scout part of him works, +his feelers are around the room (random diameter or all over the room the proxy is in)+ When the feeler is touched or hit, it alerts the proxy and wakes everyone in the room +and alerts a horde+, +For added difficulty it wont shut up, meaning it will keep calling for more enemies until it's killed+
+He's only a proxy, he cant attack, and can't move+
+..+ - depends on the devs

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Suggestion from mccad00#8360 (161610519546036224)

occasionally add a few pre-aggroed scouts to alarm waves

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Suggestion from mccad00#8360 (161610519546036224)

Enemy spawn caps should not overlap eachother into 1 pool. Instead, every active alarm will have it's own spawn cap.
For instance, if you have an error alarm active while doing a security door alarm, the security door would be able to spawn 30 enemies at a time, while the error alarm would also be able to spawn up to 30 of it's own enemies. These pools would not overlap with eachother, meaning if you had an error alarm spawning chargers and a security door spawning regular sleepers, you could have 30 regular sleepers from the security door spawning subsequently to 30 chargers from the error alarm.

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Suggestion from Whalefat#3753 (134468149985804300)

A one use incendiary mine that deals low dps to sleepers, but slows them down for about 10-15 seconds before the flames are extinguished. I think

This item would basically serve the same role in the weapons sandbox as the auto turret currently does, although it would take up an item slot rather than an equipment slot.

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Suggestion from Explosion#9500 (217453795297198081)

Remove the Hacking Tool as default loadout. Add an additional loadout slot for other items such as a Hacking Tool, Slower/Slightly Loud Lockmelter. Maybe even remove the LRFlashlight and put it there. I would love that. Personally I think it would be sick to have a little more lock difficulty.

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Suggestion from ~Sweet AdoBoBo~#1690 (534984262974308370)

There are a lot of Robotic Skeletons laying around. (ex. A1 near Hard Bulkhead)

My suggestion is using a completed version of those, and maybe putting them in empty rooms where they could be actively scanning for players or anything alive really. Like automated facility guards with firearms and a visible line of sight (ex. Auto Sentry Scanlines) but longer.

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Suggestion from Gorilla#2079 (216376055726997505)

an enemy that goes in and out of stealth that latches onto the players face like those weird goblin things from tranzit fog in bo2

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Suggestion from G/3#3870 (220202119871987712)

(Originally by @wheat orchid)

Please release the mouse scroll from automatically "switch weapon" function.
Many people would like to use it for other functions such as tools, map, melee push.

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Suggestion from ThievesHand#5403 (414898016420495366)

A ballistic shield option, perhaps two-handed, perhaps only usable with pistol-like weapons.

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Suggestion from mccad00#8360 (161610519546036224)

increase the alert radius of failing a hack lock or smashing a padlock. Right now there’s rarely any risk to this at all unless an enemy is very close to it

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Suggestion from MylittleNyx#6969 (229656140806356993)

Map markers to mark stuff on the map instead of the drawing line.

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Suggestion from Mit12#7801 (294764458067099648)

when drawing on the map, make left click create permanent lines (for the rest of the expedition) that have to be manually erased, and right click create the temporary lines we have right now, so that teams can create better plans using the ingame map.

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Suggestion from brookisagamer#8851 (653019767627710484)

potato mode for GTFO has been suggested before, but why not take it a step further, and do full on 1999 shooter remaster? A là OG DOOM. Could be a fun revisioning of the game, and draw in new people. I think it could work very well.

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Suggestion from Waltz#4041 (310515851742937099)

Since the facility takes place in Chicxulub, Mexico, maybe some additional spanish text throughout the facility (like on signs or on doorways) would add to the worldbuilding

E.g. On security doors, as well as saying "Entering Security Zone 457", it would say somewhere else on the door "Entrando Zona de Seguridad 457"

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Suggestion from Gorilla#2079 (216376055726997505)

A trap shooter that is actually a striker when it gets close

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Suggestion from brookisagamer#8851 (653019767627710484)

add randomly coloured glowsticks for april fools, like pink, purple, etc

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Suggestion from brookisagamer#8851 (653019767627710484)

Division 2 is a shit game despite my 900 hours in it, but one thing it did right was enemy spawning. Spawns in GTFO are kinda meh rn, but to fix that, add unopenable doors that enemies smash out of to spawn. Going through the doors as a player leads you into a short blank hallway, nothing fancy. This could help fix buggy and bad spawns, if the devs added many of these fixed spawn spots to levels.

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Suggestion from mccad00#8360 (161610519546036224)

Spitters are now killable. The scream, which would be made significantly more audible to enemies, now only occurs when they are destroyed.

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Suggestion from Gorilla#2079 (216376055726997505)

In light of coronavirus you should make it so infection kills the player down to 0 percent to spread awareness

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Suggestion from Jinn#3914 (147316595989938176)

Harsher Penalties for Increased Infection Rate:
Possibilities like Slower Movement Speed, Increased Damage based on higher infection rates, longer Revive Times (due to them being weaker from the infection)

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Suggestion from Ita#7533 (142101556915863552)

Remove fall damage, it adds nothing to the game whatsoever other than to be a nuisance. Fall damage discourages freedom of pathing in many areas and punishes you for nothing other than for realism in a video game (and GTFO ain't exactly realistic in the first place). Especially in this game any height higher than 2 ft means losing health, fall damage should only be reserved for incredibly high heights, where there is usually only one path anyway.

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Suggestion from Gorilla#2079 (216376055726997505)

instead of a chemlight canister that does DOT a chemlight canister that does HOT for team in teamscans to help hold them

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Suggestion from Jinn#3914 (147316595989938176)

Different Wave / Horde Noises
Currently there is only one singular Wave / Horde Noise. There could be different variations on this noise. Possibly one to indicate whats in the horde (aka chargers / big chargers would have a distinct scream vs that over a regular striker / big striker wave. Or it could just be different noises that play.

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Suggestion from mccad00#8360 (161610519546036224)

a mission with an all-giant alarm sequence

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Suggestion from Gorilla#2079 (216376055726997505)

An item similar to lock melters but instead its door breaching charges that can blow open security doors alerting the room inside but allowing you to bypass alarm (incredibly rare spawn)

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Suggestion from Erica#3230 (699027012962091089)

a tool that rebuilds broken doors, or a rare consumeable

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Suggestion from estlo#2620 (246657252335943680)

seeing the mission with the all-giant alarm being upvoted quite well, how about an one-giant error alarm that repeats every like 35 seconds?

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Suggestion from Remilia Scarlet#3246 (313012100551409665)

pressing 'o' while chatting in map screen shouldn't send you to objective and stop the typing

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Suggestion from Aeon#1716 (254674114755821579)

'Secure' terminals - Terminals that have small timed hacking minigames (i.e. 15-30s to search through garbled text for a verification word to type) in them that if failed emit a noise like a hack lock which then resets the hacking minigame.

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Suggestion from Meatbagg#2881 (225520796142010369)

short animations for using objectives items, for e.g. a short 2/3s animation for inserting a cell into a generator

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Suggestion from hellbound#2640 (307513834367746050)

laser dot scopes so team mates can see were you are goin to fire so no one gets shot in the back. and maybe a rifle butt for when something gets to close and you cant switch to the hammer in time.

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Suggestion from Rey Jones#8228 (569403083038392343)

(for the sake of us and the lore) add more sense to the zones as it right now the zone number's are mostly randomly picked or generated but it would be fun to see the zones make some more sense (as we go lower number's get bigger) and also add zone 0 and zone 1....

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Suggestion from FurriiChan#9335 (195157752199380992)

Maybe be able to use C-Foam to effectively "patch" a broken door. It would have less strength than a door on its own, but it would slow the sleepers down for a second or two and let your team know how close they are. Less effective than C-Foaming a regular door, but useful as a last resort.

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Suggestion from Project Zaero#9999 (358577849411567616)

Add a piercing damage multiplier value to weapons (similar to precision and stagger) and add a small amount of pierce to most guns (hit 1-3 enemies per bullet).

Example Scenario: Gun can hit 3 enemies with piece and has a pierce multiplier of 40%.
1st enemy takes 100% damage.
2nd enemy takes 40% damage.
3rd enemy takes 16% damage.

Why? The gun-play often feels underwhelming because alarms essentially turn the gameplay into a horde shooter, but you don't have any weapons that are designed for a horde shooter. An example of this is when a wave of enemies is attacking you. You open fire and stun the first enemy but then you just get hit by all the enemies that were behind it. This is exactly why many players resort to simply using the hammer because it doesn't suffer from this problem, making the hammer disproportionately stronger than guns in most scenarios. The game currently suffers massive balancing issues due how much stronger melee is than shooting (melee conserves ammo, tools, and health all in very large amounts).

Having a small amount of pierce with heavily reduced damage while maintaining stagger values would probably make the guns feel a lot better to use without actually making them much stronger than they are now.

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Suggestion from RedSnow123#9402 (451099705670107156)

Enemies now spawn from ventilation shafts and holes in walls, instead of just randomly "appearing" in a room. I know this might not be an easy thing to implement but a nice qol addition. I had enemies spawn many times right on top of me if the spawn room is fixated.

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Suggestion from Gorilla#2079 (216376055726997505)

An item similar to a chemlight but instead its just a canister with gas that leaks fumes on the spot its placed that heal the team

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Suggestion from Church356#4114 (571480007319355403)

add a extend able electric baton that can be used to take out the zits, temporarily stuns enemies, but not players, does decreased damage over time as it loses charge after each use, but can be refilled through generators and random charging stations around the map, like a security office or armory. But as a draw back to using it, the player gets damaged if there is fog in the area, or if there is a leaking pipe within a certain radius, and if the player is infected it has a chance of getting stunned.

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Suggestion from Aaron#3736 (100719978252079104)

Please give an option to reduce/turn off player callouts? Having teammates characters constantly crying when they're down can get a little tiresome and it would be nice to silence them after they've already called out that they're down.
Alternatively, have it be a manual thing. Your character will automatically call out when they get downed, but afterwards, you manually trigger your character to call out that they're down. This way, the character isn't constantly yelling/complaining while being down on the ground, and if you do enjoy the voice lines you can manually trigger it.

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Suggestion from Gorilla#2079 (216376055726997505)

an item similar to a chemlight but instead it leaks fumes that do DOT to enemies

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Suggestion from Church356#4114 (571480007319355403)

something close to the hel rifle, more "experimental" weapons

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Suggestion from Ashadowboi#6538 (551244441617432598)

Charger Shooter / Shotgun Shooter

-Is As Fast As A Charger
-Shoots 5 Bullets
-Has To Get Close To You To Shoot
-Each Bullet Does 5% Damage

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Suggestion from Gorilla#2079 (216376055726997505)

the ability to grapple onto chargers with correct timing using melee and redirecting them into sleeper crowds causing damage

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Suggestion from [C]Neko-Wafer#2239 (256659639456759809)

Bomber scoot: if you dare to harm the scout they will be sure to harm you in return. By exploding >:)

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Suggestion from MashEd'Tatoes#1208 (561058408522973190)

Make bio pings show up on the map

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Suggestion from Jerugalo#5606 (467354994987892736)

Have the map show small icons of what they contain (after opening). It's super tiresome to search through dozens of lockers to find that one C-Foam Grenade you left behind

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Suggestion from Jelly#8204 (471406649488310282)

Make map notes optional to not disappear/introduce an eraser to keep track of routes, items, strategies etc

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Suggestion from OneVoltTen#7811 (111069927036735488)

QOL Matchmaking option: Expedition filter Find Tier X (and above). Search for available matches of e.g. Tier 2 and above while avoiding lower Tier maps.

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Suggestion from Byful#4172 (349120668463398912)

Change the model of SPOILERS --> ||Giant Chargers|| to make then less like ||regular chargers||, I don't look too closely when dealing with them. Spikes on the back along the spine would look cool and distinct enough

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Suggestion from Henx#6595 (497463015009026058)

I want an opponent that looks as fucked up as in picture 1 and 2. https://youtu.be/PJP4xHwdmno?t=516 (8:36) The beast should be do much damage.

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Suggestion from Gorilla#2079 (216376055726997505)

the ability to remote control the sleeping robots

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Suggestion from Gorilla#2079 (216376055726997505)

infection transforms you into sleeper at a high enough level of infection (had this idea for awhile)

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Suggestion from Henx#6595 (497463015009026058)

If you have a lot of infection (85-100%), you should have more problems. I think for example of vision problems. Sometimes you can't see clearly. Or also that the character must sometimes tremble. There could also be suitable voicelines. You should notice that it is a serious infection and the player goes crazy.

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Suggestion from ScottyP#5060 (267841800771731476)

Infinite Gamemode(?)
Disclaimer: Not trying to say procedural generating is easy, this idea is simply an "in the event" its possible kind of thing...

Essentially is an infinite game via procedurally generating the tiles. The only twist would be you can choose the difficulty of your path by choosing the alarm doors you want to open in between checkpoints. The checkpoints in this context wouldn't be saves or anything similar, more so "reset" points. Easier to explain from a behind-the-scenes perspective.

Say it takes 20 'points' to get from checkpoint A to checkpoint B. You would get these points by going through doors, the higher class the door the more points you get (Again, points are just a game tracking system and not necessarily a number pasted on the screen). The reason for this breakdown is so you can progress however you want, can start by going through a class 2 door and then in the next section go up to a class 6. Whatever floats your boat and gets you the points to get to the next checkpoint area.

Could then make it more challenging/significant by increasing the required points between checkpoints. Like A -> B (20), B -> C (35), C -> D (55), etc.

I can see how it could get boring really quickly, it would be cool to have the same sort of objectives the game currently has incorporated in as well - just wasn't sure how in initial thoughts of this. Cheers!

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Suggestion from Church356#4114 (571480007319355403)

add multiple types of weapons, items, consumables, etc that are able to kill the zits

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Suggestion from Gorilla#2079 (216376055726997505)

make it so that the guns dont reload when the magazine hits empty you have to manually do it because it annoys me that it starts to reload without my input i dont feel in control

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Suggestion from OneVoltTen#7811 (111069927036735488)

Lower the volume of the scream after you start the game then 'press and hold' INJECT. Shouldn't have to deal with that obnoxious noise everytime the game starts.

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Suggestion from OneVoltTen#7811 (111069927036735488)

In certain high security levels, include roof mounted auto-turrets. They'd help defend against large wave based attacks while opening high security doors or objectives.

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Suggestion from 21#2140 (617800260324032530)
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Suggestion from Dino#7846 (138354506185441281)

Flashbang, use this to stun the enemies for a few seconds giving you time to run away/reposition.

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Suggestion from Gorilla#2079 (216376055726997505)

A boss crocodile that spans the length of a room similar to SCP-682 hes unkillable but can be permanently stuck in one spot

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Suggestion from Çaptain Ålpha#6344 (208401169108828161)

Make so if you Cancelling a burst weapon, if they try to cancel the burst and only shoot 1 bullet, count it as they shot 5, so it's can still be Burst Cancel but still loose 5 bullets ( or 4 for carbine ).

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Suggestion from Ms Whale#5275 (344032910145224704)

some static weapons, or turret. need to turn on its power with cells first, and fill ammo with ammo packs or tool packs. they can't moved, and transportable but few turrets( not more than 2 )are positioned at some points. you have to choose whether to sacrifice packs to get more firepower, or save packs for later

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Suggestion from Ms Whale#5275 (344032910145224704)

visible lasers. probably looks cool when foggy or darky. but it will be trigger sleepers when laser targeted their.. head things. can used to concentrate fire power, and let others know where teammates are aiming.

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Suggestion from Gorilla#2079 (216376055726997505)

An item similar to chemlight but instead of chemlights they are just normal glowsticks that can be fired from an underbarrel chemlight/glowstick launcher to light up zones at a further difference

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Suggestion from FistFace/Deicia#5689 (234537996253134849)

Targets tagged by a Bio Scanner get dealt increased damage by sentries. Does not apply to Shadows.

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Suggestion from Davig Ramir#9939 (798051277510672474)

Their shoud be a tool that can heel players to 100%. It shoud us the same energy as the sentrie guns adn the blio tacker. dis way it can we use the tool refill packs to heel our teemates at the cozt of losing C fome and sentrie ammonition. But since this tool would be pretty op, there should be a 90% chanse it glitches and damages, or inflicts the teammate 50%. This way players will no to be careful and plan smartly. 😄

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Suggestion from Davig Ramir#9939 (798051277510672474)

in Rundon oo5 they're has to be a new primmary weaypon. It should be a manuel battle gun, like an M15(aka M1 garland) or a FN FAL. Right know, the roll of mediam to long range assault rifel is kinduh empty. A lightur calibre rifel like the m15 or FAL woud help fullfill this roll. They woud be hi damag, low ammonition rifels. Only the on. ONly they are. They are Onley affective aginst lickers and spitties, less affective against giants or bosses. Maybe they can kill the scouts thope, with a double time shoot? I think this guns woud be a cool addition in rundown oo5's cutsomizable weapon sytem

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Suggestion from Davig Ramir#9939 (798051277510672474)

My friend thinks their should be a securety office enviornment or room. Same as like labrathory or mine tunnles. since snationian has ammonition packs everywhere, its very possible that they haved security guards that patrouled the various complexes. He saids it woud make the word more believeble and immserive. thes little offices could have a chance for a loot box and terminal, and mabe some lore stuff as well. (dead securite guard sleeper maybe?). Also it would be cool if some of the securety offices would have televistons screens to look at securety cameras. This coud hel p us get a rough idea of wahts ahead in teh other rooms. THanks For REading 😄

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Suggestion from Gorilla#2079 (216376055726997505)

A sleeper bat hybrid so a sleeper with wings that can dive bomb and hit you (it will be scary looking)

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Suggestion from Zira#5046 (397198789179473931)

sleepers sort of like SCP-173 where when you look away it can move around the room, or the opposite, where looking at this sleeper will cause it to go aggro and alert the others in the room, granted, it would be sort of like a flashlight, so glancing at it for a second wouldn't alert it but if you look too long it will alert it and the rest in the area.

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Suggestion from Sen#5139 (313248767610454017)

can we a syringe that boost movement speed for a short period of time ? Like 3-4 seconds ?

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Suggestion from Gnugit#6027 (728506374169952299)

higher levels of infection bring on a fever like state that causes the player to scream and go deeper into delirium at random intervals alerting/spawning hordes. If left untreated the player may 'turn' and loose control of the character which begins to attack other players as they battle to disinfect them.

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Suggestion from 4rgyle#2928 (805104090891550730)

add location ping (pointing to any point regardless of whether there are enemies or items there or not) and enemy ping (temporarily highlights enemies to allies)

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Suggestion from FLQNadeau#4079 (339133477830000640)

You should not be able to run through Scout feeler to kill him without setting her off.

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Suggestion from mccad00#8360 (161610519546036224)

change the audio queue and behavior of the scout. Upon touching it's feelers, it immediately begins it's "buildup" audio and animation. Upon fully retracting, it becomes invincible and screams.

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Suggestion from 4rgyle#2928 (805104090891550730)

add chat(social)wheel to be able to communicate with teammates on basic level without using voice

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Suggestion from Saint-Funky#3625 (208595588709613569)

a "pin" system in which you can pin important messages from chat. An easy way to implement it could be to add /pin (or any similar command) before typing the message.The messages will be written above the chat window and won't disappear over time, with each of them having a specific number. To delete a pinned message, someone (host or the person who pinned their message(s)) can type /unpin [number], with [number] being the pinned message's associated number.

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Suggestion from Gorilla#2079 (216376055726997505)

a syringe that makes it so you can jump higher/ makes you invisible to sleepers (cloaking syringe)

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Suggestion from mccad00#8360 (161610519546036224)

greatly increase the duration of the yellow syringe. Right now, it feels almost completely useless except in really really specific circumstances, and the extremely short duration makes it not worth the infection it gives you

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Suggestion from Gorilla#2079 (216376055726997505)

The ability that once your infection is high enough you gain more sleeper characters like night vision increased speed etc

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Suggestion from Crio#8952 (228018541373161472)

add secondary keys for certain actions - would make sprint sliding so much easier if I could use a mouse button, but i prefer crouching with ctrl

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Suggestion from Gorilla#2079 (216376055726997505)

at some point there should be a helicopter extraction where they come in and grab you with a heli then fly out of the hole while you fight off tons of sleepers that are being drawn there by the noise the engine makes

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Suggestion from D0VAHKlN#9859 (325085305361399809)

Being able to unmark containers in the Tab Map.

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Suggestion from Pilseb#7677 (526765464064360478)

Instead of removing guns each rundown, just add to the roster. It's annoying to have unique and fun weapons tossed in the bin each update. All it does is decrease the game's content.

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Suggestion from Gorilla#2079 (216376055726997505)

a railgun that shoots rebar and pierces enemies and sticks them to the wall temporarily if it doesnt kill them

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Suggestion from Aaron#3736 (100719978252079104)

The ability to sprint out of crouching.

I'm playing with Crouch toggle ON and Sprint toggle OFF so I don't get tired holding Crouch to sneak or accidentally have Sprint on when trying to sneak. But the problem I'm running into is if a teammate enrages all the Sleepers as I'm sneaking up with crouching, I would attempt to run away only to remember I'm still crouched so I would have to cancel crouching before I can run.

It would be useful if I could cancel Crouch when I attempt to Sprint forward.

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Suggestion from BLACKDRAGON224#5177 (550346217184428033)

"Cfoam grande launcher" literally does what it says

max 5 granade uses, can be use for level wich might have multiple boss fights

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Suggestion from dave-lmoe#5081 (379859128228773899)

Maybe I want an indicator to identify the person who is talking.
It's like a speaker mark next to the name tag of the person who is speaking.
Also, I think it would be helpful to have a function to identify text chat users and voice chat users.

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Suggestion from Pilseb#7677 (526765464064360478)

Maybe a model change to the scout, they currently look like a slightly larger shooter. Maybe a swollen throat/thyroid gland as they emit a loud, distorted scream? A gaping, disfigured mouth could work too.

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Suggestion from dave-lmoe#5081 (379859128228773899)

It would be helpful to have a notification function that lights up the taskbar when the player matching is complete or when the elevator has finished its descent.

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Suggestion from BarkingSpider#9870 (662529471500386315)

I feel it would be cool and helpful to have a device that puts sleepers back to sleep after they wake up, I don't want it to put attacking sleepers asleep but like after they wake up you have 2-3 seconds to use the device to slowly make them go back to their sleeping state. This device would be either or both a hand held device like the fog turbine or a throwing device like the fog repeller which acts like a speaker and will speak to the sleepers in their weird language they use to communicate telling them to "go to sleep" or "everything is fine, go back to sleep" I think this would be a cool device that would help in rooms and maybe an expedition that is mainly focused on this device that have rooms full to the brim with enemies.

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Suggestion from erikschei346#2829 (567038068754874390)

After opening boxes/lockers. It would be cool to be able to see what is left in them by placing your mouse over the box/locker in the map. As opposed to running around the map trying to remember where you left stuff. I'm sure this has been brought up before.

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Suggestion from erikschei346#2829 (567038068754874390)

being able to tag doors, walls, floors and ceilings would be cool. tag an "X" on a door to let your team know its clear of enemies and supplies. or an "arrow" on the ground for direction to whatever. color is florescent (glow in the dark) and each team member uses a different color that they can choose while in the lobby. This way you know who made the tag as well.

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Suggestion from erikschei346#2829 (567038068754874390)

While using a terminal, be able to query boxes/lockers contents in addition to their location.

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Suggestion from mccad00#8360 (161610519546036224)

query a cargo or cryo to learn additional information about its contents

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Suggestion from Schlitzy#9067 (136648733256318976)

permanent markings on the map menu, so we can plan ahead without it erasing 🙂

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Suggestion from Franky1#6756 (342615522145206273)

New alarm door

Name of the alarm : unknown

The alarm door is intended for C, D and E levels

The alarm door have 4 or 5 scan, and there are always other enemies for the alarm door.
For example there is a normal wave of enemies,or it can spawn a Shadow wave or Charger wave.
This alarm door is nice for a Surprise effect,you don't know what's coming and you can't prepare.

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Suggestion from Davig Ramir#9939 (798051277510672474)

We shoud have to uze the hackers tool on some securety doors. Not all securety doors, but some speciel doors that are highsecurity. Onse you do the hack, it will start teh alram scans. It alcts like a sort of aind oai It can help make the renvironment more immserseve. It is logecal we have to hack some doors to start the alarm. IT doesdn't repalace the scans, it just adds anoter layer of immertion. What do you thinks?

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Suggestion from Davig Ramir#9939 (798051277510672474)

Also maybe we coud allou for some sort of heeling minigame. Liek and alternuitav versin of the hacking game. It woud, be liek appicating a medical tape to a bledeing arm. IT woud make the geting up factor of game cooler adn more immirseiv. It soud not tak longer than normel getting up factor. I think this coud make the game more immserive and entd pa lo 😄

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Suggestion from Davig Ramir#9939 (798051277510672474)

Maybe for securety doors scans, they cloud be numbered or, lettered to allow us to call out what scans we are going to. This way wet can coordernate with our team and not assidentally head to the same scan by assident.

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Suggestion from CF_Mag#8733 (399255706999717888)

Add the ability to set lobbies to private so only invited people can join in. Additionally a way to (vote)kick people from a crew. When playing with larger streamers, we've had uninvited guest drop in mid-game when we just want to run with three people.

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Suggestion from dave-lmoe#5081 (379859128228773899)

Map enhancements. Maybe the ability to color in sections that teams have already completed clearing, or the ability to write notes (e.g. multiple scouts are inside). The ability to display text next to the storage icon to show what's in there would be helpful, since some people occasionally leave usable items in their lockers. Another thing that would be helpful is the door reinforcement request function, which would be something that could be displayed in other players' view.

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Suggestion from beep#8478 (224172089693831169)

Instead of gameplay trailers for future rundowns, have Simon Viklund narrate and introduce the rundown instead. He was actively used before gtfos release but hasn't been used since. I love Simon Viklund.

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Suggestion from Henx#6595 (497463015009026058)

For release a new trailer with actual gameplay. At the moment, some people are always upset because the trailer looks different. I know it's a lot of work.

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Suggestion from Pilseb#7677 (526765464064360478)

It would be nice if toggle sprint disables when scoping in/stopping movement. Most other games do this so sometimes people may forget to press shift again after they stop sprinting and scope in, causing them to unscope when they next move to avoid projectiles etc.

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Suggestion from Kolohe#0491 (654552800516374537)

New consumable item - RF Receiver (Radio Frequency Receiver)

Used in conjunction with the hack tool - This will allow players to further interact with the deploy-able tools (i.e. sentry gun, deployed mines/trip mines).
The RF Receiver would be attached to the tool itself, allowing a remote connection for the enabling or disabling of that tool via the players hack tool.
*This could be a great opportunity for a new hacking minigame implementation

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Suggestion from lem#7576 (798192035395665971)

Allow for hackett to take his shirt off in the complex

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Suggestion from AnchorageJC#1084 (148232573892427776)

ability to not take a tool but run 5% faster :D:DD

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Suggestion from RIG#2223 (469329940144324608)

After failing or completing a mission allow it to be saved so you can look back at what everyone was doing, what enemies were doing and why this or that happened. You could see anybodies perspective and see what their stats are. You could view the map as it is being discovered and maybe if you were talking in game that would also be saved.

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Suggestion from pladdle#1952 (270343585675739136)

new enemy: twin. A sleeper that has another sleeper growing out it’s back- reminiscent of a Siamese twin. Could either be two strikers or two shooters, where one guards the front and the other guards the back.

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Suggestion from TheWarriorCat#2036 (589180308503527431)

“Super Scout”/Weaver?
Functions as sort of a ‘boss’ scout. It could be an optional objective (Eradicate unknown biomass in zone ___). Only one appears in any zone, however, regular scouts could appear with it for added ‘oh god oh no’ factor (added difficulty). Initially starts off in a large central room within its (small) zone (labeled here as OR for organization), doing whatever scouts do. It would start out with more health than an average scout (Being larger in size as well), meaning it can’t be one-tapped by anything. Each room in the zone, except for OR, would have one to two ‘nodes’ that just hang out on the lower walls or floor (Like spitters). Whenever the super scout extends its feelers, it puts out larger feelers. These large ones would be directed at the ‘nodes’, regardless of direction or obstacles, functioning as a signal of sorts. When the feeler/signal reaches a ‘node’, the node would activate. An activated node would act as a regular scout (its head in particular), extending feelers. Touching the large feeler, or any of the ones from the Super scout or it’s nodes triggers the scout, with a slightly longer delay. Its scream alerts the entire zone (a small zone) and spawns 1 large wave or 2 small waves. Each node can be destroyed with a full charge. Nodes are also able to hear. Every time a node is destroyed, the Super scout takes damage without being alerted. Eventually, after moving through all the rooms (except OR) and clearing out all the nodes, the health of the super scout would be low enough to kill it like any regular scout. For added difficulty, it could be made so that nodes are only vulnerable while extending feelers, and for a couple of seconds after a signal ends, requiring timing to destroy each one. After it screams, it acts as a buff big shooter, firing 6 at once and having more health (depending on how many nodes remain are left (no bac

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Suggestion from Pilseb#7677 (526765464064360478)

A variety of looks for the basic striker enemies. Only slight variations to their appearance, e.g. their face has split in a different way or their bodies have swollen in different places. This would be more immersive as right now they are exact clones of each other.

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Suggestion from Gorilla#2079 (216376055726997505)

mission defense objective where we have to defend an object from oncoming sleepers as it does a process and it periodically releases resources for players while you protect it

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Suggestion from ThemTreePuns#9631 (314533789810556938)

Perhaps a new pick-up-able item like the long range flashlight but something similar to a UV flashlight that you'd flash on walls and you'd see blood splatter and struggles for help from prior prisoners or secret messages for the sake of lore or maybe a finding a code to put in a terminal as an objective.
It'd probably serve the same purpose as a regular long range flashlight but a different variant and a bit smaller range.

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Suggestion from FLFFL#2311 (156913492627030016)

Spice up the fetch objectives

Using key cards and cells to unlock doors and progress through levels works just fine currently, but having a more of a variety in aesthetics that fit each location would be nice too. Things like as:

Refinery: Door locked with an Extreme-Security padlock, High-Intensity Lock Breaker stored in a nearby zone
Datacenter: Door locked from nearby terminal, requires a password from a terminal in a nearby zone
Lab: Door requires identification to open, High Class ID stored in a nearby zone
Digsite: Door mechanism is offline and busted, Blasting Compound for breaching stored in a nearby zone

Nothing that would significantly change game play, but would give more elements of immersion and meaning to the different tile sets

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Suggestion from RIG#2223 (469329940144324608)

Because you're always in stressful situations their would be an effect on you. The tense meter and adrenaline passive effects should be a thing. When you spawn in you sta

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Suggestion from RIG#2223 (469329940144324608)

Because you're always in stressful situations their would be an effect on you. The tense meter and adrenaline passive effects should be a thing. When you spawn in you start with 10% of the tense meter full. The longer you are around glowing and throbbing enemies the more it fills up. At 100% you will start to hear the sounds of enemies and gunfire distantly around you. Tense is removed by killing enemies and being near friends. When you hear a scout or special enemy your tense meter will fill up 5%. When a boss, scout, or room is alerted your tense meter will turn into adrenaline. 100% gives you 100sec of adrenaline. When it is active you will gain a 5% movement increase and you will reload and switch weapons faster. You may also take 20% damage without it being applied instantly. Instead it will drain health quickly once adrenaline has ended. Giving you enough time to heal but not enough to save someone. Then your tense meter will be reset to 10% and a cool down double of your adrenaline timer will start. This only stops adrenaline from triggering it doesn't stop the tense meter.

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Suggestion from dave-lmoe#5081 (379859128228773899)

Current ping display options for myself and other players. If possible, at the edge of the screen that does not get in the way.About the player's internet connection status. Not an in-game gimmick.

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Suggestion from Ruby T-rex#0477 (194969756854517761)

A place on the main menu that can store the text and audio logs you find in game, so you can look back on later.

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Suggestion from dave-lmoe#5081 (379859128228773899)

About the settings. Instead of moving the parameter bar, I'd like to see an input box next to it so that I can input numbers directly.

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Suggestion from Crio#8952 (228018541373161472)

The scout should glow that light blue (the same as their alerted state but darker/ lower intensity color) when they are listening/extending feelers. Maybe even the feelers should have a blue hue

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Suggestion from Henx#6595 (497463015009026058)

The Shadow Scout should have a shadow sound when triggered.

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Suggestion from Gorilla#2079 (216376055726997505)

Attacking sleepers less often gets less of their pheromones on you and they attack you less because of it so being passive towards them makes them inclined to be more passive towards you and more aggressive towards your team

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Suggestion from SubbyDy#6622 (359396515367616513)

Mixed environments

Maybe some expeditions could have rooms/zones from different environments instead of being fully dedicated to a single environment?
Example. You descend into a lab complex but the path to your objective is blocked (for example, by a powered down security door with no way of powering it up). To get around the blockade you make a detour through an adjacent excavation site and get back into the lab complex on the far end of it. With the blockade bypassed you can now get to your objective.

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Suggestion from SubbyDy#6622 (359396515367616513)

Traces of previously failed expeditions

From what I understand, the Warden keeps sending groups of prisoners on an expedition until one of the groups succeeds. Why not have some randomized elements around some expeditions showing that we're not the first ones there? I was thinking of two things:

  1. Deployed equipment. For example, somewhere on an expedition there could be a deployed sentry sitting on the ground with no ammo left. You can't pick it up, but if you decide that it's in a good spot you could refill it with ammo to assist with an alarm door. Or, there could be a couple of mines strategically placed on some doors.
  2. Doors. Some doors could be already broken, cfoamed or just opened.
    Of course things like that would be rare, to not affect the game too much.
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Suggestion from Waltz#4041 (310515851742937099)

The ability to select "None" for a loadout slot (e.g. Melee: Maul, Gavel, Sledgehammer, Mallet, None)

I figured it'd be a pretty cool sadistic challenge for anyone that wanted to - say - do a tools only run of a level, or even try to do a straight up pacifist run of a level, since from what I can tell it's theoretically possible to beat a mission without killing a single enemy.

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Suggestion from SubbyDy#6622 (359396515367616513)

Dead bodies with loot

I'm not sure if the lore of the game dictates that all dead bodies are turned into creatures, but considering that dead bodies can be found on some expeditions - I suppose it doesn't.
So the idea is to have dead bodies with loot on them, basically acting as an additional storage type. Instead of a box you have a dead body, instead of being "inside" of it the loot would be on the ground underneath it, and instead of "opening" it you shove it to the side to reveal the loot on the ground. Basically a glorified reskin of a storage box.
I just find it quite weird that almost all of items of interest are located inside bright orange containers. Adding 2-3 bodies per expedition would mix it up a little bit, and make some items placements make more sense. For example, a keycard or a personal ID could be on a dead lab/construction worker, an ammo pack could be on a dead security guard, or any of that could be on a dead prisoner (which ties nicely to my previous suggestion regarding traces of previously failed expeditions).
Since it's essentially an interactible storage type, it would show up on the terminals, something like "Name: T1234567, Type: Tracker" (assuming everyone in the complex is being constantly tracked). But that's just a wild example.

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Suggestion from mccad00#8360 (161610519546036224)

allow us to launch the rundown without an internet connection. Not being able to go into the rundown solo without being connected to the internet is pretty ridiculous

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Suggestion from Gorilla#2079 (216376055726997505)

a machine gun drone thats a tool that when deployed follows around behind the player shooting sleepers and once it gets a certain number of kills it gets stronger kinda like a level up

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Suggestion from Pilseb#7677 (526765464064360478)

Utilise the mental status system. Having an unstable mental status could do very minor things like rarely hearing a scout walking about on the other side of a closed door or occasionally hearing clicking when entering an undiscovered room. Not sure what currently lowers it but maybe being in the presence of sleeping enemies gradually does or hammering them.

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Suggestion from Hinode#7720 (329338497049690112)

a consumable that when thrown tags non-moving targets, but required los to tag them because it use lasers instead of heart beat detection

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Suggestion from RedSnow123#9402 (451099705670107156)

If a game starts with less then 4 people (either intentionally or someone dc-d descending), make an animation of their characters in the lift, dying in various ways. Instead of just having them vanish.

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Suggestion from Toshimonster#0001 (138679451322941440)

more tool-like consumables. Cfoam and tripmines are great - what about a bio-siren tripmine, (item when enemies go past or shoot, marks nearby enemies like biotracker, for a longer time - eg shadows for twice as long) and even somthing based on sentries - automated deployer; 50 rounds of quick but high damage rounds that fire in a straight line non stop when placed

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Suggestion from Abs#6756 (342615522145206273)

Don't let dead enemies despawn

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Suggestion from mccad00#8360 (161610519546036224)

a graphics setting to determine the lifespan and amount of visible corpses left by enemies

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Suggestion from RedSnow123#9402 (451099705670107156)

Sound grenade - In situations such as ||E1 swarms|| (spoiler), it would be nice to be able to deafen (stun) a small group of enemies or a ||Tank/Mother|| for 2/3 seconds after a sound burst. Teammates and yourself get affected too, if the sound explosion is in the general vicinity, by it taking your ability to hear for the duration. Using the gadget in a room with sleeping enemies wakes up the room. I know devs talked about wanting to have explosives on a minimum, so I believe this would be a good substitution.

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Suggestion from RedSnow123#9402 (451099705670107156)

Glow sticks and Fog repellers now collide with enemies and act the same way as bumping into them, for consistency. Being able to throw a metal object at an enemy but not being able to touch the enemy doesn't make much sense.

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Suggestion from Gorilla#2079 (216376055726997505)

A placeable laser that acts like a biotracker for everything that passes through it and it tags them and in order to not be super OP it can only tag like 500 times

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Suggestion from Pilseb#7677 (526765464064360478)

Animation for the electrical lock breaking/falling off when you complete a hacking minigame.

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Suggestion from Pilseb#7677 (526765464064360478)

Killing sleepers should splatter blood on the environment and your hammer (blood could drip from it). When not in combat, your character should be able to wipe blood off their mask, smearing it on their hands. This would definitely add to the horror aspect of the game.

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Suggestion from Davig Ramir#9939 (798051277510672474)

The shadow scouts fealers shoud be harder to see. Rigt now, they look too vistible, my friends think they were just normil scouts at first, until we saw they doesn't have the body. It would be cool if the fealers were almost, but not competey invisible. Just so it makes a bit more sence.

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Suggestion from Davig Ramir#9939 (798051277510672474)

it woud be cool if their was a mission where we have to un start a reactor. Maybe its about to overload or have an metdown, adn we hare sent in to stop this. It woud be super cool to go in a mission loud, (error alarm) and un start the reactor. Once we do that, the lights in our locale will turn off adn we have to espae to fortward exit point (stealth now).

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Suggestion from Davig Ramir#9939 (798051277510672474)

new melee weapons shoud always have minimum damage that is the same as current melee weapons. All melee shoud have same charge up when crouching so teammates can easily stay en time. (like kill giants, 3 2 1 charge, 3 2 1 hit). But when standing up adn running the charge times coud be shortre for new weapons like an axe, or a taser hammer, or whatever new weapons the develepers decide to add. (probably not sci fi laser swords as nobody liked those, I'm sorry)

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Suggestion from Davig Ramir#9939 (798051277510672474)

Bio garnade. Its a one use bio tracker that when thrown, marks all sleeping sleepers within a certain range. Woud be really helpfull agaon a against the shadows. It shoud also be abel to be placed like a trip mind and tags anything that passes it for a short amount of time. Lagoiaem it should be a rare spawn as if you get too many it would be way to OP.

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Suggestion from Explosion#9500 (217453795297198081)

An option for toggle forced reload.

Just a QOL change really. Often times i find myself wanting to run away from enemies rather than walk away while reloading. It feels a tad frustrating albiet i could just not try to fire once my clip is empty, but i wouldn't mind getting used to reloading every clip manually honestly.

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Suggestion from Byful#4172 (349120668463398912)

When you go into a lobby, have the selected map load as people are deciding on what to bring and do. That way we can get into the concrete coffin faster.

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Suggestion from mccad00#8360 (161610519546036224)

since the bio tracker monitors heartbeats, we should be able see what enemies in a room are idle, glowing, or pulsing
At idle, an enemy should have an very slow if not completely idle heartbeat, indicated on their bio tracker dot.
While glowing, an enemy should have a normal, steady heart rate. While pulsing, a dangerously fast heart rate.
All of this could be indicated on the dot for the enemy, where perhaps the dot will expand/contract in time with their heart rate.

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Suggestion from RedSnow123#9402 (451099705670107156)

Better flashlight on the Biotracker. Would pair well with the suggestion above.

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Suggestion from Adanın Kutup Tilkisi#7044 (711460493352632351)

add matchmake with friend(s)

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Suggestion from Phanta#0350 (212390224423157761)

a pheromone tripmine that when the sleepers hit it they turn on each other and attack / kill each other

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Suggestion from CosmicRevolution#5026 (265079633656020992)

Drone to scout the area on a short distance based from player position, it can have a timer or distance meter and get disable, max 2 uses and can't be replenish.

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Suggestion from Crio#8952 (228018541373161472)

A level where you clear a path to a certain zone with an extraction point. simple level until ~five minutes in when some mass of enemies that would be hard to defeat slowly work their way towards you, effectively giving you a time limit on how long you have to safely extract

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Suggestion from Gorilla#2079 (216376055726997505)

A new living locker type enemy that is a storage container that requires you to have killed a certain number of enemies before itll allow you to access the loot inside

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Suggestion from Crio#8952 (228018541373161472)

A small timer on the hud in the bottom right or top left, either next to fps or the level name - allows speedrunners to better time certain sections, without impeding on casual gameplay's immersion - toggleable if it still is immersion breaking

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Suggestion from Xqwzts#2270 (334217214725062658)

The possibility to put down the LRF ( similar as placing a sentry) turned on, giving light in a certain direction.

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Suggestion from TessercaT#6972 (311543535398813696)

Please create a steam overlay in-game so we can track players in our lobby to their steam profiles. Very helpful especially when in random lobbies.

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Suggestion from Gorilla#2079 (216376055726997505)

Mother spitter a spitter that when it pops it explodes into a bunch of tiny spitters

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Suggestion from KingCrimson#1719 (232520042036592641)

flamethrower

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Suggestion from ABC_squid#8368 (437419839976636417)

Have glow sticks, c-foam grenades, long range flashlights, etc hang on the players waist.

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Suggestion from KingCrimson#1719 (232520042036592641)

a "security" room with broken screens. Sometimes the screens aren't broken and you could see the footage from cameras that was recorded before this place was abandoned and became a deathtrap. Just people doing their normal stuff, etc. No gameplay advantage, just a small thing to show this place's former glory and set up the mood. Maybe even a side objective to find such room(s) and retrieve tapes with some important footage.

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Suggestion from 「Neetralius™」#9379 (219315274342596608)

Pacing, and fillers zones in gtfo
If short:
Make it so, zones always have 2 or more of 6 features(listed below), before adding them to the game, and that will be:

  1. Zone must have a passage between two or more zones
  2. Zone has a key item
  3. Zone has an objective item
  4. Zone has a unique enemy encounter or alarm
  5. Zone has an unusual lighting or room designs
  6. Zone has to introduce a new enemy

So, if you are making a new zone it has to contain:
a key and a passage to two other zones, or -
a unique zone|room design and a new enemy and etc

If explained
All zones / areas must have a purpose or something unique to them, 3 resources and passed to the next zone, makes it a waste of time, specially after a couple of unsuccessful attempts.

If taking an example of a bad zone it will be zone123(lul) in B3 extreme, it's a zone with no unique rooms or enemies, ONE straight way to the next zone and 3 of each resource, it is comically short zone, and it does nothing but wastes your time.
As an example of a better zone will be the zone124 from the same map:
It has a new, never-before-seen room, 3 passageways to different zones, and is introduced to the S-ustain alarm.
At the end of each of my suggestions, I say that this is just the general direction in which I would like to see this game, but this does not mean that it can not be changed under the priorities. I love you all, even if you sometimes don't deserve is much love, wink-wink.

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Suggestion from Quan#5010 (232580243393609740)

Allowing the creatures to crawl through vents from the roof/floor in certain rooms rather than just a doorway to defend. Overall horde might reduce but they'd come from all directions to create a more "oh shit" moment perhaps?

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Suggestion from Quan#5010 (232580243393609740)

A creature that crawls over the ceiling sort of like a spider and that'd try to slide down on a players head to reduce the players vision/movement(?). Teammates would be able to bash it off their teammate with a melee weapon, shoot it or after a while the player will shake it off.

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Suggestion from ABC_squid#8368 (437419839976636417)

Have the reactor timer be shown in the map.

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Suggestion from KingCrimson#1719 (232520042036592641)

monsters dragging downed players away (to eat them or do some other unspoken nasty things?) from their team

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Suggestion from Adanın Kutup Tilkisi#7044 (711460493352632351)

Fix That Non-Movement Bug. When I rejoin my friends I can't see their moving and I cant interact with any items. but they can see me normal. FIX THAT BUG PLS

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Suggestion from KingCrimson#1719 (232520042036592641)

Terminals having limited usage on lower levels of the facility. F/e starting from level B , you can't type more than 5 commands in one terminal. After reaching the limit, it will demand a password (for example) or will simply turn off/break/blue screen coincidentally. The lower the level, the less value you can get from terminals. Just to spice things up for harder levels.

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Suggestion from Çaptain Ålpha#6344 (208401169108828161)

A Moving objective, have an object that need to be retrieve but it's inside of an enemy or the objective is the enemy head. The objective will still in a specific zone and can't be move out of that zone unless it's an E tier kind of level.

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Suggestion from Quan#5010 (232580243393609740)

A system with skill points that'll allow the player to upgrade their loadout or change playstyle. For example, you would be able to upgrade a sentry into a 360 degree turning sentry but the trade-off would be reduced ammo capacity, fire rate or it would turn around slower. Earning skill points and changing 'builds' would feel more like a form of progression and playstyle freedom. I think this would also make solo runs much more interesting.

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Suggestion from Larvar#2636 (269906898730483712)

truly timed (but shorter) objectives which would result in complete team wipes if not completed quickly enough,
can be initiated through an airlock system so the whole team always has to be present,
at the end a special animation or event would play, ending the run, ideas being

  • rerouting water before it floods maintenance tunnels
  • reactivating stabilizers/reinforcing supporting structures in an unstable cave part before it collapses (or retrieving smth)
  • powering down a reactor before a meltdown occurs
  • extracting information from an area before suffocation by gas/inactive vent systems (or reactivating them)
  • closing off pathways to a heavily sleeper-infested section before they reach your position
    before starting these objectives a team should receive an indication of what exactly to expect and how to deal with it,
    alternatively instead of just clearing rooms and alarm doors especially here some puzzle sections would be appropriate like turning valves/operating switches or buttons or other interactions with the environment (something that the game overall would benefit from in normal levels as well)
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Suggestion from K²#0976 (296094259357024258)

Lottery System to allow lucky individuals to access #GTFO-Stop looking every month, no other purposes for it, just for Shizz and Gizzles (4-8 people each month, chosen by a b0t)

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Suggestion from Dino#7846 (138354506185441281)

Secret areas

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Suggestion from Judge_Tiki#9554 (199634178302541824)

A Stalker type enemy that hides in your peripheral vision that can hang out on walls and ceilings that appears rarely with the only purpose being to freak out the player. maybe the player character can make a uneasy comment about it

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Suggestion from Ita#7533 (142101556915863552)

Have the shove mechanic be available when holding guns (possibly even while holding tools and resources but at least guns). I feel that the shove mechanic becomes pointless in situations when you're not using your hammer, since after you shove you're forced to swap to it. In alarm segments it would be a nice thing to have if you get overwhelmed, wouldn't completely save you but it could buy you an extra second for a reload. Could be on a slightly longer cooldown so that hammer shove is still better.

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Suggestion from dave-lmoe#5081 (379859128228773899)

I want the chat log to show who has connected and disconnected.

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Suggestion from mccad00#8360 (161610519546036224)

a Geiger counter which can detect infectious/radioactive areas, accompanied by zones with high concentrations of iridium that cause infection based on proximity

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Suggestion from KrookedKritter#0014 (551578190619869235)

Stickers and charms to put on guns and hammers, maybe made from scraps around the complex?

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Suggestion from Crio#8952 (228018541373161472)

a small mouse or rat like enemy that attaches to players legs, slowly adds infection to the player. makes a distinct noise that can alert players that they have something attached

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Suggestion from Cloudbreaker#2250 (440599223793352724)

New hazard - radiation. Could come from reactor leaks or ruptured containers. Maybe this could require a Geiger counter to identify or security doors could display a message warning of a radiation hazard on the other side. Absorbing too much radiation could cause a reduction in your max health similar to poison fog. Unlike infection, however, this cannot be repaired by using a disinfection pack. Once you receive rad damage, it lasts for the remainder of the mission. This would create localized areas in which prisoners can only safely spend a few seconds, requiring careful planning of tasks that need to happen within that area and extremely rapid execution in order to avoid absorbing too many rads.

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Suggestion from Davig Ramir#9939 (798051277510672474)

They shoud add more voise lines. Like if an sentrie gun is low ammonition, the prisoner would say someting like, "Need some more ammonition for the sentrie" or "Sentrie's ranning dry"

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Suggestion from Aaron#3736 (100719978252079104)

Don't make returning to the lobby dependent on the host. Or at the very least, if the host stepped away from their computer and the team wipes, the teammates can choose to leave the lobby/group while the host is away from their keyboard.

It seems kind of counter-intuitive that if the host wants to hold a 5 minute after mission berating blame party after the team wipes, the team is forced to sit on that screen until they either force quit the game or the host returns them to the lobby.

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Suggestion from Çaptain Ålpha#6344 (208401169108828161)

About Alarm Spawn manipulation
I would recommend a fix to it by making every alarm wave an Error alarm type that spawn 20 enemies every 2 - 3 minutes scrap away the spawn cap of just spawning 20 enemy max cap, so the player will be forced to take out enemy.
The player can still c foam doors the same way they did right now but they will have a massive horde coming their way once the c foam are destroyed.

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Suggestion from KrookedKritter#0014 (551578190619869235)

Consumable Sonar Beacon which when activated lets out a series of pulses that show the layout of the room it's in and position of enemies in said room. Maybe deployed the same way a fog repeller is?

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Suggestion from KrookedKritter#0014 (551578190619869235)

Hand signals feature, maybe a sub-menu that you can open which brings up a selection of visual animations such as ''Come over here'' or pointing at something

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Suggestion from KrookedKritter#0014 (551578190619869235)

Security Doors locked by terminals which either need power or a password (possibly similar to the same process of an uplink terminal) so not all Security Doors use a scan. However if the scan feature is vital have it appear once the terminal process is done.

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Suggestion from my name is Ricardo#2077 (331088058856243211)

new enemy small scout that could have same abilities as normal scout but he could only wake up a room where he is.

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Suggestion from Quan#5010 (232580243393609740)

Add a few options to the HUD settings that will allow you to enable/disable the bottom right "Early Access VX" text, "Press [Return to type and hold [LeftAlt] to talk" and the top left section about the objective. Having a clean HUD or the ability to have one, is a really nice QoL feature. They could fall under "Tool tips enable/disabled", and perhaps "Current build - FPS enable/disabled". Currently there's no real reason to press O to see the objective because it's always in the screen already.

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Suggestion from Gorilla#2079 (216376055726997505)

A weighted item system where basically each item has an assigned weight value and the higher the character weight value becomes the louder the footsteps will be and the slower you will sprint (more stamina consumption aswell if stamina system is added)

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Suggestion from Rey Jones#8228 (569403083038392343)

soo i know this may sound bad but don't call it a troll suggestion as it may be fun: a level that is only tanks and strikers like how some levels only have one enemy type like: R4C3 high it will make a interesting level as it is only to avoid enemy's (don't pack the room with enemy's and give a lot of ammo)

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Suggestion from erikschei346#2829 (567038068754874390)

weapon selection separate from tools and other. Like weapon swap on mouse wheel and everything else on keyboard 1-4. No more pulling out a lock melter or flash light in a fight on accident.

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Suggestion from erikschei346#2829 (567038068754874390)

laser sights on weapons to aid with friendly fire. On/off switch of course. Beam color corresponds to that players color. Keep it light so as to not look like a disco.

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Suggestion from BLACKDRAGON224#5177 (550346217184428033)

make the bulkhead door open faster, first time its cool how it opens, repeated playtroughts, you kinda just want them to open already instead of waiting like 20 seconds for it to open, either make them open faster or remove all teams scans from it so its a promp to save time

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Suggestion from R0K3TC4T#1535 (317173276541583361)

A box you can carry like the fog turbine or cells, which you can place resource packs into. This would allow players to place a locker where they think it would be most useful, and come back for the resources when needed during a long alarm or kite.

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Suggestion from Byful#4172 (349120668463398912)

Make it easier to ping items, and have it stay on the map above the storage symbol. So it is easier to find anything your team left behind.

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Suggestion from Henx#6595 (497463015009026058)

People who saw no way out and killed themselves. I think of hanging, shot in the head and so on....

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Suggestion from Glowdude#4175 (515690091469864960)

Dedicated spawn points for sleepers

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Suggestion from SbM48#3139 (247347750377619456)

After you complete a level, you can go in (solo or with other ppl) and have modifiers. (E.g: All scouts, all giants, foggy map, x% tanks, y%scouts etc.). This would allow for great practice against many types of enemies, and make for fun experiences. Also, completing a level with modifiers grants nothing.

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Suggestion from joshsnek#6927 (391596863469387776)

if scouts had, like, some kind of swelling that deflates when the push their tentacles out it would be more realistic, since those tentacles gotta come from somewhere right? also it would be gross as hell and i think that's a good thing

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Suggestion from Gorilla#2079 (216376055726997505)

replaceable gas mask filters for the player characters gask masks so you dont take infection in fog zones for the duration of the gas mask please and thank you

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Suggestion from IllegalLoli#3693 (241524198999064578)

Chat fades out after some time. Can be brought back up after pressing the button to type in chat or someone else types in chat.

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Suggestion from Olly#1346 (293022704120889345)

More challenging "traversal" built into level design - needing to climb over obstacles, squeeze through vents, descend through collapsed floors into lower levels. I'm not asking for extra movement mechanics, just to push the envelope a bit with what's already there.

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Suggestion from FLQNadeau#4079 (339133477830000640)

Please work on the Tracker. I track without having dot in the scanner and it ping some ennemy. Sometime I wait to have many dot close on the tracker and I get 2-5 ennemy ping only. It's not consistent

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Suggestion from NeonTerminus#8526 (216080530414895114)

Have a separate slider for ambient music volume. It's way too low compared to the combat music.

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Suggestion from French Swock3t1#8356 (344929162185670656)

Whenever using the Bio-tracker - All tools start at 67% at the start of each but when using bio-tracker once you use tool refill on the bio(100% ammo). Can we have it ping enemies from further away and have them stay spotted a bit longer?

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Suggestion from LULfireblade#7288 (349677269788393492)

HEL Machine Gun

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Suggestion from Crio#8952 (228018541373161472)

Have the two ai types have different stats, aggressive sleepers are faster but hit softer, defensive sleepers are slow but hit hard

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Suggestion from Ita#7533 (142101556915863552)

Instead of the vague descriptions for weapons, give us specific numbers for damage, fire rate, magazine and max ammo size. Additionally things like recoil and range that can't really be assigned a number, just describe as "low" "medium" "high," etc. Main thing this accomplishes is consistency, for example some descriptions currently mention the gun's reocil but then some don't. It would also be nice to know specific details about weapons and would help in accurately gauging a weapon's strength.

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Suggestion from brookisagamer#8851 (653019767627710484)

Water levels Ik I’m gonna get hate for this but I’m thinking mines have flooding right so not a total water level but maybe areas with water or partial flooding and unique mechanics inherent

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Suggestion from mccad00#8360 (161610519546036224)

an open security door that will close upon completing an alarm sequence for a mission objective. All enemy waves spawn from inside

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Suggestion from Lenny#6295 (712736776787329065)

Dude, we need items that are scattered across the map perhaps located on various dead bodies instead of being neatly placed in very clean orange containers

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Suggestion from Lenny#6295 (712736776787329065)

A giant rocket flamethrower that has sentries on all sides and can be controlled like a fuckin’ remote control that detonated on impact, and with like I don’t know... BABY DRONE SENTRIES THAT HATCH OUT OF THE REAR END

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Suggestion from PabloEscobar#1460 (211737983622053889)

Have a deployable barrier (obviously it can be destroyed) tool you can use to close off a pathway so you can use while opening a chamber door or defending from a swarm

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Suggestion from Lenny#6295 (712736776787329065)

For the final mission, in order to create the element of surprise, have the elevators break, the characters are stuck in complete darkness and must figure out how to escape. Because no-one’s expecting and shit

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Suggestion from Gorilla#2079 (216376055726997505)

Mech suits you can equip in pre game lobby after having completed all missions on all difficulties to mess around with itd have like rockets and stuff on it thatd be cool

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Suggestion from dave-lmoe#5081 (379859128228773899)

An indicator that shows whether prisoners in the lobby they joined are waiting or have already started work. (And while we're at it, make sure I can see the equipment of the prisoners in the lobby I've already started. Because I'd end up bringing in two unnecessary C-FOAMs or bio-trackers.)
I'd also like to see the ability to sync the map status of jobs I've joined.
It would also be nice to have the ability to hide the link to the room that shows up if I copy the invite code when the lobby is already full.

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Suggestion from Gorilla#2079 (216376055726997505)

Plated mothers where they have become half machine from experiments the scientists did and they have armor we have to knock off before being able to shoot the spores

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Suggestion from SeñorTacoTruck#0753 (536709835178377238)

going along with previous suggestions about using the "mental status" of a prisoner, have a boss enemy (name: Abomination) that effects the mental status of the player when they look at him/her. When looking at the Abomination, the player will start breathing heavier, their heart will beat in their own ears, and with enough time, they'll scream, waking nearby enemies, including the Abomination. The abomination would have similar attack patterns to the giant charger, but with more health.

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Suggestion from macan69 ppp#0810 (290237446296174592)

What if the infectious fog gave you halucinations. Lets say up untill 35/45% infection you whould just have the screen do its usuall, but after like at 60%+ the infection whould give you halucinations of enemyes waking up/already active.

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Suggestion from R0K3TC4T#1535 (317173276541583361)

Shadow shooters shoot dim projectiles that are harder to spot and thus harder to dodge. I feel like an invisible enemy with a bright ass projectile would not fit.

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Suggestion from Zephyr#0632 (322223348639596545)

add in a rolling/dash option, if it makes the game too easy can counter that with a stamina bar

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Suggestion from Aaron#3736 (100719978252079104)

a melee option while holding a gun, like punching/pushing an enemy with the butt of the gun.

Not a sort of offensive move, but in a more defensive interrupt move. Maybe do like 1 dmg, but the main idea is if you missed all your shots and there's a striker about to attack, you can push them and interrupt them so their attack misses, giving you a window to maybe reload or run away.
Maybe Big enemies are too large to be interrupted so it only works on smaller enemies, or possibly stumble Chargers away from you.

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Suggestion from Crio#8952 (228018541373161472)

an enemy that tries to unload your weapon. Long spindly arms that fling at you and hit your guns clip lever. Have to shoot it or switch to hammer to stop it

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Suggestion from Fletcher#9326 (747998246500302900)

biotracker tagging making the sentry guns more accurate, getting headshots more frequently or something

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Suggestion from Jerugalo#5606 (467354994987892736)

be able to deflect / avoid striker hits with a quick melee

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Suggestion from Zephyr#0632 (322223348639596545)

let people vote to kick a troll in game, or let the host kick, and report that said troll in game, so you guys can ban those trolls with tons of reports racked up, so the rest of us won't have our time wasted, thanks!

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Suggestion from Deadly#5442 (474367426738388992)

add a slug-shotgun that has less range than the sniper but has high precision damage and around 16 rounds max in the clip and 3-4 in the mag.

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Suggestion from John Silvia#1392 (176454165978021889)

Can the Devs increase/decrease the maximum ammo count to be more aesthetically pleasing. An example of this is why does the SMG have 40 round magazines and max out at 393 rounds instead of being maxed out at 400 rounds? Let's say a player has 100% ammo for the SMG, it should have 10 magazines of 40 rounds then I should have a max ammo capacity of 400 rounds. Is my character getting that last 40 round magazine and is just like "Shit! A Full Magazine!" and slamming on the ground so 7 rounds pop out to bring me down to 393 rounds?

With the SMG having a maximum ammo count of 400 it makes the ammo pack make for sense when you use it. At 400 max ammo count, a single use of an ammo pack would give you 72 bullets instead of a weird 70.6 bullets. Having 2 extra SMG rounds per ammo pack usage isn't going to make the weapon OP, but it will make more instead sense.

The same could be said for other weapons like the Hel Revolver our Choke Mod Shotgun.

The Hel Revolver (8 rounds per) could be reduced by a maximum ammo count of 96 from 100 and the percentage of ammo usage could be adjusted so that it gives you 20.45% which is around 18 rounds per ammo usage instead of 18.4 rounds per usage. I don't see changing the ammo pack usage percentage being a huge deal since it is already different for other weapons like the Choke Mod Shotgun which gives you around 31% per ammo pack usage.

The Choke Mod Shotgun (4 rounds per) could be adjusted to have a maximum ammo count of 24 instead of 22 with an ammo pack usage at 30% giving the player 6 rounds each time.

Those are just some examples, but to sum it up, it would be nice if the max ammo count for weapons could be adjusted so that when a player is at 100% ammo your final magazine would be full instead of missing rounds.

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Suggestion from Deadly#5442 (474367426738388992)

(elaboration/changes with previous slug shotgun idea) add a slug shotgun gun that has the high precision damage of the sniper with low range and a sharp damage falloff. If you were to not get a precision shot it would do very low damage. (I'm hearkening back to when I used to play destiny 2 and there were slug shotguns that rewarded close range precision) (It would have a lot less range than the choke mod steep damage drop-off would be at around 2-3 meters)

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Suggestion from Henx#6595 (497463015009026058)

How about some kind of sequence behind a security door.

I'm thinking of a survivor, like Schaeffer, knocking on a security door for us to rescue him. As soon as we approach him, he is then attacked and dies. You can then see him die in the small window of the security door. Blood can also splash against the door. You could use this to introduce a new enemy type.

You could also make other cool sequences play out behind a door like this. For example, a soldier (survivor) shooting at an enemy and getting killed.

It would improve the game experience and create atmosphere.

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Suggestion from dave-lmoe#5081 (379859128228773899)

I would like to see a notification sound when a text chat is sent or received. And while I'm at it, I'd like to see highlighting only for the latest chat of some kind.
Maybe it would be even better if I could set this notification sound separately in my settings.

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Suggestion from Nephetis#0442 (237495494782222346)

(Sorry i missclicked, please delete the previous post)

It would be nice to have alternative missions that are easier/faster to complete in parallel of the main rundown

As much as i love the game (and yes, i really love the fact that the game is hard, this is NOT a suggestion about making the game easier), it takes a lot of time to clear missions, for instance, yesterday i finished the level A1 with my friends in extreme difficulty to be able to play the tier C and it took 2 hours to finish it.

Of course it was a fun moment, but for a working adult this is a bit cumbersome, each time i want to play it, i need to prepare it in advance because a single session of GTFO takes a lot of time, so usually i have to refrain from playing it during the week days.

So yeah, if we could have smaller activities that can be done in 30-40 minutes max that would be nice

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Suggestion from DoubleQuarterPounder#6801 (206977870998798338)

An optional vault door/objective that allows you to unlock previous rundown weapons until the current rundown is over. Maybe just have certain weapons that change each rundown instead of the entire arsenal so people don't just go for whatever is the "meta" choice each time.

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Suggestion from 「Neetralius™」#9379 (219315274342596608)

Rework/rebalance for the burst cannon:
Add a button that cancels burst at any point, RMB is probably the best choice, but you wont be able to use ADS for obvious reasons

Make it a 11 round burst instead of 5
Make charge time a bit faster, it is hard to tell how much time it takes for a charge, but it be should changed to 0.50 or so
Lower the damage from 40 to 11.9
Increase the mag size from 20 to 33
Increased starting ammo by 1, making starting ammo 33 rounds
Increase ammo refill by 13, making it a 33 rounds per refill
make maximum ammo capacity a 132

If explained:
Oke, the main idea is to make an actual mechanic of a burst cancel glitch. This bug made weapon a lot more enjoyable to use, and so much more skill dependent, it also made this weapon a bit overturned for its weapon class. In gtfo there is two main categories for secondary weapons: one is for dealing with hordes, and the second one for all special enemies as fast as possible, but because cannon deals 40 damage per shot it can easily kill 20 enemies for one mag, which is more then any anti-horde weapons - combat shotgun kills 12, and machine gun kills around 16 (in ideal situation) But with this rework it will kill only 10 enemies per mag, which is still more then any anti-special weapon, but it comes at the cost of TTK (time to kill)

It kills - strikers with 3 bullets (one to the head)
shooters with 2 (one to the head)
and it kills giants with 1 full burst and around 6-5 extra bullets (two to the head)

this rework keeps the idea of a weapon with a red damage potential and combines it with a new mech, which in my opinion makes it a more balanced and fun weapon to use. And im also to tired to see how devs remove fun mechs only because they were not planned, in the first place...

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Suggestion from Gorilla#2079 (216376055726997505)

A new weapon type based on railguns that has really high punch through and pins enemies on objects in the environment

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Suggestion from CF_Mag#8733 (399255706999717888)

The option to turn off the "GET ME UP" yelling when you're downed.. it gets a bit obnoxious when 2 or 3 are down during an attack wave and are still kiting the enemies

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Suggestion from McBreezy#7540 (611684216983388221)

A new objective could be to find and repair a main oxygen pump for the level. Players would have to go around looking for parts in different zones that could be used to fix the pump. Once they bring the parts to the where the pump is located, they would place them in a machine that would begin to repair the pump. Players would have to protect themselves and the machine against waves of enemies for a set amount of time until the pump is repaired. While the oxygen pump is broken, there is no oxygen being pumped through the level. Players will have to watch how much oxygen they have as they traverse through the level. Oxygen can be refilled at stations which have their own pump in case of emergencies, or by finding an oxygen tank that would refill only a small of amount of a players oxygen (like 20-30%). When a player has no oxygen, they begin to rapidly lose health until they are downed. When they are revived, they are given a little bit of oxygen to make it to a refill station(The downed player would receive oxygen from the person that revived them). Refill stations would be spread out, but easily reachable. Once the pump is repaired, the players oxygen won't go down and they will have to make their way to an extraction point.

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Suggestion from dave-lmoe#5081 (379859128228773899)

I'd like to see an indication next to the text chat that it was received 01:02:03 ago or something like that.

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Suggestion from Ellda#2324 (155442267107229696)

Strikers on stairs or an incline below you can sometimes be hard to hit from the higher ground as some of their model will be inside of the ground (and its hard to hit something so low anyway without crouching). If the striker model could be tilted upward to match the incline it is on it would be easier to hit the head and stop stairs from being so annoying to clear sleepers from.

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Suggestion from Kanek#5948 (593407017478258720)

Adding skins to the game would make it more enjoyable to start using different weapons, perhaps implementing the same system as COD games whereas you have to kill an x-amount of sleepers / scouts, etc to unlock a skin. Same goes for melee weapons. The skins can be dark-themed so that i wouldn't be too distracting on your screen.

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Suggestion from R0K3TC4T#1535 (317173276541583361)

Shadow scout biotracker tag fade faster

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Suggestion from French Swock3t1#8356 (344929162185670656)

Can there be a vote kick thing or an auto kick system put into the game for the players being afk too long and not returning? Or a pick-up prompt to where you pick up a player that has been afk for longer than 5 minutes

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Suggestion from Moss#5746 (660969894506135573)

kind of like Rainbow 6 or Apex, add a character selection that have different buffs like someone who is strong, so they charge melee faster with a longer amount of time before it auto swings but makes more noise so wakes up sleepers from farther away

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Suggestion from Moss#5746 (660969894506135573)

AND maybe make it so characters can start with a consumable like an IIX syringe but certain characters can only start with certain things

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Suggestion from Saint-Funky#3625 (208595588709613569)

various security door designs. I find it kinda sad that all the security doors look the same with that tiniy window on the left. There could be multiple windows, a bigger one in the middle, or even no windows at all for example.

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Suggestion from Judge_Tiki#9554 (199634178302541824)

A Stalker type enemy that hides in your peripheral vision that can hang out on walls and ceilings that appears rarely with the only purpose being to freak out the player. maybe the player character can make a uneasy comment about it

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Suggestion from dave-lmoe#5081 (379859128228773899)

Can't we get hackett to wear a chest rig or something?

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Suggestion from Good Luck#0001 (147210659241656320)

I saw the Universal Ping suggestion was very highly upvoted (102-2) and I, having voted for it as well. Would like to add that it could be the same ping icon so as not to make it seem as though player tech is any better since we're supposed to be lowly prisoners with crappy gear. So instead of something like Apex or league where there are pings for different situations the characters could have different voice lines depending on what you're trying to convey. So if you hold the ping button it will have a radial menu or something to select stuff like "defend here" or "place sentry here" etc and the characters will just say a line about it so it makes sense in universe.

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Suggestion from TARROK#7266 (774907121942659132)

automatically remove LFG-messages after 15 minutes to clean up the LFG channels (coz most of time ppl dont delete them)

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Suggestion from Rey Jones#8228 (569403083038392343)

a new obj called termination or hunt
its a simple but a challenging obj that you have to kill x amount of enemy's in the obj zones (only bosses) and you have to find where the bosses are by finding them
note: it can be really fun to do as a lot of ppl dont want to kill the bosses if they are not in the way so some times new players get no experienced what so ever to kill them

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Suggestion from Dueleu#3644 (356886476048302090)

Move the chat somewhere noticable and scale it up a bit or change the color of the text with a brighter one

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Suggestion from WrenderTime#6987 (272189379190063104)

Play the R1/R2 battle music in Refinery/Dig Site environments and the R3/R4 music in Lab/Data Center environments. It could be a way to give different missions more character and distinction from each other apart from visual differences.

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Suggestion from Sparky#0635 (134813005652164608)

twins: A sleeper that has two heads one melee one ranged when hammering if you hit one head the other wakes up
if you shoot off one head the other one can survive
(if you hit it in the back it dies in one hit)

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Suggestion from Rey Jones#8228 (569403083038392343)

(original writer @vagrant plank ) make an surge error alarms that spawns the enemy cap every 3 minute (maybe a bit less if its too broken)

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Suggestion from Margwa#1987 (286639707318648843)

15% of a cutting torch use (when it gets added back) can melt a hack lock

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Suggestion from Henx#6595 (497463015009026058)

Credits to honor the devs.

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Suggestion from Gorilla#2079 (216376055726997505)

Sleeper 'voodoo doll' essentially its like remote control RC sleeper you use a device and connect it to the brain stem of the sleeper and you make it have artificial movements that you can use to draw other enemies towards it or make it attack sleepers for you

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Suggestion from Key#9587 (193762209258668032)

Honestly, having played a few expeditions, I think the only thing that's missing from this game is the feeling of progression after each expedition. You go through, do your tasks, and extract and have nothing to show for it, really. I think it'd be incentive enough if you collected stuff in the expeditions that you could bring out of the game runs and use. Like, crafting materials or something to use. "Hey, I just did this C3 and got out with X amount of materials so that I can craft and bring along an ammo pack or two during the next expedition. Nice!" Something along those lines.

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Suggestion from cptForge#6842 (297946193579999232)

Please do something to keep the amount of time security scans take to complete constant between the different number of players. These are the most difficult part of trying to duo or solo a level and for players who just want to try playing the game with fewer than four people it’s an insane barrier to put in their way as they have to spend more time completing the scans than a 4 person group would. With fewer players this sometimes requires game-breaking techniques like kiting, which I’d imagine the devs don’t intend for players to need to utilize.

This is even worse for S1 alarms which are very prevalent in E1 - another suggestion above talks about S1 alarms in particular, but I’m expanding the request to cover all types of error alarms.

Teams with fewer players already have fewer bodies fighting the sleepers, fewer guns firing at them, fewer people that can go down before a game over, fewer people that the infection are distributing attacks between. Playing this game solo or duo is already difficult enough with those factored in, you don’t need to make finishing the alarm take even longer, it’s plenty challenging enough.

To correct this, time to complete a scan could be scaled by an equation such as: t*(p/4) - where t is the time it takes to complete the scan in a four person group, and p is the number of players present in the game. Full team scans - be it S1 or surge or normal scans - should always take the same amount of time to complete whether there’s one player or multiple.

This will preserve the aesthetics of the error alarm scans, the need to run around the map etc, but will allow scans to be completed at a somewhat more reasonable rate for lower numbers of players, so there’s hope of completing scans before the sleepers get past the defenses, when a four player group can do that easily.

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Suggestion from Davig Ramir#9939 (798051277510672474)

When a fog repeller is active, any sleepers in its sphere of influense shoud be slightly more alert. They don't wake up, but they glow/pulse more easily. This is because the repeller is making a sounds, that isn't quite loud anough to wake them, but it is still agitating them slightly. Also it might be because they feel the wind from fog repellor pushing the fog away.

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Suggestion from Davig Ramir#9939 (798051277510672474)

At some point the weapon animations shoud be updated to make some more sense. Like when you put a clip in the pistol, you don't cock the handguard to load the bullets into the barrel. This doesn't make sense and I think it shoud be fixed at some point. Or when you load the combat shotgun or assault rifle, you don't pull the loading lever after inserting a new clip. The shotgun and choak mod's reload should match capasity. Like iafu I mean the shells added in should be the same amount as the capasity. When reloading the HEL revolver, it shows us putting in 6 bullets into the round, but we magically get 8 in a round. It woud be nice for these to be updated to make more sense, but it is not a game braking issue. I am not very knowlegeble about guns, so if I am wrong, I am sorry.

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Suggestion from mccad00#8360 (161610519546036224)

Scan nodes that require all players (bioscan) to proceed should not scale with the amount of players in the scan. They should proceed just as fast regardless of how many players are in the lobby. Since every player has to be in the scan anyway, there isn't any good reason to penalize players for having less people in circle
I understand that difficulty scaling for lower player counts is undesirable, but in effect, the way the scans work right now ARE difficulty scaling, as they make the game objectively harder for lobbies with 3 or fewer players. I like that the game forces you to do the same challenges regardless of player count, but I think it goes against the spirit of the game to make smaller lobbies face HARDER challenges

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Suggestion from *original name here*#5763 (342691165079994383)

a camera that can be accessed from a terminal to see if for example a zone is worth going into (In a situation where maybe you have to pick from 2 zone). The camera can even be locked by a code you can find somewhere else, maybe on another terminal logs. Maybe it's the end of the mission and you need to check which zone is worth going into and which is not. Even if this idea is good, it would be hell to implement and we will most likely never see something like this

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Suggestion from BLACKDRAGON224#5177 (550346217184428033)

New damage value: Limb damage multtiplier as a separate stat to balance some guns, instead of limb damage been static some guns like semiautos can utilize this to get more value out of the gun as a reward for skillful aiming, since right now getting limb destruction involves spamming bullets with whatever high damage gun you have or just hammer it with a full charge

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Suggestion from Razorbill#6621 (334401106241126401)

You could add some Stats at the end of a level like:
-kill count
-supply item use
-accuracy with weapons

  • how many Pack someone receive during the Run
    Even a kill count per weapon !
    I really enjoyed the Stats at the end of the year for everyone and hope you'll do it for prisoner.
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Suggestion from Amano Mine#2051 (219494451590987776)

(Probably already suggested before) Alarm doors you go through always stay open. So for a little bit of spice how about X alarm door, that was opened, closes again and is re-alarmed after completing a main objective, for example rebooting the system in the complex. So your only way to extraction is to go back through the alarm door. Depending on the tier level can determine the class number of the alarm or difficulty ranging from error alarm, S1 surge, standard surge or class 1-6 etc.

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Suggestion from Crio#8952 (228018541373161472)

a consumable item (like cfoam) that is a notepad, allows you to make permanent notes on the map

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Suggestion from The Jackal#4741 (356846782493491201)

Unique melee weapons with certain attributes, like a sword that has a faster charge but less damage, or a baton that has more stun power but less damage

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Suggestion from R0K3TC4T#1535 (317173276541583361)

New melee weapons must always have the same charge time and full charge damage to allow for co-ordination on giant kills, and scout kills, so what about some melee weapon ideas that adhere to this?

Sledgehammer

  • instead of the falling hitbox of the regular hammers, the sledgehammer hitbox swings wider and from side to side (this makes those rare "2 kills with one swing" moments more common and
  • less damage on first half of the charge (no comboing 3 sleepers with occupit taps anymore)
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Suggestion from R0K3TC4T#1535 (317173276541583361)

Spear
+Hitbox extends straight out from the character to give longer reach (beneficial in stealthing larger groups, scoutkilling on ramps, fighting strikers from slightly longer range).
-Less stagger on enemies, (players should aim for limb destruction instead of spam clicking on sleeper heads)

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Suggestion from R0K3TC4T#1535 (317173276541583361)

Handclub
+increased spam click attack speed
-lower damage on first half of charge

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Suggestion from Davig Ramir#9939 (798051277510672474)

Battle axe with an electric taser knife alt fire. Like the axe works like normal hammer, but instead of shove, you use an electric knife mounted on the bottom to stun and hurt enemies

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Suggestion from Davig Ramir#9939 (798051277510672474)

A mission where something goes wrong and a fire starts in the complex. As the fire expands and contrabulates, we must work quickly to get to forward extraction as the spawn one is blocked now by the fire. As you escape the lights fail due to wires melting. Sleepers are still sleeping, but you don't have a whole lot of time to quietly sneak around in stealth.

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Suggestion from Davig Ramir#9939 (798051277510672474)

An EMP concussion tool tat can stagger all enemies for up to 5 seconds. But it also temporarily tunds off all complex lights, sentries, mines, and teminals. It also has a 62.7% change of starting an alarm in the Lab und or the Datacentre.

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Suggestion from Sparky#0635 (134813005652164608)

For when progression is added- Since there are multiple difficulties, Hard Extreme Overload and PE make it so weapon attachments and certain "progression items" can be found and obtained by doing harder difficulties (with some of the items being something that you have to pick up and bring back to unlock)

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Suggestion from Gorilla#2079 (216376055726997505)

armories where you have to go through locked doors to get into and you can change what tools and weapons you have in there and they also have a high resource amount in there (will be extremely hard to enter for balancing)

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Suggestion from Gorilla#2079 (216376055726997505)

a clan recruitment system where you can create dedicated teams of players maybe this would be better as a separated channel in the discord server as clan recruitment area

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Suggestion from Husk#6928 (217432150239084555)

might be mostly about animation. but most of the hammers haves a crowbar on its other side.
give it some use. might be forcing doors.. or even breaking locks. with some mining game instead of holding the hammer charged

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Suggestion from Tales Of Zephyria#0632 (322223348639596545)

let us start off with choosing a consumable to bring with us from the start in our loadouts

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Suggestion from TheWarriorCat#2036 (589180308503527431)

Shooter Boss
Like the other ‘bosses’, can only be shot from the back. Has almost as much health as a mother. It would move around extremely fast when awake. It prefers to hang around other Shooters/Big Shooters/ Hybrids, grouping up with them to make it harder to reach. Its normal attack would be to fire off an unending stream of low damage projectiles (1-2 per second), with mild homing, forcing players to either get to cover, or use mobility to avoid death. After some time, or if a player gets too close, it would stop moving, charge up (like a scout), and use a special attack. There are three different types of attacks. Each shooter is only able to use one type of attack, which is randomly chosen at the start of an expedition (basically, there are three different variants that are randomly chosen where one is set to spawn). The first attack would be a large wave of projectiles (think scout scream but with spikes). They would have no homing, and the only way to avoid them is to get behind cover. The second version would be 1-3 large bursts of mildly homing projectiles, kind of like the combat shotgun, but for a sleeper. These ones are able to be dodged, since each projectile is clustered together in a burst. The third version is a constant stream of largely homing projectiles that are very accurate, as long as the target is not sprinting. (Think hybrid shooting, but for much longer, and aimed at one point instead of wildly spraying out spikes that eventually converge on one point). After the special attack, the boss would be immobile for a few short seconds, giving an opening to attack. The boss would also be able to use its normal attack while moving. Its projectiles could also glow a different color from just white and somewhat yellow. A challenging version that could appear in D-E levels would be a larger one, that is able to use all three special attacks. It would

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Suggestion from TheWarriorCat#2036 (589180308503527431)

Spiker
Mostly acts like a normal hybrid, with slightly higher health (Can still be headshot with the sniper). Its head would have more spikes/needles on it, just for differentiating. Its main distinction happens when it takes non-lethal damage to the head. If it gets headshot by any gun that isn’t the sniper, it instantly sprays out a reactionary group of projectiles aimed at whoever shot it. The amount of projectiles would be directly proportional to the amount of damage it takes. If it gets hit in the head with melee, after a half second, it would bring out multiple long spikes from its head (Basically a buff pufferfish), which do moderate damage. This makes it risky to melee it if you aren’t sure that a hit will kill it, as getting hit by multiple spikes is instant death.

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Suggestion from Crio#8952 (228018541373161472)

more signs of resistance, all the walls feel too clean for an area of constant conflict

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Suggestion from TheWarriorCat#2036 (589180308503527431)

More environmental animations than just lights flickering (Such as during reactors)
It would be cool to see things such as moving parts inside the reactor while turning it on. Examples could also be, after the reactor or generator cluster is fully started, cranes next to the really big pits (Such as the one at the start of R4C2) start moving crates up and down, or some of the equipment, such as the robot arm truck, moving/malfunctioning after being powered.

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Suggestion from Davig Ramir#9939 (798051277510672474)

We have to recovre one or more HSUs and bring them back to the surface. It is possible that this is how the warden aquire at least some of they're prisoners. Or maybe we need the body inside the HSU and not just the DNA sample. To move the HSU we woud prolbably need to use a forklift or something, which is quite loud. So before that happens the prisoners must clear a path to the HSU. I'm not sure if this is too far fetched foar the game. but I think it would personally I think it would be very very cool to do in this game.

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Suggestion from Gorilla#2079 (216376055726997505)

emotes in game to liven up the mood such as twirling the gun or like doing a little side step hop dance mood tbh i dont think that the prisoners in this high stress scenario wouldnt try to at least lighten things up so can we hear more witty banter around and some dancing emotes maybe even decorative stickers on guns and drop box

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Suggestion from Davig Ramir#9939 (798051277510672474)

a night mode graphical setting that reduces the intensity and harshness of the visuals and lighting. It could also take the edge off the sound. I really like this game, and we play it a lot. But it becomes kinda a chore to play after staying up for way too long. Having this mode could help improve playability. I think it would be low priority feature though.

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Suggestion from Davig Ramir#9939 (798051277510672474)

HEL sentrie, its like the burst sentry, but with lest ammonition and slightly slower targeting time. But it can pierce through enemies.

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Suggestion from ConTheKneecapper#5167 (454000839661453324)

perhaps on extraction a small cut scene will play of the wardens security arriving and helping clear the hoard and using tasers or tranq guns of the players, would be cool also for player customisation to see your character in a cut scene like that or could be first person to keep immersion like the drop pods

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Suggestion from Gorilla#2079 (216376055726997505)

A new objective where basically you have to do a science experiment on the sleepers then bring the data back and have the experiment you have to do be a huge boss monster you create that has sentences and has dialogue

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Suggestion from Phanta#0350 (212390224423157761)

chem-light DOT consumable mines

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Suggestion from Tendo#7959 (132571286437101569)

Marking ressource on map to be possible. such as actually getting to put an icon or a drawing that stays on.

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Suggestion from Sparky#0635 (134813005652164608)

Rundown ## "Lockdown" A Artificial Intelligence was left behind in the data center and after years of being close to the sleepers he has come to call them friends. He isn't hostile at first, but as you kill more and more of his friends he tries to lock the prisoners out.

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Suggestion from R0K3TC4T#1535 (317173276541583361)

mission type: Cell charge
Cells are depleted either in generators or in the drop cage and must be taken to a recharging station with an alarm class based on the number of cells being charged. Once Charged, Cells must be taken to generators or to extraction.

The twist is that prisoners may choose to progress (to get resources) or to charge the cells they have, charging more cells at once would lead to more cells charged per alarm class level. Eg: if you can deal with a class 6 scan, go ahead and recharge 4 cells, but if you would rather do two class 4 scans, then charge 2 cells each time.

This leaves some great incentive to change your strategy in the presence of an optional objective eg: more cells to be charged, or rising fog to limit your timeframe.

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Suggestion from Deadly#5442 (474367426738388992)

in settings allow players to map two different buttons to a function ex: space and a key on mouse are jump

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Suggestion from Alexsify#6875 (282997770120593410)

(gameplay) About sprinting : When sprint toogle is on in the settings, have a very discreet indicator of "stance" to show when the character is crouched (since crouch is toogled i think for most players), straight, or even about to run rather than walk. Currently to reset reliably your stance to "walk" instead of run you need to crouch... which is a little bit inconvenient when next to sleepers.

Also, maybe make the sprinting system a little bit more rainbow 6 siege-like : when sprint toogle is disabled, allow the character to stay in sprinting mode when the sprinting key has been pressed for a certain amount of time (for ex more than 1.5 seconds) and while the player maintains the command to go forward (or any direction, your choice). That way it allows the player to toogle sprint by pressing the sprinting key for a lil bit of time while maintaining momentum forward, and reseting when momentum is broken (for ex when the instant the player stops holding any movement key for even an instant, or when he bumps into an obstacle.)
It would allow some people (especially me) to relax a little more their hand, alleviating the pressure from the shift button.

Thanks for reading !

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Suggestion from Alexsify#6875 (282997770120593410)

example for sprinting:
[X] means X is pressed and maintained, [/X] means it is released.

[W](2 sec)[/W]idle : walks for 2 seconds then idle
[Shift][W](2 sec)[/All] : sprints for 2 seconds then idle
[W](2 sec)[Shift](0.5 sec)[\Shift](2 sec)[/W] : walks for 2 seconds, sprints for 0.5 seconds then walks for 2 seconds then idle
[W](2 sec)[Shift](2 sec)[\Shift](2 sec)[/W] : walks for 2 seconds, sprints for 4 seconds, then idle
[W](2 sec)[Shift](2 sec)[\Shift](2 sec)[/W](0.1 sec)[W](2 sec)[/W]: walks for 2 seconds, sprints for 4 seconds, then idle for 0.1 seconds, then walk for 2 seconds, then idle

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Suggestion from Alexsify#6875 (282997770120593410)

So basically if you sprint for a certain amount of time you can release the sprint button while still being able to sprint until the thing 'resets'(stopping movement or bumping in objects).

Also, could you allow the weapon switch with the middle mouse button to be a little more like counter strike : global offensive ? For now to switch weapons efficiently im forced to use '1, 2, 3, 4, 5, etc...", as trying to switch with mith middle mouse button is really slow (there is a cooldown between the pg-ups and pg-downs that makes it less practical, for ex in order to switch from hammer to special weapon (slots 1-3) you get "locked" for a few tens of seconds on weapon slot 2 (primary weapon). It also for some reason puts some strain on my hand muscles.
In cs:go (in settings) you can either choose to make middle mouse button able to sift through equipment at light speed, or you can have a confirmation system where pgup/down just shows you the inventory slot you're currently about to switch to, and for the switch (aka the change to the slot youre currently using) to take effect before the cooldown cancels the action you have to confirm by a click.

Thanks for reading. (Sorry for the spam)

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Suggestion from Olly#1346 (293022704120889345)

At some minor objectives like zone doors you have a small random chance to find the remains of prisoner teams that were sent in to do that mission and died instead of the normal objective. E.g, the surrounding doors have been breached, there are 3 or 4 human corpse props, defunct turrets, etc. The objective is surrounded by a mob of dormant sleepers, but is already unlocked.

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Suggestion from GumPum#1216 (486987911951286272)

I made a concept video of an in game lobby browser:
(it's about the function, not the optic)

https://youtu.be/kUmcQEJ71Kg

The host can change the visibility of the lobby to something like

  • lobby browser (lobby shows up in the browser)
  • matchmaking (lobby will be added to the matchmaking pool)
  • normal (how it is now)
  • invite needed (prevent friends from joining and destroying solo/duo/trio runs)

When the host change the visibility to "lobby browser", some settings will show up that can be changed and will later show up in the lobby browser like the difficulty, the desired language, the info text and more.

It is like we using discord now but integrated in the game and simplified.

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Suggestion from beep#8478 (224172089693831169)

Bring back the chat functions that existed prior to R4 and R4 ext. and increase the current character limit, but put limits on the size command as to not be obstructive to player experience.
Add more chat functionalities such as clearing the chat or being able to copy and paste.

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Suggestion from Gorilla#2079 (216376055726997505)

grappling hooks in order to scale high places fast or placable zip line mounts on ladders to be able to quickly ascend and descend them

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Suggestion from AHHHHboo#6887 (556986608910336003)

The ability to pick up and reuse tripmines found in the mission, as like a quality of life improvement, if they are not used.

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Suggestion from Glowdude#4175 (515690091469864960)

Spawn points for sleepers during alarms. I know a lot of people won't like this idea, but to me the spawn system right now seems fine but just unpolished. I think tunnels out of the stone or some sort of biomass that opens and closes at will in the ceiling or high up on walls would work, specifically places where mines and sentries can't be placed to kill waves off spawn. They should also be inaccessible to players for obvious reasons. These would mostly be placed in the same way enemies already spawn (Adjacent to adjacent room), but it would just make more sense than enemies popping into existence. It would help with situations where players are spread out across rooms and prevent enemies from just spawning on top of you. In situations like error alarms, these tunnels could perhaps make enemies spawn closer to you by being, say only one room away, but would prevent scouts from getting set off in further rooms (to me it just seems like BS when that happens). Also, in future rundowns, they could be used to make alarms much more tricky to deal with (a class 3 S1 alarm with enemies spawning in the same room as you?). Overall, I think tunnels like these would just give the devs more control. It would reduce randomness in exact spawn location but, with multiple tunnels, keep the randomness of which one they would come from (or maybe on some alarms they would come from all of them?). I feel like the devs could get really creative with this and it would help new players understand how spawns work. There is a lot of potential here, and I think it would be a good call for the game as a whole (And if you have any criticism for this idea either DM me or just respond to this)

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Suggestion from Glowdude#4175 (515690091469864960)

wallsack with scout tentacles

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Suggestion from Margwa#1987 (286639707318648843)

a rundown where the game is basically cleaned up and prepared for future rundowns. We would get like 5 expeditions (with presumably pe on all of them), and it's just dedicated to things like graphical updates, new objectives, new melee, etc. Think of it like what DBD is doing (I think every DBD map is being changed graphically). New animations, new sounds, etc. Of course, this rundown would preferably be like in January or September, which stops a R3 situation from happening again. Anyways, take for example R4. R4 had technically 2 new objectives: datasphere and terminal command. Cryo, osip, etc are all objective's we had before, but reskinned. If instead of focusing on making like 12 expeditions and a new environment, they should focus on adding new content like objectives. Hell, there's a lot of things they can do, including objectives in the pre-alpha (I don't know how many there were, however I do recall one in which you hack a decontamination unit and you bring it back to extract). The reason why these wouldn't be included in a full rundown, is quite simply it would take too long for the actual rundown to come out. I think R5 would have been a great time to do this, as there are a lot of expeditions in R4 which would give them time to do a lot of improvements and new shit since people would be occupied with the 12 expedition rundown. If they were to create an environment, 9 expeditions, new enemies, shit like that as well as these improvements, obviously that would take much longer to do, which wouldn't be good for a game that already has the rundowns pretty spread out.

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Suggestion from Margwa#1987 (286639707318648843)

new objectives:
-Reactor Powering: prisoners are sent to a reactor to help power it up. Similar to a generator cluster, there's 3 different pathways you can take from the reactor. Each end up at a zone that has some sort of power station. You have to defend it for a certain amount of time like for a minute. Afterwards, the reactor automatically powers up, which causes an alarm, and you just have to extract.
-Reactor Overload (not new): In R1C1 you had to overload a reactor. Future expeditions that have more or less the same objective should have the lights completely out after the reactor is overloaded, as the power would be off.
-Datamining: a similar concept to uplinks, however you have to go through the terminal and extract important files. To do so, you have to use things like WA keys and enter to select files, uplink commands to go to certain spots, etc. After you get to the file needed, you just wait a few seconds for it to extract, then either you go to the next terminal or to extraction.

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Suggestion from Henx#6595 (497463015009026058)

New story element: dreams/flashbacks

It would be a good way to bring little story clues. I imagine it that way, that you can see small blurry short glimpses. After that, he wakes up in the HSU and drops normally. It should give the feeling that the player had dreamed.

Of course, you can still expand the idea...

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Suggestion from Greyshirk#6056 (181930232192696328)

Railings on the sides of latters for a quicker way down. Though sliding makes noise.

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Suggestion from Sparky#0635 (134813005652164608)

Increase the rarity of error alarms, they don't feel special anymore and just turn the game in to Cod Zombies

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Suggestion from Margwa#1987 (286639707318648843)

Make optional objectives actually affect the level other than "now you have to do the expedition with 3 enemies spawning every minute". Error alarms like the last suggestion have become extremely overused. I get using them in certain expeditions, however they shouldn't be used as much as they are now. There's currently 5 expeditions that use error alarms as the thing that affects the level, and it's a bit lazy. Some ideas for how optional objectives would affect the level would be shit like: the lights are shut off due to the reactor overloading, certain areas are blocked off (similar to b1) that could have helped you, etc. Currently, the optional objectives feel like they're just something that makes the players spend more time on the expedition. Hell, some of them give you more resources than you need (B1, E1, C1, A3).

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Suggestion from Greyshirk#6056 (181930232192696328)

A floor where a reactor melted down or something (I was looking at the elephants foot and it came to mind)

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Suggestion from Sparky#0635 (134813005652164608)

New Enemy type: Stalker Invisible unit that runs away from you skittering across the ground, if its alive it stalks a player and when that specific player gets within a certain range of a sleeper it will scream uncloaking, alerting the room and summoning a wave

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Suggestion from owl#5782 (302104910340554754)

I don't know if this has been suggested before, but a really nice QOL would be a limited amount of semi-permanent or permanent editable map notes (definitely make them collapsible too to avoid clutter when things get complicated)
begone would the days be of trying to remember which locker holds that ammo bag you were saving, or where you set that lock melter when you find yourself solo and needing to clear a door in front of twenty sleepers
perhaps it could be done through the terminal? idk

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Suggestion from R0K3TC4T#1535 (317173276541583361)

Mission type: heavy cargo extraction
after progressing though several high level areas prisoners arrive at the bottom of a drop shaft (what this means lore wise is up to the devs) where there are several pieces of heavy specialist equipment/HSUs. Prisoners must search the rows of cargo to find the correct cargo, and then prepare for a fight:

The Crane fight: One player on a terminal would give simple dataline commands to a crane eg: CRANE.04 TRAVERSE RIGHT /or/ CRANE.04 HOIST. While defended by their teammates (similar to a terminal defense) the crane commander would place the heavy cargo under the drop shaft.
Following this a drop pod would first pick up the heavy cargo before before returning back to extract the prisoners who have been holding out in the meantime.

Optional objective variation could include:
-Collecting and depressurising a neonate HSU somewhere in the facility.
-Placing other heavy cargo in front of doorways to restrict sleeper entry
-Retreiving cells to facilitate faster crane operation

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Suggestion from Judge_Tiki#9554 (199634178302541824)

new expeditions that result in instant game overs if an objective is done improperly
(examples)
lets say you need to put nuclear batteries or cores into a giant reactor, but if you put them in the wrong place or take too long to finish after starting theres a meltdown.
you have a certain amount of time to shut off/vent out a gas leak before it eats through your filters and kills you all.
make your way through individual areas quickly while a slowly closing door is on the other side, failing will result in that area becoming your tomb (maybe play audio over a black screen of everyone shooting and screaming in the pitch black)

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Suggestion from Alexsify#6875 (282997770120593410)

New hazard: Spreading fire
Mission : A fire strated in an area of interest in the complex. Fire mitigation systems malfunctioning. Rush to the area before the timer expires to manually activate the systems and prevent loss of valuable assets/reasearch. Extract asap, multiple enemies signatures incoming.

Next mission : investigate the area and gather data.

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Suggestion from Glowdude#4175 (515690091469864960)

Sleeper’s abdomens (the swelled part) should retract when they do their tongue attack. That would be really disgusting to look at, which is perfect for GTFO

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Suggestion from Glowdude#4175 (515690091469864960)

A new enemy or just a change to big strikers that makes their tongue attack pull you back a bit (if it were a new enemy maybe almost all the way?) Towards the enemy.

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Suggestion from R0K3TC4T#1535 (317173276541583361)

melee stat variation; is it a good idea?

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Suggestion from Deadly#5442 (474367426738388992)

Add a "terminal door" which is similar to regular a alarm-blast door where the team has to do scans but one person needs to do a special type of timed terminal uploads where if they don't type in the command in the correct amount of time or if their team doesn't finish their scans quick enough then a wave of hybrids and large strikers spawn.

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Suggestion from Crio#8952 (228018541373161472)

puzzles, or objectives that rely on team timing, like 2-4 players have to press e at the same time

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Suggestion from Deadly#5442 (474367426738388992)

Ignore previous post (was a miss-post)
(Preface, I have posted one of these ideas before but it was in an unrefined state/not explained well and have hence made some changes)

IDEAS:

  1. Add a slug shotgun (not a choke mod) the slug shotgun would have, limited range, 2-4 rounds in the mag, and severe damage drop-off if the hit is not a precision hit or if its too far away (to the point where it would take more than 2-3 shots to kill a standard charger which doesn't have a crit spot). However it would have enough power to kill a big striker/hybrid if hit in the head at the appropriate range. I feel a weapon that is as unforgiving as this would be great for people who are good with a sniper but balanced with its limited usage and applicability (not good against Tanks, Mothers, Chargers, and only semi decent against Scouts (due to limited range). Furthermore with the probable removal of the burst cannon next rundown it may become a great option for teams to pick.

  2. Add a double-barrel like shotgun with limited ammo capacity, wide horizontal spread, high recoil, and a limited range. However, it's high amount of pellets, damage and stopping power would be a great weapon to use against Tanks and Mothers with a coordinated team and excellent at clearing out large crowds of small mother-spawn.

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Suggestion from Gorilla#2079 (216376055726997505)

Gas type weapons that can do DOT in a large radius to stealth kill sleepers

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Suggestion from Waspy#2992 (278547036146630656)

Tripmine but audio (decoy).

It activates the second you put it on and draws enemies for X seconds as if it were a player.

This encourages moving enemies through areas that are not always the same because they are the most efficient, adding more diversity to the game and reducing kicking.

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Suggestion from Healyhatman#3734 (448391025787142156)

Enemies that wander like the scout, but generate a bubble of fog that lingers for a few seconds after they pass. In later expeditions / overload areas, the fog could be poisonous.

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Suggestion from Vovapal#2053 (439098763353522176)

Scouts foot steps makes nearby sleepers glow(they check whos there) until he stop or pass too far. That makes them a bit harder to stealth, and logical(we can hear them through bulkdoors, why sleepers ignore them?)

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Suggestion from Daddy RoBoNox#4240 (342960873712779264)

A kind of clan system to improve matchmaking
(Basic Idea) A clan system that would let you find teammates faster then going into the discord, but more reliably compared to just using Matchmaking. This would make finding a team to play with much easier and you could reliably find players with similar goals in specific clans.
(Complex, Unique Idea) A clan system that is invite only (Probably just a separate box to enter a code into, similar to how lobbies work currently, this way it clutters the screen less.) that plays into the whole "Prisoner to the Warden" theme the game has, allowing players to form clans so that they can perform missions easier and more reliably. These clans would show the players who are online and in games, and would have a general chat that people could talk in. Not much to clutter the screen, just a basic function to create groups without needing outside apps like discord or steam. You could join players in not full lobbies, and could set yourself to "Private" to stop people from joining you randomly.

Only really came up with this since Matchmaking is useless with how few people use it and discord takes way too long to find a group, + having to add people I liked playing with on steam is just a hassle.

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Suggestion from GlitchingGogo#1010 (264435308312002561)

For an april fool's update, add the bonk sound effect when attempting to hit a teammate with melee

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Suggestion from Glaxon#5255 (341187691985108993)

add a section in the game startup text where you tell new players, that if they cant find players using the in game match making, to join the discord server since there's an alternative match making system that is much more active and more frequently used than the in game match making
new players complain that they can't find people to play with using the in game match making, so making them aware of the discord match making system would help them find more people to play with, people to play with faster, and even highlight where they can reach the main community in case they need any help or advice with anything

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Suggestion from Podrick Equus#0134 (157376373944614912)

Currently when someone hits a wall/floor with their melee weapon, the sound is only heard from the person who made it. Please make it so all nearby players can hear the sound so we can properly assign blame when someone accidentally wakes a room.

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Suggestion from Gorilla#2079 (216376055726997505)

for the new floodways area we should have new aquatic based enemies or something of the sort that fits the area more than just the regular sleeper as i dont see how tey would get into the floodway

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Suggestion from 21#2140 (617800260324032530)

make melees leave a different mark whenever they hit metal, they make small circles much smaller than the melee head actually

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Suggestion from Podrick Equus#0134 (157376373944614912)

A rare sleeper variant that temporarily breaks your flashlight when you aggro it.

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Suggestion from Greyshirk#6056 (181930232192696328)

Fix being booted from lobby when clicking back in matchmaking or make a way to get back into the lobby page

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Suggestion from Raziphel#8478 (159516156728836097)

Could there be a solo mode, that wouldn't count towards beating expeditions, but just made door alarms a bit easier so ya don't have to kite enemies all the way back to spawn? I love playing solo but most runs either end at a level 3 doors or shortly after...

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Suggestion from 𝓯 마약#5624 (426350968007819267)

new sleeper variant
name: bomber
when its awake, it’ll run towards you at striker speed or maybe a bit slower, and once it reaches a certain proximity of a player, it’ll detonate, dealing aoe damage.
two hammers to the back on the tumors will stealth kill. it’ll be a pretty rare type and every few blood doors one or two of them will show up. this enemy would force teams to prioritize it before it blows up, and i think it might be a nice new gimmick

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Suggestion from Kura Lovota#8071 (189137083347107841)

It's not a bug, it's a feature. New enemy variant that causes your flashlight to flicker/shut off, based off a past game bug on some levels.

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Suggestion from Mees20#9973 (358261463212883968)

Spider launcher - spawns small, exploding spiders going towards the first sleeper it sees. If it sees no enemies it does not move. Costs about 10 tool refill each spider and explosions are enough to kill a normal sleeper or multiple if (very) close.

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Suggestion from 𝓯 마약#5624 (426350968007819267)

new enemy
name: smasher
type: sleeper
basically, chargers but stronger
they have longer, thicker arms with more muscle mass which allows them to pack a huge punch against a player. how they work: the longer they charge up to you to attack, the more damage it does and a knockback effect. so lets say if it attacks right in front of you youd only get 10% damage, but if they started charging at you from across the room and rammed into you, you’d get 30% damage and a knockback effect. staggering them resets their charge up damage meter.
for the charging damage meter, id say 1~5meters: normal damage, no knockback
5~15 meters, 15% damage, minor knockback (faster knockback recovery time or just pushed back slightly)
15~20 meters, 20% damage, normal knockback
20meters and above, 30% damage, full knockback
For the knockback debuff, im thinking of a motion where you get knocked down on the ground, and you have to take a second to get back up. during this, you can hipfire only and can’t use hammer.
minor knockback may be just a slight push backwards, no falling down
normal, you fall down and take a second to get back up (around 1.7 seconds in total for the falling animations)
full, you fall down, get pushed back quite a bit, and around 2~2.5 sec recovery time
maybe have IIX syringe allow you to ignore effects

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Suggestion from 𝓯 마약#5624 (426350968007819267)

Sv Syringe
gives you 50% resistance to all damage for 10 seconds at the cost of slight infection

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Suggestion from Greyshirk#6056 (181930232192696328)

Task bar flashing apon matchmake.

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Suggestion from beep#8478 (224172089693831169)

At current patch, glowsticks are either inconsequential or too situational to get proper use and often serve as a disappointment found in lockers more than anything.

Either:

  1. Increase overall glowstick intensity and brightness and instead of it burning out instantly on a timer, have it slowly burn out over a wider amount of time.
  2. Make glowsticks part of base kit, an alternative to using a flashlight, but less effective and on a timer before more glowsticks can be thrown.
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Suggestion from Podrick Equus#0134 (157376373944614912)

Another possible idea for glowsticks: Slightly reduce their chance to be found in game, but to compensate each prisoner starts with a half capacity set of glowsticks

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Suggestion from TheDan#8059 (368860700191490048)

make the extraction more realistic with maybe elevator or similar thing going up to save the prisoners - basically something for extraction but as good as the downward launch of each mission

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Suggestion from DrAv0011#0011 (319880265436495873)

Ability to use for loops and command and string concatenation in terminals
Advantages: Being able to make more complex commands and spend less time on terminals (in levels where you need to find a lot of items it takes several minutes to write them all down)
An example:
for ANYSTRING in: list ITEM { COMMAND_0; COMMAND_1; COMMAND_N}

for each_hdd in: list hdd { query each_hdd; ping each_hdd}

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Suggestion from Azathoth#0092 (282545187283009537)

Make a Room that acts like the Reactor rooms but instead of multiple countdowns it only has 1, also put them at the end or near the end
after the first countdownof goes though, the Reactor explodes, opening all unoppend door ( also the one to the exit ) wich then triggers all remaining enemies.
While the countdown is still activ the group can prepare for the last Push of the lvl

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Suggestion from Kuzidas#4380 (104754483312996352)

a client-side graphics option to slow down or remove enemy corpse despawning. My rig can handle it, let me see the mess I survived!

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Suggestion from Discord Hobo#2260 (404382009042141184)

Add a game rejoin option eventually. im not sure if this is planned or not but its a pain to lose a good 30 minutes of time if poor internet is the culprit

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Suggestion from Dad#7700 (196703637207121920)

A new type of security scan variation that would replace the usual sit and defend gameplay. This scan will instead open the security door (or some other inaccessible door) and require the prisoners to do scans or enter a terminal command inside this new/unexplored area. The security alarm will continue until the scans/terminal command are finished (similar to normal scans).

  • The scan should feel like a condensed reactor sequence (when the doors open and you have to access a terminal
  • The different door levels could equate to the amount of scan sets or the number of terminals to access with modifiers like surge or cluster scan types
  • A lot of this game's atmosphere comes from the fear of the unknown. By having a nontraditional security scan that requires the players to navigate an entirely new area, it would be shoving them headfirst into
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Suggestion from NeonTerminus#8526 (216080530414895114)

Add a rare type of alarm where the objective is to close a security door in order to prevent further waves from spawning. Can be used for more linear sections in levels where the extraction is in a different location. At the end of the alarm an animation will play of blood slowly seeping through the security door, effectively turning it into a blood door that is inaccessible. Unlike most new alarm ideas this one would require very few assets to be created (as they already exist in the game) and is thus an easy way to add variety to the alarms.

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Suggestion from Gorilla#2079 (216376055726997505)

make it so that bio tracker can only track shadows with tool usage rather than being able to be tracked 24/7 since it makes shadows easy also make it so that when the mapper is finally added make it so that it requires tool also because the mapper will be too OP (overpowered)

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Suggestion from Discord Hobo#2260 (404382009042141184)

add an animation for leaving the complex by having the chairs come back down and we get into them and go back up.
In my opinion this can add alot more atmosphere into the game and be more immersive into the world

the con being though that this takes time to create for minimal reward and is more time consuming over an instant end screen.
idk. after playing the game Deep Rock Galactic with its drop pod returning to the main hub i feel more like immersed into the world that game wishes to create

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Suggestion from Azathoth#0092 (282545187283009537)

Make the bio tracker able to Ping (middle mousbutton ) normal enemies for some amount of charge so that is has a wider use instead of " just big groups or scouts ".
Reason : it feals like a dead tool in most lvls or only in runs where your thought is that you only want to scout a lvl not finnish it.

this way the Bio tracker can be used to help newer players/teams clear a room.
also would help in these ultra dark rooms wich is the purpos to bring the bio tracker in most casses anyway

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Suggestion from Haste#5675 (617099986542395393)

Get rid of bunny hopping cause it makes no sense, looks dumb and breaks immersion.
You can do such by forcing character to walk for a few seconds, after two consistent jumps made in small time frame.
Thanks!

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Suggestion from Patek2#5092 (177018662387974144)

After launching the game and pressing skip, it would be nice to make the screamer go away via skip too.

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Suggestion from Patek2#5092 (177018662387974144)

Changing walking speed via mouse scroll wheel?

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Suggestion from Patek2#5092 (177018662387974144)

random encounters of a weirdly looking sleeper that stalks the player and attacking when player is highly damaged.

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Suggestion from 𝓯 마약#5624 (426350968007819267)

new enemy
name: rager scout
a variation of a scout which will act like a hybrid after its roar. its roar also applies an additional buff to enemies awoken\spawned withits roar.
they behave like normal scouts. walking around, scanning with feelers, one hammer to the head can kill it. however once this thpe of scout is triggered, it’ll glow blood red and emit a red light before being stunned. all enemies awoken/spawned by scout will get a buff of “rage” which will give them increased movement speed, more damage when hp drops, and increased attack speed.
this effect will stack over multiple scouts being awoken. think it might be a nice challenge in some extreme/overload rooms. it’ll help increase scout wave threat, and turn normal sleepers into massive threats if effect is stacked. i personally think they’d be a great way to effectively control player room selection and movement.

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Suggestion from Patek2#5092 (177018662387974144)

Make karma system, after leaving the match that is running, give a penalty, 30 min multiplayer suspension?

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Suggestion from The Jackal#4741 (356846782493491201)

adding a new gadget like a fog repeller but it distorts the sounds around it. This would be useful if you had something you could not insta kill but could kill quickly, or for countering double scouts.

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Suggestion from NeonTerminus#8526 (216080530414895114)

Add a new consumable to the game. Enhanced glowsticks. It's important to note this should be an uncommon variant that can replace regular glowsticks in the loot pool distribution. A deep blue in color, they will last twice as long and be slightly brighter. Their most important utility however, will be in making shadow enemies much easier to see without a flashlight. It wouldn't make them as visible as with a regular flashlight, but just enough so that their outline is more or less recognizable. They would finally be viable to use in stealth gameplay and make them just as useful as other consumables depending on the situation.

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Suggestion from Davig Ramir#9939 (798051277510672474)

A high security reactor verify where you have to get too parts of a code from too different terminals. This would make it where teams have to spread out to find the correct terminals before the timre runs out. If the time runs out, the reactor locks down for a wave, and must be resarted.

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Suggestion from Lenny#6295 (712736776787329065)

Improve the reaction time of sentries

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Suggestion from Deadly#5442 (474367426738388992)

Either change the default sniper to the Hel sniper, or give it +6 more rounds. Its balanced out by being useless against enemies such as chargers, fathers and mothers. Its next to useless as is with how sluggish it is

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Suggestion from Podrick Equus#0134 (157376373944614912)

Minor annoyance: Currently we cannot begin to charge a melee strike while we are in the air. It'd be nice if we could do that.

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Suggestion from Kevei The Mountain Chicken#7356 (661296553436381204)

Combat knife please.

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Suggestion from Glowdude#4175 (515690091469864960)

Sleepers emit a much, much smaller and slightly different looking red version of the scouts scream whenever their scream wakes up a room.

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Suggestion from Gorilla#2079 (216376055726997505)

A new category of weapon thats electrical based and makes the enemies tased stunned and the longer they are tased they take DOT over time

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Suggestion from Podrick Equus#0134 (157376373944614912)

new level gimmick: An immortal, slow moving sleeper that you can only temporarily disable/slow down by shooting its limbs off a la Dead Space

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Suggestion from SeñorTacoTruck#0753 (536709835178377238)

to work on the previous idea, have an invincible enemy like a tank for later levels(by like a tank I mean big ouch tongue and speed) to change level dynamics and make levels a bit more difficult now that you have an enemy that can't die

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Suggestion from 𝓯 마약#5624 (426350968007819267)

new enemy
Name: invicta
A new form of sleeper who is a further mutated version of chargers. Their entire body is covered from head to toe with further hardened skin, making them immune to all sorts of damage, including mines, sentries, and weapons. When attacking, they open up their exoskeleton on its head to use a striker style attack. Once it opens up its head to attack, you can headshot it to deal damage. While in a protected state, they're immune to all damages, but mines, snipers, and shotguns can stagger them. To stealth kill, there are two methods. Method one being two people ganging up, one alerts him by hitting him, and once its awoken, itll attempt to scream to wake up the room. Theres a small window where it opens its head and screams. The other player has to hit its vulnerable head before it screams. Option number 2. Is to hit it in the head while it scans for prisoners.
Summary
Invulnerable when protected
Only vulnerable on the head when it attacks
Also vulnerable while it scans for prisoners, and after alerted for a brief second

They'd have lower hp then strikers so a right timed headshot or two by some weapons can easily take them out. Think it'll provide a nice challenge and puts prisoner's precision to heavy testing.

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Suggestion from VanillaNeedlz#8110 (296510973647257600)

consumable self-revive kit. When you get downed, you'll have the option to use it. However, it has one only charge.

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Suggestion from Kazumi Nakajima#1989 (325264221551984640)

It's be cool to allow for the interchangeability of tool kits and consumables within the complex. Looking at the player models it seems like both objects are just attached to the belt and backpack.

For example instead of carrying one medipack and one c-foam, you could instead carry either two c-foams, or one resource kit and a consumable.(Consumables are always modelled as being attached to the backpack, so it wouldn't make sense to attach a resource kit there.) Considering we used to be able to get c-foam grenades in stacks of up to three, it wouldn't entirely be out of the realm of possibility. The ability to double up on glow sticks for super dark zones without having to run back and forth, or having two stacks of fog repellers for large fog zones at the cost of your resource kit, could be nice.

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Suggestion from Hosav#4970 (146439520940851201)

I think some of the weapons should be locked behind some sort of progression at the start so you feel you have some sort of goal other than just doing harder missions. I am someone who loves to play games when I can unlock new things. And it felt a bit overwhelming to have so many weapon options available at the start.

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Suggestion from Maximilian#4693 (615308884827045898)

It would be nice to be able to make permanent notes on the map. Instead of fading away, they stay and can be erased manually.

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Suggestion from Podrick Equus#0134 (157376373944614912)

A tiny badge next to your name or on your character model that signifies how many rundowns you have completed or participated in.

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Suggestion from Advanced_Plant#4045 (196349517996490772)

An option to enable a small ping/latency counter in a corner of the screen, along with FPS. Specifically small as to not be intrusive.

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Suggestion from Sc0ne#1057 (381461532783017986)

reduce hybrid health by 25%- they take an annoyingly long time to beat to death and are more annoying with their melee attacks than the titans and are better at shooting than the shooters. They dont fit the "hybrid" role where they are ok at shooting and melee- they are just better at melee because of increased health compared to titan and better at shooting because of rapid fire attacks

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Suggestion from Cujo#4621 (512884624867721237)

Improve the terminal's interaction with the rest of the world. Allow the "hacker" to become an actual role. Disable/enable fans for clearer visibility but more touchy sleepers (more ambient noise). Open/close doors remotely. Perhaps play a luring sound for scouts to hone in on (too many would wake it up of course). Something to make the terminal feels more like something you're excited to find rather than a keycard pinger.

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Suggestion from Gorilla#2079 (216376055726997505)

reduce current spawn cap as once enemies hit it there is little to no way to clear them all out without using all resources from 100% there is too many enemies

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Suggestion from Lil Juicebox#6454 (206937950120968192)

I feel there's opportunity to maintain level difficulty progression without significantly increasing the time to play. For example the average player going from D2 PE to E1 Extreme likely requires 75-100% more time completing E1 than D2. I can understand increased time but could be tuned to be a bit shorter, and even harder, vs harder and longer. Thanks!

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Suggestion from Glowdude#4175 (515690091469864960)

An objective where players have to go activate a series of explosive charges set up to cause a cave in. Once they reach the last one, they must activate it and an alarm will start spawning enemies at the end of the tunnel. LOTS of enemies. The player must run for their lives to get out without being killed by the horde of enemies, and once all four are outside of the bulkhead, the cave in will happen and they can return to extraction. This way, if anyone on the team is left behind, the rest of the team must work together to get them out before they can be done with the expedition. The cave in mechanic could also be replaced with simply closing the bulkhead, however it would mainly function the same (maybe the players have to open a massive blood door at the end that causes the enemies to chase them?). I just think it's a neat idea for an objective that would cause some nice intense gameplay and also reward enemy-kiting skill.

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Suggestion from greihart#4998 (264667839284248576)

wake up sleepers in a wave-like fashion. If you happen to wake up one sleeper, they can awaken the sleepers that are within a certain range of them (like wake up one sleeper, all sleepers within 10 feet are woken up). This way, an entire room isn't aggro'd on the players all at once (and all know exactly where the players are, even from the other end of a big room/hallway) and the players have some more control over their situation.

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Suggestion from Margwa#1987 (286639707318648843)

hel revolver needs to be fixed. As a hel revolver main I've noticed something distressing. When you reload, your ammo gets reloaded before you reload your ammo in the animation.

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Suggestion from NeonTerminus#8526 (216080530414895114)

Whenever player and gear customization is released, you should be able to acquire new outfits and weapon parts for a specific character (or weapon) from special lockers and boxes that are marked differently from normal containers. These would be locked, requiring a key elsewhere in the level that varies based on how rare the item is and thus difficulty in getting the key. Rarity could be determined by for example how much the mod affects a weapon, such as larger magazines would be in a higher tier than an improved handle. Higher tier loot containers could also be placed in optional side zones requiring an alarm as well.
If an item is common, container difficulty could be changed to simply a faster hack lock. If its something a player already has, it would be switched with something else.

This would be a pretty seamless way of reusing current mechanics to add player customization and gear progression in-game. Acquiring drip for your favorite character would definitely be much appreciated while you are flailing around your automatic burst cannon.

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Suggestion from Margwa#1987 (286639707318648843)

a nice, lighthearted mode where you get in a tank or a mech or something and you have to clear a path and kill shit. I think this would be cool for a multitude of reasons including: good gameplay, it's not a new concept, and it's adding more replayability
First, good gameplay is necessary in this game. Currently, there's two gameplay portions: stealth and no stealth. In most expeditions it's stealth. Stealth is the most boring shit ever. Anytime I go into stealth it makes me want to die because of pure boredom. Is there any actual motivation to crouching for 10 minutes straight, slowly killing enemies? No, there isn't. This is why expeditions such as R2C2 are so great.
Second, this concept is not new in this game. Like I just mentioned, theres expeditions that are more action than stealth. R2C2 is a big example of this, as well as the first part of R3D1. While there are sleepers in this, you usually will wake them up because why would you stealth in an error alarm. What are you, a nerd? Anyways, this mech suggestion would allow people to do full error alarm missions no stealth and would be a nice change of pace.
Third, the mech idea will add more replayability. Like I touched on in my last paragraph, a nice change of pace adds replayability. There's a reason why R2B1 was the most played, which is because people liked it so much they returned to it, thus adding replayability. Most expeditions suffer from this, however the mech expedition would be so cool that people would replay it.
Mech mode would be good for multiple reasons like its not a new concept, it has good gameplay, and it's adding more replayability. I hope I convinced you all that this idea should be made into fruition, and I do hope the devs consider it. But, I do doubt they will as it would take a lot of time. However they don't need to make the best mode, just a good one. Thanks for reading.

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Suggestion from Phanta#0350 (212390224423157761)

a 'forward extract' mission where after completing the extraction circle prompts another error/alarm something like 'extraction malfunctioned, return to point of entry' and then making the real extraction circle back at the beginning

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Suggestion from Margwa#1987 (286639707318648843)

Add something similar to the bo3 campaign saferoom before you start a game. The way it basically worked was: you start in your room, and it's this kinda open area but not too open (its pretty small but not claustrophobic). In it you could choose your loadout, go into like a practice mode, choose your mission, etc. In your room you can customize your character as well as your room with artifacts you find in missions. I think this concept would be good for something like GTFO. Something like where you wake up and your in your room. You can do character customization, inspect/put objects in your room that you find in expeditions (for example maybe in A1 you find a broken harddrive; you can collect it and put it in your room). When you leave you can customize your loadout then go and choose your expedition and matchmake or shit. This could be explained in-universe by it being basically a sort of simulation; when you're about to wake up from the HSU, you get to go to this place to choose the expedition/loadout and shit.

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Suggestion from Podrick Equus#0134 (157376373944614912)

Partially used low-quality weapons you can find that go in your consumable slot. It stands to reason that the folks in this facility would have had some basic security firearms.

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Suggestion from Ratthew#5200 (439982583774707713)

mimics. lockers that are actually enemies.

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Suggestion from Ratthew#5200 (439982583774707713)

right click on shooter attacks to reflect their attacks!

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Suggestion from mccad00#8360 (161610519546036224)

well timed shoves to parry a striker/charger tongue attack

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Suggestion from ˞˞˞˞˞˞˞˞˞˞˞˞˞˞˞˞˞˞˞˞#0182 (455780454356746241)

add a kill tracker for each rundown level along the top of the map screen. just have the player names at the top of the tab menu, a number and skull icon to show how many sleepers everyone's killed.

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Suggestion from Rey Jones#8228 (569403083038392343)

sorry if this be too long
new enemy type
name: tonguer
this new enemy type is a mutated version of big strikers and it is modified to grab and hold running prisoners.
style and look: all tho it is hard to know what this monster looks like because of its aggressive behavior and us not being able to take a full picture of the tonguer we know that his hand has been modified to throw rope kind thing at its enemy and hold them still and crush them with it
attacks: rope throw:it will throw a rope kind (dont know how to say it in English) at you and will try to grab and crush you with it
smash: be careful getting close to it as it will not hesitate to crush you under its arm it
how to fight: dodge his tongue/rope by hiding behind any obj as it can not curve the rope and shoot the arm you can try to melee it but do it on your own risk
defenses: this enemy will try to hide its arm and it has a 30% damage fall off on his head and body.

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Suggestion from aṰệǟṃǞňȡǎḎŗệǎm#8734 (324995320083906567)

I have a suggestion for the game, I've always kind of wanted a bit more to go into the downed system. It feels weird considering the kind of game it is for you to go down just for enemies to ignore you. I wish they'd make a system similar to the DBD second hook phase (https://youtu.be/_AlBSRT7J6s?t=23). They could add some really cool animations with the executions on you and not to mention this would weaken the current kite meta. As kiting an alarm with your team down would also mean leaving them to eventually die permanently, which for obvious reasons wouldn't be much of a clutch even if you do manage to pull it off.

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Suggestion from Vicious Vicky#3437 (585816701161963526)

Being able to choose gender

It would be great if there was an option to choose your character's gender. For me personally, it just helps with immersion but that aside, it's always nice to have a choice in this matter.

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Suggestion from detergent#5588 (243359833154256897)

enemy variety

Honestly I don’t care exactly how it’s done there just needs to be more then essentially “strikers” and “shooters” (which is what everything currently boils down to.

How about the energiser. Only spawns during alarm or scout waves. Periodically emits a noise which briefly increases the movement speed of surrounding enemies/deafens the players (like a scout roar). When killed nearby sleepers are stunned for a moment. Same health as a small shooter, has a weak pummel attack (it’s not supposed to be a powerhouse). This gives an opportunity for target optimisation during loud sections rather than simply point and click at he horde as well as offers an incentive to use your brain during these sections.

That took me like 10 mins, imagine what you could do with time and accrual expertise.

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Suggestion from popayes5#7378 (383484779888115732)

make fall damage less

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Suggestion from NAT#4374 (222096562405376003)

Any future or existing charge-to-fire weapons should indicate charge progress in the site/scope attachment, to help indicate when the weapon is about to fire while ADS. The hipfire crosshair shows it, but that means nothing if a player is aiming a charge up weapon with crappy hipfire.

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Suggestion from Davig Ramir#9939 (798051277510672474)

A mission wear we have to go down into a very damaged part of the lab in order to run some sort of experiment for the warden. When we get to the lab, the equipment we need is damage and we hads to go find spare parts to repaire it. Once the mashine is working again, we can start the experiment. Maybe analyzing baby HSU, or something, I amn ot sure what experiment should be yet. But teh lab equipment is loud, and as a result activations small waves of sleepers until the sciense is done. After that we have to do and small uplink mission to submit the data to the wardan. This woud probably be a C tier or lower mission.

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Suggestion from Mees20#9973 (358261463212883968)

weapon lockers (green, laying down) containing several different weapons and add-ons, being generally a little bit better than standard weapons. Especially good weapons tend to be behind an optional security, bad rooms or other challenges, the goal being that people should doubt between taking the weapons or leaving them behind, similar to optional resource rooms.

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Suggestion from R0K3TC4T#1535 (317173276541583361)

Spitter rework:
Spitters in their current state are more an inconvenience/annoyance appear in such numbers that players cannot keep track of every spitter, and are punished for not doing so.
Lets rework spitters so they feel less like an exploration tax and more like an actual adversary:

  1. Less spitters, larger spitters - this makes spitters more noticeable and easier to remember when moving through explored areas, so you can actually counter them with the flashlight.

  2. Make spitters more punishing so players have a reason to keep track of them, this could be through slightly more damage so low health feels more meaningful, or through a slowing effect so fighting a path through a spitter zone needs to be carefully considered

  3. Allow negating spitters to be cheaper, players dont want to let go of their precious C-Foam, so let us risk a melee attack to negate a spitter for a longer period of time OR even allow us to shoot spitters, with damage done resulting in more seconds disabled.

  4. Make flashlight more effective in temporarily disabling spitters, sometimes it feels like this mechanic doesent even exist.

These changes would make the spitters feel more meaningful to deal with tactically and less like a braindead, unfun tax on moving around.

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Suggestion from Hinode#7720 (329338497049690112)

WIP idea. A support tool that shoots team mates with a syringe giving them temporary buffs. To get more in to it, like sentries it will come in different variants for each type of buff and works as simple as switching to the tool aiming at a teammate and firing, can also be used on ones self by holding E I guess. I figured it shouldn't give infection because that's extra work for balancing that instead they are tool hungry and come with low max charges like 5 or something. The idea I'm going for is mines are a "powerful" offensives tool and this would a powerful support tool but its has limited usage and some maps will make you consider bringing this along.

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Suggestion from Çaptain Ålpha#6344 (208401169108828161)

C-foam kill splitter, there are already mechanic in the game with using c-foam on splitter, when c-foam are used on splitter it stop the splitter function for 45 seconds.
Make the C-foam to be the main thing that can stop those pesky splitter for a change. It's a nice balance since there is a lot of splitter and not enough c foam.

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Suggestion from Thrashpriest#1887 (258653605173657600)

Inability to unbind scroll wheel up/down from next/previous weapon is frustrating along with inability to bind them elsewhere.

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Suggestion from Ezzyrawr#4009 (296558198834462731)

🤔 Within the next couple rundowns, i think it would be lore-full to support resource extractions by AI friendlies as Santionian tries to attempt profit from this situation. Player guard AI, with all the frustrations that could be imagined.

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Suggestion from Ezzyrawr#4009 (296558198834462731)

Static npcs that have stockpiled resources and are intended to give lore. Will trade lore/packs based on your actions/morality.

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Suggestion from BLACKDRAGON224#5177 (550346217184428033)

make better use of Simon Viklund AMAZING MUSIC, rundown 3 music its tense and scary (specially when the song starts), when enemies are far away it play this muffles drums that adds to the atmosphere when holding, it would be nice to have more buildup moments where the combat music its allowed to play and to do the transition between intensities to let his work shine. his combat music its so amazing but since the game has a lot of close combat (that ends in less than a min) and alarms usually spawns stuff right next to you theres usually not that many variations in the dynamic music playing at times.

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Suggestion from R0K3TC4T#1535 (317173276541583361)

Enemy variant:// Tactictian
This support enemy may be identifed by its slightly taller stature and distinctive, disc shaped bulbs protruding from its head.
The tactictian is supposed to provide some depth in target prioritisation when fighting, as it's buffs make certain enemies more dangerous. The tactitian moves quickly to keep up with the swarm, as monsters must be close enough to hear the roar and receive its effects.
Possible buffs could include:

Roar 1: Projectile speed
This buffs the projectile speed of all shooting enemies, making their projectiles harder to track and dodge, encouraging players to take out the shooters (this would also allow for a difficult combo with hybrids on lower levels)

Roar 2: Lick speed
Reducing the cooldown on striker licks results in more ferocious swarms - and thus creating favorable targets out of strikers

Roar 3: Charge
Alongside increasing the movement speed of non-giant enemies by a small amount (~10%), Enemies are no longer frightened and will charge the player's position, forcing the players to kill in order to not be overrun, kiting becomes harder as enemies move quickly.

Each Roar's effects last just 10-15 seconds, but serve to switch up the combat and encourage player thought when shooting, Each roar has its own sound, so players can learn and expect what will happen in the next few seconds. Killing the Tactictian ends its effects instantly. The monster would try and use whichever roar is most advantageous to the situation, such as charging when the team is split up, or Buffing shooters when there are many of them around.

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Suggestion from chasetug#1313 (128693447530905600)

An extreme/overload sector idea (to replace all those error alarms):
The Warden requires you to take dynamite and blow up part of the complex (perhaps some datacenter servers, or some important documents in storage).
You are then under a 30 minute timer where you must escape the main path before that level collapses in on itself, killing your entire team.

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Suggestion from BLACKDRAGON224#5177 (550346217184428033)

blood covered enemies that are stagger resistant, kind of like the old stagger bug we use to have that made the enemies really scary, they have a chance to spawn during alarms, error and blood doors only (or blood doors only to make sense artistically) to keep the stealth mechanic intact and fair, it will only apply to vanilla giants enemies like the big striker/shooter and hybrid since the other giant variants have a lot of things going for them (this doesnt apply to small enemies).

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Suggestion from DangerZone3574#4493 (486218042280247307)

Bind 'Q' key as "Meds/Ammopack/Tool refill/Disinfect pack" self use. Maintain 'E' for applying it to other players.

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Suggestion from Nathaniel#7078 (310985974400417793)

Electrical environmental hazards.

These may sometimes be enabled or disabled when the completion of an objective alters the flow of electricity throughout the facility. For example, players may have to cut the power in a certain sector to be able to traverse an electrified, ankle deep room of water. Or, the players will now have to hop from pillar to pillar in a room they were previously able to traverse more easily. This can make back-tracking to get to the next objective less stale. There may be instances where these electrical hazards can be used to the prisoners' advantage in dealing with the infected.

The only issue I see arising is if a player dies inside of an electrical hazard, the other players will be required to alter the flow of power (again?) to get them out. If done right this could add an interesting challenge to navigating and exploring the environment.

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Suggestion from Lil Juicebox#6454 (206937950120968192)

I can’t be the only one hoping they aren’t over indexing on these suggestions from the same few hundred hardcore fans. Maybe if this is upvoted enough they’ll s.....oh wait.....

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Suggestion from mccad00#8360 (161610519546036224)

after rundown 5 drops take a break from rundown development to focus on quality of life improvements and fixing bugs which have persisted through the previous rundowns

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Suggestion from .cncept#5088 (299164094978850816)

Save the corpses when you fail a run so you "see" where you failed last time - if it fits lore wise, after you failed 5 times the oldest corpse gets dragged to the start so eventually there is a pile of your failed missions at the beginning of the run

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Suggestion from GhostDragon#0884 (376080773255528448)

elevator music during loading times

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Suggestion from Crio#8952 (228018541373161472)

new objective type, setting up security measures around facility. finding parts in certain zones to set up security measures. once set up, they attack anything moving, so you have to clear out quickly

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Suggestion from God_Merchant#1037 (422276725322416130)

Make a restart expedition in the menu screen while in game

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Suggestion from Mees20#9973 (358261463212883968)

For a horror game, I find it strange that we start with a wide selection of weapons, especially on the first levels. The prisoners should not be equipped like military, but rather be sent in with a couple of bad melee weapons and find some more useful weapons on the way. I suppose that in this facility they should've had some kind of protection against the sleepers?

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Suggestion from HarmlessBeltBot#1319 (198862718134910976)

I love the game, I will likely put hundreds of hours into it, the only issue I currently have with it is that the hacking mini-game is not flowing with the rest of the gameplay. Specifically, when you do it near enemies, it feels uninvolved, too easy, I can go on autopilot and do it, I suggest making more variations on the current theme, or redoing it entirely more like the terminals.

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Suggestion from FistFace/Deicia#5689 (234537996253134849)

Add a timer to Hack locks. If you don't complete the Hack in time, it locks you out. The only way to break into a locked out hack lock would be lock melters. Makes Hack locks more tense, and lock melters more useful.

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Suggestion from S0LIDGAMER#7131 (455443390390206466)

please add more "select language" option in "alpha matchmaking" I am speaking in 3 languages, plus I am learning 4th language at the moment. Just only two language options are lame, thanks!

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Suggestion from Nexes#4800 (334112566081224715)

A "Randomize" button on the character loadout screen. Creates some fun replay-ability for more experienced squads.

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Suggestion from Leo/Gamer#6968 (655490764373229578)

make a new special weapon or secondaire weapon that allows us to kill sleepers silently, a crossbow or something like that

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Suggestion from Leo/Gamer#6968 (655490764373229578)

I like the system with the terminal because it is complicated and realistic, so I think it's a shame that hacking has been so simplified on a minigame basis. so I think it would be great if you made it a little more complicated and realistic

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Suggestion from Rey Jones#8228 (569403083038392343)

after Rundown 5/6 take a break from makeing levels and rework most of the problems and things that can be called quality of life like: gun play,enemy AI, new map tiles and how the maps are generated, makeing new common and rare enemys, updating the system.

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Suggestion from quinoa#9190 (366044037284757514)

for terminals commands can we add more real world functionality in them, i would like to skip entire strings by pressing control+left or right arrow to navigate entire words at a time in case i have to change a few characters or have a typo in one of my query strings

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Suggestion from Gorilla#2079 (216376055726997505)

Tool - Pocket Device (better name needed)
Kind of like a phone/tablet that the player carries around that acts as terminal and has battery life and using tool refill recharges its battery also with this you could add it so it may have different apps like a superior version of hacking where it does it for you in like 3 seconds and the ability to lower alarm classes on doors by one(and only one) the animation that pulls it out similar to the camera watcher on rainbow six siege

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Suggestion from HollowGrimm#2501 (263142996176928768)

More non-combat tools like the bio-tracker such as a device that can automatically hack lockers or track spitters

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Suggestion from VanillaNeedlz#8110 (296510973647257600)

be able to ping items outside of resource containers

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Suggestion from Davig Ramir#9939 (798051277510672474)

To help grow on the tools, I agree that it should be a more non-combat directed tools. Their shoud be some tools or tool variants that do things such as mark splitters, or tag shardows. IT would also be cool to have a sort of laptop/computer, that coud be linked to a specific terminal, and possibly coud be used on later missions to help test/repair damaged equipmant. Also mapper yes yes please. The sentries feel pretty good as they are, but maybe a bio sentrie could be added to help tag enemies from a far distance. But it should have a 20-60 cooldown portion so it isn't too powerful.

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Suggestion from Davig Ramir#9939 (798051277510672474)

As you kill sleepers, you're hammer shoud become bloodied/dirtied. I feel this woud be a cool immertion factor to the game, it shoud be a low pirority feature tho. Dev's keep up the good work 😄

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Suggestion from Davig Ramir#9939 (798051277510672474)

Sleeper bait tool. Some sort of tool that distracts/attracts alerted sleepers. Idk if the sleepers eat food, but if so maybe the tool could be like a bait deployer that can lead the sleepers off course temperarily, or maybe it can basically let you attempt to path them manually. OR maybe it could be like a sort of decoy/aggrivator type of tool that the sleepies will attach first. Whatever it is, it shoud definately use a lot of tool refil to balanse it out. At least like 25%-40% of the ammonition per use. That way it inst too OP or borken.

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Suggestion from Church#6446 (386511920947134465)

A level with an Apex door that during it’s opening process gets ripped open from the other side by some kind of massive monster that functions as a sort of boss we have to fight

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Suggestion from 𝓯 마약#5624 (426350968007819267)

new enemy
Name: Behemoth
Type: exclusive
A boss type enemy that guards the pathway to the extraction (like tank in c1)
Its a massive biomass which is now completely irecognizable of what it once was. It may possible be a massive mutation of more than one host. While it lacks the ability to move, it has multiple attacks and diffrent phases that can quickly wipe out uncoordinated squads that dare pass through.
Phase 1, assault
The behemoth features four head like organs seen on the tank which are used in a form of attack. They have the longest range of any of these tentacle type attacks, but is also the slowest out of them. The behemoth will lash out at anything in sight and off sight if alerted. While the tentacles are out of the head like organs, players can shoot it to temporarily disable it. If the tentacles have been hit a certain amount of times, behemoth will let out a roar that acts as a scout wave then enter a stunned state. Weakpoints(tumors) will be exposed.
Phase 2, once behemoth gets un-stunned, itll begin to slowly release toxic fog around it, and fog height will slowly rise in the room it's in. Instead of striker like attacks, it now switches to a shooter like attack, with its outer armored areas opening up to shoot the pellets. While its shooting the pellets, open areas are vulnerable to damage. After certain amount of hits, it'll get stunned and do scout roar again.
Final phase, all out attack
During this phase, the behemoth is suceptible to damge anytime, anywhere but its attack powers increase and so does attack speed. It can use both shooter/striker attacks. A four man focus fire with sentry aid is the best way to go. If it takes enough damage, the behemoth will die, clearing out the fog.
Ik thinking of it to be a final fight for the last stage of a rundown. (E1 for example)
It's existence alone will force players to save up almost everything in or

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Suggestion from 𝓯 마약#5624 (426350968007819267)

flooded areas where your movement speed is slowed down, and make more noise while moving in there.

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Suggestion from 𝓯 마약#5624 (426350968007819267)

New enemy
name: melter
type: special
These types of sleepers are a rather rare type of sleepers, only currently found in the deeper areas of the complex. They have big lumps on the top area of their back, which is a toxin producing organ. due to the weight of these additional organs, these types of sleepers are slower than your average striker or shooter, but slightly faster than big strikers. They are rather tanky for a sleeper, and their attack of choice is to get close to a prisoner and spit out a mixture of toxin created within the organs on their back. it’ll be like a spitter splash but with decreased damage, and the added effect of corrosion. corrosion effect duration and severity is deducted by how far away you were from the attack. if you were close, its more intense and lasts longer. same goes for the infection given. A disinfection pack will cancel any corrosion effect a player has.

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Suggestion from Balakay#2708 (746077058957967401)

talking in game can potentially alert sleepers

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Suggestion from RIG#2223 (469329940144324608)

A challenge mode. You play as a prisoner group that didn’t make it back. One of you will wake up and revive the others with medical supplies. Then you have to backtrack with no HUD or map because you are no longer connected to the Cortex Interface. You must guess how much ammo and tool you have while you can determine the health based on sound. Then you must find a way back using terminals and open/clear rooms because you have been here before. You might start with a consumable or items already and random weapons and utility. Now you might be alone if the aliens killed the rest of your team, but not you. Then you could go over to their body and switch items. You’d start in a sleeping room with a random amount of people 1-4 with you. The map could be new map or a map from missions you have unlocked. Completing this might give you levels or rewards because they are doing that next rundown. It would also be fun to do alone so those people have that choice.

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Suggestion from quinoa#9190 (366044037284757514)

Add a hardware security module for elevated terminal commands. This idea can be rather flexible, whether it be a tool or an in game item you need to pick up as an objective. I'd recommend it needs to be plugged into a terminal from whoever is carrying it. Give some super user commands that can only be executed only with an hsm. Some ideas on what kind of sudo commands could be like opening/closing doors (maybe even security doors), maybe being able to skip 1 security scan, override/end error alarms (after needing to do a side objective with the error alarm active), or being able to query boxes for items other than resource packs. I don't really have a solid idea of what kind of terminal functionality that people will want but I think the idea of having an HSM is 100% on brand for this game.

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Suggestion from xBOOTYxMUNCHERx#8955 (523972932880564234)

resident evil crossover

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Suggestion from Shogatsu#7941 (381773847357161482)

Add an animation that removes the blood/infection effect on your HUD temporarily.

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Suggestion from Shogatsu#7941 (381773847357161482)

Make the fog turbine blow up if you use it for more than 15 mins

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Suggestion from Project Zaero#9999 (358577849411567616)

Hack Lock completion adjustment.

Current system:
Player completes hack. Player has to wait for approx 3 seconds doing nothing even though the hack is finished. Moving or swapping gear will cancel the hack completely despite being finished.

Adjustment:
Player completes hack. As long as the player is within the required proximity, the crate will open after a few seconds. During this time, the player can equip a weapon, melee, etc. while waiting.

This adds some fluidity to the hacking system and resolves the irritating issue of completed hacks not actually being completed. If you are within range, the hacking tool should still work even while holstered.

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Suggestion from Deadly#5442 (474367426738388992)

Please show some form of love to the Dmr and the sniper, skill based weapons such as these should at least equate to other weapons if not surpass if used correctly

In the case of the DMR either do one of 3 things:
increase the ammo capacity to around 100 rounds
increase the amount of ammo that is refilled from each use of a tool refill
permanently give it piercing ammo (if this is the case its total ammo # in the mag could be reduced to 10)

For the sniper, either
Give it piercing ammo (make it a hel-sniper)
Increase its ammo cap by 10
Increase its mag capacity to 3 and give it 6 more rounds total capacity
(snipers are completely useless in the current state of the game they only really have a use against 3 enemy types each of which has a weapon that can kill it as quickly with less skill and a higher ammo Efficiency. The fact that what its almost useless against what is arguably the most dangerous enemy types in the game //mother, father, big charger, & the shadow titan, is obscene)
Oh, also making it's scope a variable scope would be nice.

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Suggestion from nab#6406 (387908224113967104)

LESS FOG

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Suggestion from R0K3TC4T#1535 (317173276541583361)

Security door type: noise door
The current best stratagey for high level alarm doors is not to kill sleepers, but slow them down until spawn cap is reached, this door changes that.
The alarm scan speed and travel speed are based on the environmental sound: enemies banging on a cfoamed door will make a lot of noise, slowing the scan speed down. but if you can kill the wave fast enough then you may complete the scan much quicker once it's quiet again, and kill less enemies in total. This would add a bit of stratagey and variations to how alarm doors currently work.

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Suggestion from 𝓯 마약#5624 (426350968007819267)

chaos alarms
This alarm door has certain conditions required to proceed without the "chaos" bit going off which ill explain in a bit. Such conditions could be activating multiple generators, or clearing scans within a limited time, etc. You can query it in terminals to find out what said conditions are. Failure to meet conditions will result in the activation of the "chaos" part. It'll awaken all sleepers in the zone it leads to. They won't be sleeping, and roaming around. Going through a chaos zone withput any alerts will be near impossible, as it would require all prisoners to stay out from line of sight on all the sleepers. Think it would be a cool mechanic to create riskier respurce rooms, overload doors and etc. Maybe adjust difficulties/amount of conditions to not trigger the chaos for higher difficulties. Maximum of two scouts will be in a zone blocked by chaos alarm doors because a room with 4 scouts and awake roaming sleepers everywhere would be nearly impossible.

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Suggestion from 𝓯 마약#5624 (426350968007819267)

graveyard like area on an insane difficulty room. For example, the alarm door/room with the tank, there's bullet casings, guns, dead prisoner corpses, shattered masks, blood and etc, traces of fierce battle of precious prisoner expeditions who never got out. And maybe add some voicelines when prisoners see these sites like "Is that... what the hell happened here" "I don't like the looks of that"
Think it would really add onto the horror part and general immersion. Also give players a sense of fear on what lies beyond.

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Suggestion from 𝓯 마약#5624 (426350968007819267)

termination zones
These zones will most often be connected to alarm doors. Once the door that leads to these zones open, a timer sets. The zone will either release deadly amounts of radiation/self destruct. Prisoners have a short time span to access whatever is in these zones before it becomes inaccessible and kills any individual inside the zone.I haven't figured out what to do with people who died in termination. The zone will become inaccessible due to radiation or debris sealing off the entry point, reviving players caught in it would be impossible. Fun system that forces prisoners to get in and out fast, grab whatever they need.

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Suggestion from 𝓯 마약#5624 (426350968007819267)

For the last expedition of a rundown, play a short cutscene
For instance, after E1 completion, screen goes dark, and in white letters, RUNDOWN 4
ALL OBJECTIVES SUCCESSFUL.
Well done.
as the gtfo theme plays, and there’s a brief period where it shows prisoners back in the elevator, going up and roll credits that include devs, participated players, clear time, and stuff. There’ll be an option in settings to have it only play once in the first completion.

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Suggestion from Kolohe#0491 (654552800516374537)

Objectives that can be destroyed or broken, resulting in a failed expedition.

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Suggestion from The_Voidrunner#7021 (387769584830119938)

Would love to see a metro exodus like screen wipe, to get blood and stuff off your hud.

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Suggestion from Ezkyell#6918 (227624117858336770)

FOG HORNS

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Suggestion from Lonerous#3161 (494126413520175104)

A non lethal concussion grenade launcher to stun small groups of enemies for around 3-5 seconds allowing the team some breathing room to reload or retreat to a better position.

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Suggestion from Davig Ramir#9939 (798051277510672474)

The idea of fog horns sounds pretty bad, but I think maybe having like a small toot horn/noisemaker would be useful to distract the sleepers, or force them to prioritize the player who honked. Maybe it could be like an underbarrel mounted tool, like an underbalre C-Foam launcher. Or it could also be a consumedable like lock melters or fog prepellers.

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Suggestion from Healyhatman#3734 (448391025787142156)

the characters should stop screaming so loud and persistently when they're down

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Suggestion from Henx#6595 (497463015009026058)

I have a suggestion for C2 overload, for example. At the end you have to lift a datasphere and you get an alarm. I have an idea to make this more realistic. How about if you have to knock open such a locker (#gtfo-media message) to get to the datasphere. Then the alarm would make sense as a security mechanism. Similarly, you could do this with the cargo in D2 overload.

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Suggestion from DoubleQuarterPounder#6801 (206977870998798338)

New scout variant: Stalker Scout
Basically the inverse of a shadow scout, is clearly visible, patrols around the room at a faster pace with a more hunched over stance, but makes very little or no sound (until it gets alerted). Maybe have it immune to bio tracker?

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Suggestion from BLACKDRAGON224#5177 (550346217184428033)

give us a leak already tell us your alive :pepehands:

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Suggestion from Ezkyell#6918 (227624117858336770)

A second type of melee that instead of killing, it cuts and dismembers a enemy

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Suggestion from 𝓯 마약#5624 (426350968007819267)

for an overload reactor objective, have the reactor emit an emp wave after reactor startup is complete. You lose cortex interface, reticles, crosshairs, sentries, anything that runs by electronics will be disabled if in close proximity of the reactor. There will be a short time window to get out of proximity before the reactor emits the emp.

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Suggestion from SeñorTacoTruck#0753 (536709835178377238)

have a reactor combustion. Similar to the shutdown in r1d1, with some added elements. You're shutting down the reactor and sealing off areas by doing that, then once your finished, the reactor starts a minute or so timer until it explodes, releasing explosions into the sealed doors and in nearby areas. During this time, you have to get to a safe point, then when it's finished, to extraction, as debris and fire surround you, along with a charger error alarm as well.

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Suggestion from BLACKDRAGON224#5177 (550346217184428033)

keep combat shotgun in r5

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Suggestion from [KR] Ramy 뉴비#2797 (233467201988984832)

what if all the prisoners go down separated in different place and meet up in a certain zone and go to extraction point

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Suggestion from CF_Mag#8733 (399255706999717888)

Add an "iron man" mode to the game, where the only change is that your health does not regen back up to 20%. it will change the game COMPLETELY for expert players

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Suggestion from AoHoshi#2212 (337613863069417472)

strikers and mobs crawl out from vents or holes in walls like alien swarm during alarms... this will bring the games experience to a new height...

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Suggestion from 𝓯 마약#5624 (426350968007819267)

have bgms for some alarms/enemies
For example, when doing a blood door, there's a suspense buildup music right until the door opens and the moment it does blood door specific music starts. And for bosses like mother or tank, also have specific bgms for them when they wake up

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Suggestion from GumPum#1216 (486987911951286272)

add "GTFO" as a password in the reactor or uplink terminal

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Suggestion from xBOOTYxMUNCHERx#8955 (523972932880564234)

giant scouts

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Suggestion from rgxzeratul#7313 (203537949202055169)

much shorter rundowns, much faster rundown changes.

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Suggestion from VanillaNeedlz#8110 (296510973647257600)

start off like any tier expedition; drop in via elevator, look for <objective item> (||data sphere, fog turbine||, etc.). Take a 'nice', short stroll through 1 or 2 sub-zones, some non-infectious fog and reach the objective. "This... is simply too easy", says one prisoner. You/your teammate approaches it, but due to the thick fog, failed to realise that someone ||rigged the <objective item> with hand-crafted explosive mines||. "What the..." "GET BACK GET BACK", says another prisoner, and the poor soul right in front of '<objective item>', takes the L as the ||mines blow up and gets downed||. The explosion echoes through the accessible zones of the level and a wave of your regular sleepers and shooters (equivalent to level 4 or 5 alarm) are en route to the site of explosion. Your team must finish them off, after which The Warden will update your objective; there is a spare <objective item> lying underneath the level you are currently on. The Warden notifies you that there are ample explosives to blow up a hole in the ground. Set up everything and proceed to blow it up. The ground breaks up, starts falling, every sleeper in that zone is squashed by debris. Your team traverses the debris and hear roars from afar, estimating that you got about a min to prep for a lvl 3 or 4 wave of**|| shadow sleepers and chargers, and maybe hybrids||**. Luckily, all immediate doors have been sealed off with cfoam, ||as though someone had it prepped for you before you arrived||. You finish off the wave and one notices a ||human-like silhouette standing at a distance from your team. "Is that who i think it is?" "No it can't be..." Take a step forward and this 'human' runs off into the thick fog ahead and shouts "GO DEEPER"||. You pummel through the zones ahead and grab the spare <objective item>, wrapping up with an alarm-inducing extraction point.

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Suggestion from Sen#5139 (313248767610454017)

Constant alarm is a good mechanic. But i feel like the same enemies for each wave is not much interesting. So how about changing type of enemies for each wave ? This will only apply for D-tier above. For example :

First wave: Normal Strikers
Second wave: Invisible enemies
Third wave: Titans
Fourth wave: John Cena ||shadow giant||
Fifth wave: Mixture of enemies

And keep looping this loop, or mix it in random orders...

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Suggestion from 𝓯 마약#5624 (426350968007819267)

scatter alarm
Its an normal alarm with each scan phases consisting of 4 bioscans that take slightly longer than normal scans. However, these scan locations are spread out widely across the alarm room, seperating the players. Players will be required to hold their ground alone while doing their part of the scan. Or you could just group up and do them one by one but that would be much more time consuming

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Suggestion from Hafiz🎖#4345 (337920708199972865)

scanner grenade: when thrown, it sends a scan wave and tags all the enemies in a certain meter radius, its spawn rate is slightly less than c-foam grenade

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Suggestion from VanillaNeedlz#8110 (296510973647257600)

An option that can be toggled only in lobby by lobby master: Downed players can crawl, at a reasonably slow pace. However, crawling can incur a cooldown effect on revive, depending on how long a downed player has been crawling, capped at a reasonable cooldown limit. This may be useful in certain situations if players have to kite and reach their downed counterparts. Crawling will also cause the same level of awareness as crouch-walking among dormant sleepers.

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Suggestion from Beans#0003 (543977279597051940)

fix in-air downs

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Suggestion from McBreezy#7540 (611684216983388221)

When dropping a cryo, cell, etc. Instead of switching to your primary, it switches to the last weapon you had before you picked it up.

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Suggestion from .cncept#5088 (299164094978850816)

When you add archievements: There should be little mutant ladybugs swirling around you can collect. If you collect all 5 in every Level, you get an archievemtn

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Suggestion from Canine_Helicopter#0900 (305519190171975680)

Add 10CC employees as potential names for employee IDs or HSUs as an easter egg

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Suggestion from 𝓯 마약#5624 (426350968007819267)

have stagger cooldowns on giants
Right now, you can stagger them again and again until they die. So have some time gap in between so you can't break a limb right after another and repeat.

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Suggestion from 𝓯 마약#5624 (426350968007819267)

an expedition where you have to download files from a server room. There'll be a usb drive carrier selected randomly at the start and can be relinquished to others. You have to reach a server room, put the usb in and defend the area until upload is complete.

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Suggestion from .cncept#5088 (299164094978850816)

If you reload whilst sprinting it should cancel the sprint and start reloading, same for cfoam!

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Suggestion from 𝓯 마약#5624 (426350968007819267)

new breed of enemies
wither
these types of enemies have completely white skin, and is far skinnier than any sleeper or human. They have rather fast, unpredictable movements.
bloodhunter: a giant type enemy. prefers to keep its fight in mid range. It will normally use ranged attacks that hit weaker but apply bleeding. (players will slowly receive damage for some time) If a player is too far away, they scream and run towards the closest player.
wither scout
unlike generic scouts who use tentacles, wither scouts wander around, searching with eyes. his visual range will be around 20 meters, in a cone shape from his head. As long as you stay still while in visual range, its ok but if you do anything other than look around(swap weapons, criuch, etc) it’ll trigger the scout. stealth hammer kill while its not looking at you is recommended. scout wave will include 1 bloodhunter and a scarecrow guarenteed.
scarecrow
a sleeper that buffs other sleepers around it once awoken. incapable of attack, it will buff enemies that are around it. (30m radius) for normal sleepers, they get a 20% damage increase and stagger resistance(requirements for stagger is doubled). for wither breed enemies, there will be a 40% attack buff, and an increase to bleeding effect.

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Suggestion from BLACKDRAGON224#5177 (550346217184428033)

add ingame roars (like how it does for wave spawns)for minibosses for enemies like tank and mother, as of right now they only trigger during door triggers (screams), so theres no indication to when one spawns specially on level like E1, it would also add to the atmosphere

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Suggestion from Liquid#7099 (509830510294335489)

more hud options, like having an opacity slider only for teammate info/items etc...

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Suggestion from Zorgzong79#2059 (454799226761904128)

some sort of system that lets you ping stuff with your map open. For instance, you could ping a locker or door from super far away without having to walk all the way over there

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Suggestion from GGGITGUD#0911 (385523867122401282)

add invisible walls between select groups of boxes/stairs (not all, only the ones closest to eachother) to prevent bad 0.02% odds RNG with scout tentacles

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Suggestion from MasterBuilderMAC#3991 (393875609408897026)

shadow scout feelers being visible only when you shine your light on them (Ricardo's idea)

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Suggestion from VanillaNeedlz#8110 (296510973647257600)

one shot one kill RPG with 0.1% chance of spawn. Takes up the last 2 slots of inventory until usage

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Suggestion from Stormpooper#3436 (301004158654218242)

Though this is mostly my opinion, I feel that the old version of the pistol was better - it had much greater range, but required 2 hs 1 bs to kill vs 1 hs 2 bs (only at close range) that it is now. Maybe making a short-range semi-auto weapon was the devs' intention, or maybe it was just intended to buff the pistol, but i personally don't like this iteration, so i suggest balance changes to it:
Revert pistol to 2 hs 1 bs by decreasing its precision damage, increase its range, and increase stagger multiplier so it can stagger strikers with one bodyshot.

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Suggestion from HyMyNameIsMatt#3984 (49432645477601280)

Another tool designed to grant information (like bio tracker). A mist sprayer that consumes some of the tool use % to lay down light emitting mist on the ground in a wide area, changing to another color when next to an enemy and fades back to it's default color over time (imagine trails of red in this mist when a hoard of enemies run through a room).

Would be good for highlighting enemies in dark stealth and highlighting shadows during combat, but can not tag targets like the bio tracker for auto turrets to shoot.

Overall strengths:

  • The ability to more easily see enemies in dark/foggy spaces
  • longer lasting vision of Shadows

Weaknesses:

  • Inability to mark targets
  • Can't see information through walls/doors
  • Only works in a dedicated area
  • Consumed as a resource (albeit probably very generously)
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Suggestion from Deadly#5442 (474367426738388992)

A tool that deploys temporary, breakable barricades that can be placed on the floor, they could also be found on certain maps but would not spawn in boxes as they are too big, however they could spawn collapsed inside of lockers in the big tall cubby to the the bottom left.
(would probably be a pain to code and implement but would be a cool addition to the game)

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Suggestion from Engineer gaming#7630 (311600821215297537)

It would be nice for when the game fully releases to have a custom game where you can change settings like enemy spawn rates, have access to all weapons to see how they would play in other rundowns and item spawns.

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Suggestion from quinoa#9190 (366044037284757514)

I had an idea for a hardware security module previously and I think I have a good use case for it, allow an elevated command that works like ssh. You can ssh into a terminal in the same zone that would allow you to do a terminal uplink or read reactor logs. Usually you'd need to search for a terminal in a zone and it would be by chance that you'd have a terminal in the optimal position that you'd like to defend or read logs from, with the hsm you get to determine which terminal you'd like to defend or read logs from but you need to ssh into the terminal remotely with an additional command (just like in real life!) The trade off is you get more certainty for your run but you trade a tool out for it so you need to make the call whether its a good idea or not to take it in place of another tool. I think this could be one of many functions of the hsm that's actually practical in this game.

Original post:
Add a hardware security module for elevated terminal commands. This idea can be rather flexible, whether it be a tool or an in game item you need to pick up as an objective. I'd recommend it needs to be plugged into a terminal from whoever is carrying it. Give some super user commands that can only be executed only with an hsm. Some ideas on what kind of sudo commands could be like opening/closing doors (maybe even security doors), maybe being able to skip 1 security scan, override/end error alarms (after needing to do a side objective with the error alarm active), or being able to query boxes for items other than resource packs. I don't really have a solid idea of what kind of terminal functionality that people will want but I think the idea of having an HSM is 100% on brand for this game.

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Suggestion from Lemon pi3#0907 (310858897357406211)

party matchmake and ,or looking for players toggle for host , in order to fill groups

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Suggestion from Glave#2734 (192102078758256640)

A variant of sleeper that listens for a longer duration so that if the group is flashed will still be listening when the regular sleepers start to listen randomly again (would probably rarely listen randomly so you don't have situations where you are waiting for ages). As it is now rooms can be flashed to synch sleepers and this would make flashing them more involved.

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Suggestion from Brandon.an#9420 (269266488869912587)

a redeployable barricade the size of maybe 2 or 3 people, about waist height, can be climbed over, can be sprayed with c-foam, maybe the barricade electrocutes the enemy a little.

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Suggestion from The_Voidrunner#7021 (387769584830119938)

this isnt original but it is good... more ludvig leaks?

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Suggestion from Brandon.an#9420 (269266488869912587)

an enemy that climbs walls but cant detect movement, but rather through echoes like bats, can detect nearby players, maybe glows on a regular so it can be easier to spot

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Suggestion from quinoa#9190 (366044037284757514)

during the expedition completed screen it shows prisoners loadouts but it shows the melee weapon as "melee" instead of "gavel", "maul", "mallet" or "sledgehammer". Id like to know which hammer was chosen to satisfy my OCD

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Suggestion from Jerugalo#5606 (467354994987892736)

An expedition where you have to carry an object (ie, datasphere) for the high objective, and find a bulkhead key in a very early room. Activating the bulkhead drops an additional carrying item, or changes the level in some way (adding fog, turning out lights, increasing enemy spawn locations). This way, bulkhead objectives could increase difficulty without massively increasing time to complete. Ideally, the additional droppable or other objective location would be in-line with the rest of the level.

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Suggestion from Engineer gaming#7630 (311600821215297537)

Would blood bulkhead doors be a fun idea?

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Suggestion from Void Opal#7066 (623016840678866944)

This has probably been suggested before but, a remotely detonated mine or bomb as a tool / consumable?
So instead of a standard trip mine these are a mine you place and then manually activate via pulling a trigger. It'd play like a standard trip mine but with more control over when it goes off as both a benefit and drawback. The benefit is that you can save it for large groups of enemies instead of it going off on the first sign of movement, but the drawback is that you'd need to see where it's placed to know if it's worth detonating as well as having to activate it while under the pressure of a horde.

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Suggestion from RedSnow123#9402 (451099705670107156)

Currency for cosmetics is earned through playing missions. The lower the community succession rate, the higher the reward. Reward is shared between the amount of people present in the squad (e.g 4 people = 1/4 of the reward for you). I believe this would add more replayability if you finished the rundown, help out newbies because more people would be enticed to help, and solos, duos and trios would be rewarded more.

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Suggestion from Umbreon#8805 (292713197259980801)

Steam achievements

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Suggestion from popayes5#7378 (383484779888115732)

make it able to combine resourses

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Suggestion from Dad#7700 (196703637207121920)

An alternate version of the reactors (like in D1) where instead of finding a terminal to enter a code, the players have to find a replacement coolant cell so that the reactor can move onto the next startup sequence/wave.

Example: Lets say you finally start the reactor and defeat the first wave. The reactor lets out a large puff of steam as it ejects its empty coolant canister. You, the prisoner, have to go into the new zone and retrieve a shiny new coolant cell (be careful not to drop it).
Finding codes is cool and all but having a variation in advancing the reactor sequence would provide different challenges. This would also allow all 4 players to take part in exploring the new zone since one of them wont need to be on the terminal.

There could be a mix of codes and coolant cells if the level warrants it (wave 1 and 2 just need verification codes but by wave 3, the reactor is too hot and needs a cell to continue).

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Suggestion from D0VAHKlN#9859 (325085305361399809)

A objective to kill a boss or mini boss (depending on tier) type enemy. Objective would say to kill anomaly in zone_?? to restore access to lower levels or even parts of the map

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Suggestion from Lonerous#3161 (494126413520175104)

An anti material rifle with semi penetration(not full penetration like HEL weapons). Deals more damage than the current sniper but comes with even more limited ammo and has to be reloaded after each shot. Basically a more high risk high reward version of the sniper with more penalty for missing shots.

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Suggestion from EchoMirror#1091 (208930178993225728)

Sticky. Glowsticks.
Need i type more? Let them stick to any surface or sleeper. Have them as a rare chance in lockers that would normally spawn a glow stick pack. This adds more utility and enjoyment to this item without upsetting traditional stick throwers.

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Suggestion from PULUTUR#0017 (200200831360827392)

A levelling system? Or some kind of other progression system other then the upcoming gear progression.

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Suggestion from Lucas-Light#9230 (362641384072544258)

Infected sleepers that have small/big lumps on their body that explode like a spitter when smashed or shot. A lump can only explode once. The tactic is to kill the sleeper without touching those lumps.

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Suggestion from PULUTUR#0017 (200200831360827392)

A stats tab? A tab where you can look how many expeditions you have completed and how many difficulties you have completed (Hard, extreme and overload) in total. Other stats could be cool to see as well.

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Suggestion from VanillaNeedlz#8110 (296510973647257600)

increase text limit per line in in-game chat, and to avoid overlapping between text and health bar in hud, let last sent message be just above the health bar

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Suggestion from Zerophyne#5377 (133677314083913728)

Add an option to bind crouch toggle. So for example I would like to bind ctrl to toggled crouch and c to hold for crouch.

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Suggestion from Zerophyne#5377 (133677314083913728)

Change the crouch slide mechanic to make it more useful. Either make the crouch slide a tiny bit faster, or make the slide longer with an additional cooldown or smth. Right now there is very little to no incentive to use it. It's basically a pointless mechanic for majority of players at the moment, but it could be such a cool addition if implemented correctly.

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Suggestion from mccad00#8360 (161610519546036224)

shadow spitters

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Suggestion from Url Gems#8329 (351755085908410368)

A big donut shaped area like C2 where there's a giant Glados like enemy stuck to the ceiling or the ground, It can't be killed so the only option is moving cover to cover if the player is out of cover it'll either snatch or tongue attack but if the player is in cover it'll stare at the player for seconds and will spawn or drop 2 enemy draggers where it'll drag the stared at player out of cover they're like normal strikers but instead of attacking they'll just grab you out of cover either for a snatch or a snack. In the area there can only be covers or moving unpredictable covers where if you can't see its eyes it cant see you.

solo would be impossible on this level though sorry solo players

Objectives can be a "bring the Cell to the Generator" objective where the generator will be 1 room after the donut area where after inserting the cell in the donut a hatch will open above the area where it'll spawn the glados like enemy. It'll be much more harder when partnering it with an error alarm from other bulkheads.

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Suggestion from GooseCollop#1913 (446475147009064962)

Searcher: Entirely vision and light based enemy
would be set in a room of complete darkness, they would be stationary, except when there is a form of light that that attracts them. For example, quickly flashing your light to get your bearings, or see if you are going to run into a wall, or an enemy, would attract any of the searchers in the room from any angle and cause them to move closer to the player that flashed. Even bringing out something like the biotracker, or glowsticks, or anything that produces light would cause these enemies to move towards that source of light. You have to be very conservative with how you use your lights because eventually the enemies would find the players in the darkness and attack them. They wouldn't be able to scream, but if the players used their lights to try and kill the one searcher awake, they would attract even more searchers and possibly wake up more. This might force players to either try and fight one blindly, or force wake-up the entire room.

Would be used as a nice, but rare specific stealth variation room. Would be quite tanky enemies, and hard to hammer, especially in darkness, due to a melee attack(possibly?) So if you decided to try and go quickly through the room, you would either have to waste a good amount of ammo or health. Still would be stealth-able with 2-3 players and hammers, but difficult due to finding out location of enemy without making it run into someone and waking up. Least resource intensive method of dealing with these rooms would be just stealthing through them all the way, but makes it intense and scary. Enemies would be oblivious to sounds, so you could shoot an enemy or two, but as they are decently tanky, it would take a good amount of ammo to clear them all.

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Suggestion from GooseCollop#1913 (446475147009064962)

More variability in Reactor mini-objectives.

Examples:

  1. have to find and identify a certain HSU unit, and obtain a DNA sample, to be able to either power-up the reactor, or power it down, due to a high security clearance required.
  2. retrieving an item (cell, neonate, cargo, cryo etc.) with the zone only accessible during certain phases of the reactor due to power requirements. (item would be the standard objective, reactor would just be a required step to obtain the item, possibly with a never ending reactor wave and dash to extract with said item)
  3. mini cell-generator area, have to power up generator to access more zones (probably optional objective)
  4. insert cooling cells, to keep the reactor from overheating and spawning an enormous wave of enemies. (not necessary but makes it a lot harder if u don't) (or could be a part of the optional objectives) credit :dad#7700 for cooling cell idea
  5. Or many of the other past, present, or new objectives to be added can be implemented as well, would just make reactors levels vary between each other a lot more, and give the players more objectives to complete, rather then just code, code, code which can get stale even for new players.

(all of these ideas can function as optional bulkhead objectives as well, rather the players would have to do these objectives alongside the main code/terminal objective) or vice versa

Currently, the only reactor mini-objective variability we have gotten, is input codes for the reactor terminal. and whether we are given it, or have to retrieve it via a terminal in a different zone. (maybe you can include unlocking a zone with a cell too). But more reactor objective variability would be great for new players and veterans alike.

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Suggestion from D0VAHKlN#9859 (325085305361399809)

A level with no objective. It's littered with stuff to "sell". Can leave immediately until you get your first stuff in which causes an alarm once dropped off (like A2). However, the more items the longer the exit scan and increase intensity of the waves.

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Suggestion from Gh0st#8679 (272203195420508162)

maybe at some point there can be a small free demo with like one or two levels, so that people who are unsure if they want the game can try it out and see if they would really want to get the game?

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Suggestion from Davig Ramir#9939 (798051277510672474)

A new type of alarm, the Regal Alarm. It only appears on doors that allow access into the warden chamber. When activiated, it causts armored sleepers (like small tanks, but bigger than chargers) to be awoken inside nerby HSU stasis units. They violinly break out of the HSU and start attacking the prisoners. Also while this is happening, strikers will continuously keep spawning until a security code is found and used to disactivate the alarm.

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Suggestion from Davig Ramir#9939 (798051277510672474)

A new environment, transport centre. Throughed out the compIex we find many lorries, fork loaders, and other heavy equipment. It woud make sense for their to be a special environment deticated to fixing and refueling these things, maybe it could even connect to a large cagro elevator. Thist environment shoud be like a really big mechanicals shop, mixed with a little bit of the labartory styling. Within this enviornment, their shoud be a new type of enemy. The Tesla. It is like a medium shooter that is able to electricilly shock the prizoners. The attack shoudtn do much damage, but instead it staggers the prizoners, and will stop them from spirinting. Maybe their coud even be a random chance that within a certain distance it can EMP Tase the sentries, Bio Tracker, Or Foam Launcher. The EMP Taste woud dagonate trip mines.

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Suggestion from Kolohe#0491 (654552800516374537)

Bulkhead Rework: Change the bulkhead mechanic so that the Bulkhead Key is needed to be found and extracted with on High difficulty first, resulting in the unlocking the Extreme sector - Follow suit for Extreme and then Overload (when applicable).

Only 1 Bulkhead Key will appear each time you drop, and only 1 sector will need to be completed in order to extract and complete (completion progress rolls over).

Once you have completed the expedition on all difficulties, you will then unlock a fully reusable Bulkhead Key, which will allow Prisoner Efficiency, or any other sector combination runs on the expedition.

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Suggestion from Pudipudi#1160 (265601376225198081)

GTFO Developer Easter Eggs: Mentioning the names of the 10 Chambers game developers in the as Santonian employee names or ids in the expeditions.

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Suggestion from The_Voidrunner#7021 (387769584830119938)

a large scale mission, having some kind of event where you matchmake in for like a team of like 16 or 20, and it’s just a large scale battle horde. Again wouldn’t be like a recurring feature but to have a event where the warden needs something or something of high importance that needs to be done.

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Suggestion from Pudipudi#1160 (265601376225198081)

Subtle references to Payday 2 since the dev team was basically the former developers of Payday 2.

Example.

Interrupted Transmission:

.....he needs help!
....AHHHH! I NEED A MEDIC BAG!

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Suggestion from quinoa#9190 (366044037284757514)

why is it that when you precharge a throwable item and then run it automatically throws the item instead of cancelling the throw? Is this intended? I feel like it's more intuitive if it were to cancel the action instead of executing it as ive seen my fair share of unintended cfoam gernade tosses

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Suggestion from quinoa#9190 (366044037284757514)

Id like to see more variety of game types or challenges to change up the experience of the game. The first 15 mins of e1 is amazing and pretty much my fave part of this expedition, what if we had a level where youre dropped in and your objective is to disable a generator and the rest of the level is dedicated to traversing the level vertically to extraction while the fog level rises from below. It doesnt have to be as aggressive as e1 but i think it would be a nice concept for a level.

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Suggestion from quinoa#9190 (366044037284757514)

can get an update so that the ui will specify which kind of sentry each player is carrying instead of just specifying sentry? Its not difficult to ask your teammate but i think itd be a bit easier if i didnt have to ask all the tkme

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Suggestion from quinoa#9190 (366044037284757514)

i think this will be a controversial idea but a tutorial level for noobs, goes over the basics of everything including terminal commands. This would carry over to future rundowns and just have new features appended onto the tutorial. A lot of people learn from the community rather than from the game. I couldnt figure out how to do logs for reactor levels for the longest time as i was learning on my own. There seems to be decent demand in the lfg beginners channel requesting help on getting help learning the game, i think this is good that people reach out to the community but if people like learning on their own a tutorial level would make it easier. I think even with intelligent level and game design it would be difficult to teach people things like terminal commands that way. Uplink terminals are also hard to figure out on your own without someone to explain to you how to do it.

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Suggestion from SeñorTacoTruck#0753 (536709835178377238)

addon to @fluid slate 's idea but along with it make A and B tier more challenging (I mean like R2 B tier challenging) so that it doesn't feel like more experienced players just get 3 tutorial type levels for a rundown

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Suggestion from citrus#2192 (285573702194823168)

what if we added ceiling/wall crawlers into this game, for lower levels of course, its going to be crazy if it was added

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Suggestion from quinoa#9190 (366044037284757514)

i like the mini puzzle in e1 that is the 2nd S1 scan, the idea that you want to make the enemies take the longer route by opening and closing certain doors. i have an idea to extend the capabilites of cfoam to more than just reinforcing doors. i was thinking of having more environment to interact with, in this case i was thinking of having elevated scaffolding or walkways that are "damaged" and you can't walk on it. it can be repaired by using cfoam to create a walkway that could potentially make the enemies take a longer path on a S1 scan or give the players a more advantageous defending position for a scan. i've drawn up a simple diagram to show the basic concept of the idea but it would likely need a bit of devel design effort to work better than illustrated. i think this would be a nice addition to the game to add another layer of the puzzle and problem solving aspect of the game: https://imgur.com/a/PzrRYPX

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Suggestion from quinoa#9190 (366044037284757514)

i want a more immersive environment in this game to highlight the horror aspect of this game. what if there was a level where you need to remove cells from a generator and all the lights go out and the emergency lights come on (red ambient light that flash/toggle every few seconds) along with a siren on in the background indicating an emergency.

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Suggestion from quinoa#9190 (366044037284757514)

ive been thinking about a type of enemy that would add another layer on top of stealthing. what if there was an enemy that is blind like the scout but detects the players based on movement, it stays in place and "stares" at the direction of the closest player but doesnt react because its blind. the enemy will not move until the player are looking away and walking away at which time the enemy will crawl towards the closest player at a higher speed than the player moves. if it touches you it wakes up the room, if you look at its direction it stays in place. the health and damage of this enemy can be worked out in QA. The use case of this enemy is to introduce it in a pitch black dark cave and have new players wonder if its moving closer to them or not. I thought of this enemy type to create a psychological horror aspect to the game

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Suggestion from VanillaNeedlz#8110 (296510973647257600)

allow scrolling through in-game chat history when you open chat box

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Suggestion from Pudipudi#1160 (265601376225198081)

Give us the ability to enable toggle in-game mic/communications on or off like a in-game mic bind (similar to toggle crouch bind). This helps us to appreciate and improve our in-game matchmaking experience even more. The reasons why we use the Discord chat is because it's really awkward to just keep pressing alt key all the time while we were playing in a very tense expedition. This give us a Discord-like smoother talking chat experience.

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Suggestion from Leo/Gamer#6968 (655490764373229578)

Make a small, spider-like enemy type that can climp on walls and ceilings and tryes to jump you

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Suggestion from GumPum#1216 (486987911951286272)

Start alarm doors with a special interface / terminal that is placed right next to the door. Interface gets locked until all scans are done. After that, the terminal gets unlocked and someone has to stop the alarm with a command while others defend that person.

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Suggestion from Perc#1234 (332659984108355595)

Potential Enemy Name: Pupil(s)
TLDR of Enemy Function: An enemy that learns overtime how to defeat players using it's own methods instead of having a set way of doing ig
Enemy location: Probably in it's own form of arena or area, due to the difficulty that is possible with it
Potential Enemy lore: Although most if not all sleepers use a form of hivemind to communicate to eachother, this sleeper in particular has decided to kept its host brain in-tact and alive, and uses it for it's own survival gain. This allows it to learn how to avoid incoming dangers old and new

Enemy function: So unlike regular sleepers, which use a predetermined AI. Pupils will use machine learning to defeat the players. With each generation it becomes more smarter and faster. Each generation would learn off of the most successful pupils (ones that have killed all 4 players) in priority to the least successful (Died without taking a single player down with it.) This would update every 1-24hours. The only predetermined things about this sleeper that are given to it is the abilities given to it by the developers

Pros:

  1. There is no one way strategy to defeat this sleeper, as the pupil would soon learn how to deal with it, so players are encouraged to develop new strategies to defeat this monster without it learning it first
  2. Players are encouraged to deal with the threat early when a rundown releases, instead of late when the pupil has gotten used to and wiped most encounters
  3. It'll be fun fighting something that feels like another player is fighting back
  4. The difficulty increases overtime, encouraging team work and team strategy

Cons:

  1. Expense. Having an enemy like this may or may not be expensive as it need to constantly update through runs, and if it updates too little or too much, it becomes
  2. Too easy/Too difficult, because it either hasn't learn anything about killing a player,
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Suggestion from VanillaNeedlz#8110 (296510973647257600)

when someone else is already helping a teammate up from their downed state, output a message (similar to that of max tool refill) stating something like "a fellow prisoner is already reviving him" if you decide to revive said person and hold 'E'.

Alternatively, don't show the "Hold 'E' to revive" message on the hud when in the aforementioned scenario

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Suggestion from 𝓯 마약#5624 (426350968007819267)

got inspiration from @jaunty sky s suggestion of machine learning sleepers.
lets say these sleepers are special adversaries, like chargers in the C tier of this rundown. On C1, these sleeper types have basic combat capabilities and intellect of any other sleeper. But on C2, they utilize the info on their previous engagement on C1, and use it to their advantage. Same goes for C3. On C3, you’d have enemies that could find a way around quite a lot of prisoner defenses. If the sleepers get a visual on any mines, they take a different route or crawl below, or sacrifice just one sleeper. sleepers coming in alarm waves learn to come from multiple directions, effectively surrounding the prisoners, or go for a focused rush on S1 scans, making it much harder for prisoners to not get overwhelmed.

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Suggestion from Kolohe#0491 (654552800516374537)

Increase the amount of looting done outside of boxes/crates i.e. More world spawned items. Make players pay attention to the environment more.

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Suggestion from Phanta#0350 (212390224423157761)

1 wave reactor that lasts for 5 minutes but they come from all sides and you don't have space to reposition

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Suggestion from Davig Ramir#9939 (798051277510672474)

new tool. A mechanical torch used to melt through special armoured doors and heavy cargol containers. It makes a lot of nose and can wake up nearby sleepers. IT requires tool packs to function, and if it runs out of tool packs it needs to be resarted.

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Suggestion from AwfulMono#3480 (359745852710846465)

I think that a one use silencer that can be found in lockers could be cool.

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Suggestion from Son#1759 (342615522145206273)

Let's put consumables like Ammopack, Medipack, Toolpack back in the locker

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Suggestion from Henx#6595 (497463015009026058)

At the moment, the glowsticks simply have no use. The glowsticks should glow longer. Especially for beginners, it would be practical to highlight a path in dark rooms. Like Hansel and Gretel in the fairy tale ;D. To balance that, less glowsticks could spawn or less could be in a stack.

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Suggestion from Pudipudi#1160 (265601376225198081)

A Shadow-only, dark room expedition which emphasizes the importance of teamwork, communication and skills within the dark zone. The only enemies in the level are:

  • Shadows
  • Shadow Scouts
  • Big Shadows

C1: Umbra/Penumbra

://Intel
The zone is extremely dark with untold shadowy horrors lie beneath this area. Prisoners are tasked to bring the cells from the Cluster Generator to restore light and power within the section.

://Section_&&_progression permits

  • High (Activate Generator Cluster - It will restore power and bring light within the facility once this is completed)
  • Extreme extreme (Startup Reactor Sequence)

:://Interrupted_Communications_

..What the hell? This place is too dark!
..I can't see. I see only shadows everywhere.
...Thank goodness there are plenty of flashlights and glow sticks here. It could be useful.

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Suggestion from Radiation#8290 (380927159604346881)

A new kind of adversary: automated security, specifically turrets/sentries. They'd be placed in the floor or ceiling facing certain chokepoints, and would shoot anything that moves within their line of sight, including sleepers. Could be deactivated/activated at a terminal, and may be helpful during alarm doors.
For deeper/more secure zones there could be more powerful turrets that aren't part of the larger Santonian intranet, and thus can't be turned off from a terminal. Instead, you'd have to use EMP-type sappers found in resource containers to disable them, perhaps with the side effect of also knocking the lights out for a time.

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Suggestion from Mrbluepen#8149 (212086299203469323)

spice up the sleepers for levels that involve the new environment floodways. instead of having them look the same as the past 4 rundowns, maybe give them something like seaweed on them and some moss all over them, essentially giving them a different skin. just like how payday 2's enemies have different outfits for level/difficulty, give some of the sleeper different looks as well

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Suggestion from 21#2140 (617800260324032530)

Alarms with broader/different enemy spawns, nearly all of them spawn the same three enemies (striker, shooter, big striker), there's so much more potential for alarms that we're missing out on

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Suggestion from flamie#3293 (339121054662262785)

to ease the mm system by adding regional based search with options

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Suggestion from AwfulMono#3480 (359745852710846465)

remove the rng or moderate it.

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Suggestion from Glowdude#2021 (515690091469864960)

The high threat level objective shouldn't always be the main objective! In-world, there would be no correlation between which is the main objective and what threat level each one is. One of the things I thought was weird with the optional objectives is that you always have to do the high objective. This could be a good change to spice things up a bit.

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Suggestion from VanillaNeedlz#8110 (296510973647257600)

when downed, have an option to view your fellow prisoners' view through your hud (much alike access to map when downed). you can cycle through the views and see what each of them sees

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Suggestion from MasterBuilderMAC#3991 (393875609408897026)

have something that nerfs kiting in later tiers like water in the new tile that slows you down that you have to go through, a variation of sleeper that is fast enough to catch up to the players with reduced damage maybe, etc. The s1 scans were a good start but spawn kiting is still very strong against them

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Suggestion from IAMABOX#5392 (406125605835374603)

In the final game, We could have the steam workshop added for mods rather having third party mod loaders

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Suggestion from MasterBuilderMAC#3991 (393875609408897026)

glowstick cluster, a grenade that once lands shoots out 12 glowsticks in a circular pattern

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Suggestion from Ӿen#3914 (233745353956917250)

a more advanced movement system.
I had this idea while in the bathroom, but I've always really admired games with custom or fleshed out movement systems like warframe or sunset overdrive or insect glaive or literally anything more complex than run walk crouch forward backward left right. I think this would really add to your ability to kite short term (will explain short term later) so you could have more gameplay based on your own ability to utilize the movement system rather than most of the game based on rng of resources and enemy placement, and then kiting a train holding w and shift for 8 minutes straight regardless because it's easiest. I also propose a stamina bar be implemented because if we're to get slides, vaulting or anything that lets you kite harder or faster it would absolutely just be used to make the game less fun for those who don't want to watch someone run in enormous circles on the map with no restriction. In addition I think opening any alarm door and being able to slide away to gain a few seconds to turn and fire back before returning to creating space between you and the enemies would make the game more intense, the alarms more fun, the need to kite the way it is done currently less necessary, and overall everything more enjoyable.
My idea isn't super defined, and if it's taken into consideration there can and will obviously be changes made and things tuned, I just thought it would be fun and nice since I can't get any of my friends to play due to how stale and monotonous it can be for multiple hours before us losing to a class 5 alarm after crouching with hammers for 2-3 hours (and then nobody wants to play ever again :) ).

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Suggestion from Dad#7700 (196703637207121920)

Not my best idea (and I'm like 99% sure it was on here at one point) but a new throwable that's just glowstick juice to make hard to see enemies visible for a small period of time (maybe same time as normal glowsticks). This could be used the same way a c-foam nade works: either put it on the ground or throw it on an enemy. It wont ping them or any nonsense, and of course, would be limited to 1-2 grenades per pickup (but rare). A bit nonsensical since bioscanner exists but I want RaveScouts

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Suggestion from Davig Ramir#9939 (798051277510672474)

a telepathic sleeper that tris to lure the prisoners by singing into their minds. Unlike normal sleepers, these telepethic sleepers have a shared communal hivemind. so if one telepathic sleeper gets alerted, the others will get alerted (sorta like a scout). When alerted, they attempt to entise the prisoners by mentally singing/talking into their minds to confused/allow them.

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Suggestion from Stryder#9336 (409499936179093524)

Anti Darkness / Night Vision Syringe

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Suggestion from Ghoust#5118 (181829754771603456)

Improvement for host selection

Matchmaking is in early development, so the system for determining the hosting player might improve further down the road and potentially will depreciate this suggestion. For the time being, the following suggestion is more of a quality of life improvement for players with a weak internet connection:

Observations
Based on my experience:
• Players with a weak internet connection can be set as the host in a lobby. In my case, I end up as the host for about 75% of my matchmaking attempts.
• Given that the lobby does not have a functionality to switch host, players have to add each other as Steam friends to organise a re-host.
• If for any reason there is no re-host, client players will pretty much have a terrible experience during the expedition:
- severe lag with sleepers position/status, leading to "ghost" sleepers for client players and other bugs
- severe lag with alarm's scans, leading to players seeing a different iteration of circles
- frustration, and sometimes toxicity :>
- ...

Propositions
• A functionality in the lobby to manually set someone else as the host
• An option to flag the player as client-only, preventing the backend matchmaking system to set them as the host. Visually, this could be a checkbox added to the matchmaking preferences screen.

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Suggestion from Leo/Gamer#6968 (655490764373229578)

: Players have no Schaddow , Monsters have no Schaddow: why? give tham a Schaddow please!!!

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Suggestion from Henx#6595 (497463015009026058)

Easter egg passwords for reactor: GTFO and 10CC (shortcut for 10 Chamber Collective)

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Suggestion from Engineer gaming#7630 (311600821215297537)

: The health syringe should be able to get players who have been downed which would be great since they aren't really common and gives them a better purpose compared to other consumables

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Suggestion from Leonardo808#0738 (362581003493179394)

sentry that heals you when you get shot

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Suggestion from Dad#7700 (196703637207121920)

Hacking minigames:
A few hacking ideas that can still be dangerous and loud upon failure.
They have to remain simple enough but require reaction time and accuracy

  1. Simon says/color matching
  2. A circular version of the hack we have now that alternates direction after success (clockwise and large target -> counterclockwise medium target, clockwise small target)
  3. A "connect the pipes" game where the player has to rotate 'pipes' to connect one end to the other before time runs out
  4. Timed hack to unscramble a word (can be scalable for different word sizes) - has a timer
  5. symbol matching type game (similar vibe as the hacking tool in Alien Isolation)
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Suggestion from HyMyNameIsMatt#3984 (49432645477601280)

Flammable Fog:
ignites when guns are shot or mine are tripped, spreading to damage anything in the room while temporarily clearing fog out of an area (similar to the repeller effect).Should leave behind a blinding smoke effect shortly before dissipating so it's hard to abuse to soften packs of enemies unless you're willing to eat some damage and possibly hide behind a door to wait out the smoke.

Shooting at the fog can't activate it, shooting inside can. Could possibly shoot a mine to activate. One theoretical way to detonate the fog with minimal damage taken is to send out a single player to likely die while the others are behind a closed door. Another is to set up a mine for a scout to walk into while you wait for it behind a door.

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Suggestion from Nalecard#3072 (825872754569773107)

An item maybe like a gas that does an AOE damage to sleepers when in the smog

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Suggestion from Grrenwire#6587 (723047783418036224)

Molotovs that do damage over time, D.O.T.

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Suggestion from VanillaNeedlz#8110 (296510973647257600)

instead of dealing damage to just sleepers, how about generally slapping both prisoners and sleepers with damage if either or both are in the smog, double-edged weapon perhaps? and maybe with a limited time like the fog repellers so it doesn't get abused too much by players

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Suggestion from Lonerous#3161 (494126413520175104)

A 150 round low damage machine gun with no charge up time. Lacks killing power but handy for staggering large groups of enemies. Basically a handheld version of the auto sentry but would deal a bit more damage than the sentry so it doesn't get over shadowed by the sentry itself.

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Suggestion from Quadangalo#0008 (194140960102416384)

An objective to continue the drilling of an unfinished tunnel to allow access to a new part of the facility. Initiating it starts a warning alarm that spawns sleepers. You have to hold out for the duration of the drilling before the alarm is shut off. Maybe you could put cells in like you would for a generator cluster to activate it

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Suggestion from Quadangalo#0008 (194140960102416384)

Opposite to this idea, get access into a high security zone (class 6 or 7 for example) to find some explosives. These are used to collapse a specific area of the complex to limit access to where sleepers can reach. Explosives could be detonated with a teamscan somewhere

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Suggestion from Moon Dogs#9842 (266912447925846017)

make the elevator slowly come down during the extraction scan

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Suggestion from R4E1milia Scarlet#3246 (313012100551409665)

fix giant charger animation and make shooters aim for upper torso instead of head so ppls wont just look down and be able to dodge the projectiles

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Suggestion from A0#1759 (342615522145206273)

New Warden objective, we must to find a welding machine for open an alarm door like in the first trailer, if we make a mistake while welding, come a big wave of Enemys to us. And after the welding we can go in the next Zone

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Suggestion from 𝓯 마약#5624 (426350968007819267)

blackout
After we start a generator, the facility lights up extremely bright then all the lights pop. All the doors/alarms are inoperable. A large number of glow sticks and long range flashlights will spawn. To enter normal doors, you need to hanmer through. To enter security doors, you would need to get some new tool which would be the objective after the generator.
Start the generator-> blackout-> find tool to breach security doors and escape

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Suggestion from Sen#5139 (313248767610454017)

Can we have the setting or some options, notifications that enable player to pay attention to their flashlight? In some scenarios, by not noticing the flashlight's brightness/range, sleepers got awaken accidentally .This could be very annoying and the consequence can be the entire run.

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Suggestion from A0#1759 (342615522145206273)

Make dead enemies disappear more slowly

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Suggestion from Realistic Glass#1799 (690501956782915625)

In certain plot related expeditions, you can type specific command in a terminal to close security/apex doors again.

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Suggestion from Hunter48RUS#6829 (174234253985316865)

Set standart volume value not so loud. On first lauch it's made earrape.

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Suggestion from Realistic Glass#1799 (690501956782915625)

Add different types of elevator? It's sort of "unrealistic" how the complex don't have any elevators...

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Suggestion from The chonky savior#1277 (330403647236210688)

When a warden/apex door doesn't have power, have it so that it's completely dark, without the red glow. The red glow would slowly fade in as the door is being powered up by a generator or potentially something else in later rundowns.

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Suggestion from sergio24m#9076 (325543004603416576)

ADVANCED SCANNER. Add a new weapon/tool that scans the map nearby, locating enemies within 15m, mapping the room's walls in green and getting them into everyone's maps in TAB. This weapon should have 3-4 uses to not be too overpowered and can be refilled with tool refill packs. Make a small minimap on the HUD so players don't need to press TAB, causing the animation to stop crouching and possibly waking sleepers up. This helps no-mic players to communicate better using the pencil tool in the map

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Suggestion from Doom#5749 (514860754499928064)

add a crossbow of some sort with very limited ammo for long range but stealthy kills that won't alert nearby sleepers. Ammo count should be a max of 15-20, on refills 3-4 with ammo pack, and you spawn in with only 4-5