#gtfo-game-suggestions

1 messages · Page 12 of 1

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Suggestion from Lake#1262 (492054110170775552)

water at a lower level with water type sleeper maybe something like a water scout and reaches out cant see her unless you shine the light of her. waters like up to your chest maybe. basically like fog but with water (: maybe even a new sleeper type one that crawls on the wall like a scout and you have to like dive into the water to get away from her testicles?

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Suggestion from ghost#5605 (283900360836382720)

fishing minigame

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Suggestion from Gle18#1779 (575946536253390859)

This is a suggestion regarding the price of the game. Just like how Rockstar games gave Red Dead Online for abt $5 for a specific period, maybe it could work out for this game also? I really want more people to get their hands on this game, but the price is just way too high. Hopefully this gets implemented 🙂

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Suggestion from 𝓯 마약#5624 (426350968007819267)

new sleeper breed
Caecus
These sleepers have developed in the darkest areas of the facility, and are completely blind. They can't detect you even if you shine a long range flashlight in front of its face as ling as you don't make any noise. These sleepers are extremely sensitive to sound. Walking, jumping, etc will trigger a scan sequence, slightly longer duration than an average sleeper and doesn't have a heartbeat phase, but is more forgiving on the detection. Don't make noise if you hear clicking noises. When dealing with these sleepers, there will be rocks you can pick up and throw to create a diversion while killing them. Coordination will be especially important, with one person throwing the rock to distract while 3 others go in for the kill.

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Suggestion from Doom#5749 (514860754499928064)

make a DLC weapon thats a baguette so you can bonk sleepers with a baguette

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Suggestion from GithonDraco#3577 (288298665620275200)

New Infected
Decoy Scout
Imagine an infected that looks similar to a scout and acts like a scout, but operates completely differently. An enemy that wanders and has tentacles that come out of it's body to feel it's surroundings. However, unlike scouts, these enemies do not scream or become triggered from light nor do they trigger a wave to spawn once it detects a player. Instead, it will run towards the closest detected player and explode once they get within range of them or receive damage. This explosion would cause a lot of noise and possibly activate the room. Players and infected exposed to the explosion would take damage with players additionally receiving a very minor amount of infection. These enemies could function as decoys for scouts or priority targets during spawn waves. Ways to combat such an enemy would rely on the opposite approach as a scout from it requiring a player to be detected. Upon detection, luring it away from other infected then triggering it to explode at a far enough distance would keep sleepers from waking up.
Lore wise, it could be explained as something akin to a mobile version of a Wall Sack that transfers the infection over a large area. When something brushes against this infected's tentacles it places a pheromone on them that it uses to locate them via smell. This would explain why it wouldn't react to light or other players but still be able to locate exactly where the target is. It would also explain why this infected would be able to spawn in waves as it would be able to follow the scent of other infected moving in the area.

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Suggestion from Lemon pi3#0907 (310858897357406211)

a scout variant that when you headshot it, it explodes like a spiters
and a whole level filled with them in pairs(or more) in the same room and no desinfect packs in the level

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Suggestion from Ӿen#3914 (233745353956917250)

More development of guns and the way they feel.
Currently gunplay is a punishment for opening an objective required security door after playing with a hammer like you're supposed to and calling out when you'll press Lmb for 30 minutes at a time (before exhausting your ammo at a sec. door). at the moment guns aren't considerably interesting, mostly just asking yourself if they 1 shot on headshot and if they have large ammo cap so you can play the pregame lobby like an rts with how much you theorize strategy before being taken out by a mine or not even getting to use 1 of the multiple dry feeling guns to maximum efficiency. I say that not because I want the game to be Not about being efficient and surviving by the skin of your teeth (metaphorically), but because efficiency trumps using a gun that you think is more fun or more your style (not to mention there are none that arent just the same thing as everything we've already gotten before w/ stat changes). Burst cannon was a good example personally, I liked the slight uniqueness of it and I liked reserving it for large enemies because it was decent, however you could just as easily take a sniper and deal with large enemies and even scouts in one swoop +precision +easier +damage +most likely just as ammo efficient or close with less threat of anything large being near you EVER. Needless to say sniper was eventually taken over burst cannon.
Either make guns feel fun and relevant so you can bring them into the gameplay a little more frequently and put Getting Over It with ten chambers on the backburner (or just a little less overhwelming), or make different melee options or stealth gameplay mechanics a thing so at least the majority of the game that you're forced to skooch through is exciting or unique per run (and random enemy placement isn't unique, it just applies varying levels of tediousness to the gameplay while y

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Suggestion from OwO my UwU 69#0069 (183769497650462720)

Add "GTFO" as one of the possible terminal codes. Devs plz

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Suggestion from Bambus#6968 (655490764373229578)

Adds a level which runs on time, you have e.g. 40 minutes to activate a broken cooling system and if you can't do it, the whole bunker system explodes with a nice animation

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Suggestion from Hafiz🎖#4345 (337920708199972865)

female character with a metal bikini armor

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Suggestion from Cosmonaut12345#9905 (579994869041332225)

Not sure if this has been suggested previously but instead of completely removing guns from rundowns maybe add a malfunctioned or broken status under the weapon in the selection screen and make them borderline unusable or ineffective.

(An auto-pistiol that forces you to shoot the entire mag when you click fire before putting it away, A hel-revolver that has a single bullet in the mag or an auto sentry that jams depending on RNG)

It would add alittle more replayablity to the game with dumb challenges and some funny voice lines could be added to react to these useless weapons

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Suggestion from mccad00#8360 (161610519546036224)

triggering an alarm wakes up every sleeper within the spawn radius of the alarm’s waves

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Suggestion from OwO my UwU 69#0069 (183769497650462720)

In-game mission timer

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Suggestion from Heidren#9711 (325085488992092171)

Hammer sentry. Make it spin like a helicopter blade.

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Suggestion from Firered101#6038 (189959344429858816)

in order to differentiate the hammers from each other instead of simply different skins. Maybe make the sledgehammer only be able to swing at full charge & take at least 3x as long to fully charge if not longer, however you can one shot big strikers & shooters with it.

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Suggestion from Acicrox#9418 (383021514032807936)

Some ideas I would like to share:

  • Reduce irritating constant audio with light signals (doors that plays "threat level extreme" with a color scheme lights depending on the difficulty, fog removal tool, etc)
  • Notepad synchronised with the team
  • Smartwatch that displays the time/health/radiation (shown when pressing a key)
  • Filters for gas
  • Customisation for flashlights (power, area, maybe add a supercharged mode with limited time)
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Suggestion from xen#3914 (233745353956917250)

make some difference in stealth gameplay, different unique melees for new strategies when approaching rooms, something else to do in stealth instead of just new stealth enemies because current stealth gameplay is bland, something that freshens it up. its boring moving at 2 cm per hour and then after 2 hours you get mauled at an alarm door where your dedication to stealth got you nothing besides a few more bullets. If youre going to die to an alarm door then you we're most likely screwed by rng resource spawns and glowsticks/lock melters for 8 consecutive resource containers and not how many bullets you have in your smg.

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Suggestion from xen#3914 (233745353956917250)

create some mechanics that allow for unique approaches to stealth.
I feel like every room is the same because you can walk into any room and use monkey brain to just do the same strategy for every room. and no, random enemy placement doesn't make the room unique, this is apparent because you still approach every set of enemies the same. you still just follow a murder hierarchy and even scouts can sometimes just be brushed aside (though it is different so it's better). Spitters are invulnerable red light green light just with a prerequisite action. The only thing the current mechanics that make each run "unique" and "difficult" just apply varying degrees of tediousness like colored lenses instead of applying difficulty as something that changes what you see entirely. It doesn't feel good. There is no way to shift the situation or do anything besides follow a hierarchy of actions rather than think. bonk stragglers>kill scout>rely on guns>kill boss>kill big enemies> kill rest. its so stale. Give us something to do besides the same stealth mechanics (crouching and swinging a cosmetic hammer) that were excusable before but we're almost 5 rundowns in and not much has been changed for the main gameplay loop even in beta where things are supposed to change.

tl:dr stealth isn't interesting, please make it have more gameplay

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Suggestion from xen#3914 (233745353956917250)

levels that show parts of the outside world or have holes drilled like how we drop in but unrelated. maybe we take a makeshift way out and have to survive on the surface to get to where we can return to the warden. it would be a huge departure from the usual but it might be interesting because it gives the devs an easy out for worldbuilding (look at outside world) and maybe even new enemies that aren't meant to be fought but to just be feared and avoided because they're an unknown (and also much more powerful than what we've seen)

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Suggestion from Heidren#9711 (325085488992092171)

Objective where you have to transfer the power from one side of the map to another by diverting power using a terminal. Once the power has been moved the location you're currently in loses power and becomes pitch black, the doors wont open so you have to break them, and the security doors have to be laser cut with some type of special tool you find.

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Suggestion from xen#3914 (233745353956917250)

dlc later on of the top (most enjoyed or hardest) levels of previous rundowns

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Suggestion from HoserBS#6704 (233775006604197889)
  • First idea: Some kind of crawler. A new type of enemy that can traverse walls and the ceiling or cavern walls, being able to crawl under stairs or catwalks. A new type of mutation far beyond human, but with some humanoid semblance at the core. An enemy with exceptionally prolonged exposure to the toxic fogs in the deepest depths of the facility.
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Suggestion from HoserBS#6704 (233775006604197889)
  • Second idea: A place-able but destructible barricade that can be used in defensive scenarios to help route enemies, where the most innovative prisoners can change the outcome of any alarm defense significantly. A one-use item to avoid over population of the barricades (like C-Foam Grenades). An alternative to this idea, or even further, a continuation of this idea, perhaps this could be a new tool that can be chosen in the load-out (with the potential to carry up to 3 or 4).
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Suggestion from A Weasel Of Culture#9469 (216172861214294017)

Grey out empty lockers on the map so I don't go crazy trying to remember which locker I left that Medipack/CFoam grenade/my dignity in.

I can see a Medipack icon on the map so I guess resource packs will be indicated on the map in the future.

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Suggestion from VanillaNeedlz#8110 (296510973647257600)

mini-boss sleeper with long talons and only leaps around when it wants to claw a prisoner. It boasts incredibly strong legs to allow it to leap around continuously, forcing prisoners to constantly change their position and keep their eye on this sleeper. When attacking, it stops leaping and claws in a sweeping motion, with one arm or both (leaving it to rng), dealing about -30 HP per hit. Low HP on its end, squishy but agile sleeper

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Suggestion from Hafiz🎖#4345 (337920708199972865)

make the player pings show the name of the item they're pinging above the ping icon

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Suggestion from FLQNadeau#4079 (339133477830000640)

Enable to open the chat some way while on terminal.

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Suggestion from Azathoth#0092 (282545187283009537)

A Reactor type that will still power diferant doors, but behind those doors are the High objectives, Extreme/Overload bulkheads.

this Reactor will have a longer time till you have the next wave, so you have the time to type a command like "Reactor deactivate" to turn town the reactor again, locking down the other objetives/ bulkheads

the overload/extreme objectiv could also be : waiting untill the reactor is fully done, then something will hapen to it like a meltdown/lockdown of that sector

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Suggestion from Azathoth#0092 (282545187283009537)

a new type of security scan, with this scan after it went to the initial scan location, and someone starts scaning, it will move back towards the door with slow speed ( somewhere around crouch walking speed ) stoping if no one is in the scan

this will make it so the players will not only have stale scans, also it will force people to prioritise scans that have no angle of attack to the attacked door instead of the once furthest away

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Suggestion from DigitalVagrant#6964 (165988226748776448)

Basic ambience suggestion: one of the latest R5 leaks has a room partially illuminated by glowsticks on the floor, and it struck me that the underglow effect can really make things spooky. Small indicator lights on floor tiles could make some creepy lighting effects and shadows in various rooms.

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Suggestion from DigitalVagrant#6964 (165988226748776448)

Unexpected door alarm. Door jams halfway through opening and begins alarm. Repairs must be made at "maintenance nodes" nearby to end alarm. "Repairs" can take the form of scans, hacking mini-game, whatever seems most realistic.

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Suggestion from Hafiz🎖#4345 (337920708199972865)

new objective type: Extract a tissue sample for analysis from an unknown biomass (a boss) deep within the complex. After collecting it, if the player the holds the tissue sample and passes nearby a sleeper, it will wake up due to the tissue's smell. So the players have to clear the room before transporting the tissue sample to the extraction point

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Suggestion from Davig Ramir#9939 (798051277510672474)

Imposter Sleeper. A version of the striker that is able to camelfauge and or hide well in its area. It could be like a santonian worker that transformed enough to be a sleeper, but still has its santonian work clothes on. Wen they sleep, they look like the dead bodies we already see occasionally on some levels. When awaken they try to hide as the fight or flight part of their brain is still somewhat alive. They try to stay hidden from sight, they can even hide in open lockers. They will come out of hiding when the prisoners are not looking at them. When they attack they have shorter ranged versions of striker attacks, but they try to always attack from behind. When they do this, they shoud make some sort of attack imminent alarm noiste (like the beating, clicking, pulsing or beeping maybe?). I think it woud be interesting to have an melee enemy that doesn't just rush in and attack you head on.

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Suggestion from The_Voidrunner#7021 (387769584830119938)

so i was messing around with some friends in D1 and i just love the security door made for reactors, and i think it would be cool to see more of this. Just more door designs, either having a different door for each security scan, or just have more door designs for more high level areas, more bulky and such.

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Suggestion from VanillaNeedlz#8110 (296510973647257600)

when typing in the ingame chat, temporarily disable voice comm button bind. For instance, maybe i binded key 'C' (for preference and convenience's sake) to open voice comm, and so when i'm typing any word in the ingame chat with the letter 'C', i hear myself opening up the voice comm and it gets annoying (try tapping on your voice comm button every few secs and you might understand what i mean) if i'm typing a lot of words with 'C'. I understand this may be a low priority, but i hope it will still be considered when fine-tuning the game after 1.0 or earlier

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Suggestion from sergio24m#9076 (325543004603416576)

Add the mapper to the game

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Suggestion from 𝓯 마약#5624 (426350968007819267)

a mission idea
A certain lab zone which has been locked down with high security has been found to be intact, with all the data and security footage safe. Locate, breach and extract data within the zone. The zone will be under heavy lockdown, containing few of the most important data of the facility. In order to breach through the main server room of the lab, you'll have to do new sets of terminal related alarms to unarm the securities on the doors and move in. Once in the chamber, you can watch some intact security footage and take a look around at what they've been doing in some bio labs. Maybe have some computers you can access to see test records and such. Would be a really nice addition to the game

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Suggestion from OsamaBinRotten#5828 (330392202985340928)

First off, love the game. Love the progress. Been here since the beta and loving every minute. Please keep it up!! I do have an idea I've been dying for since my first descent into the madness...

Spider-like creatures that crawl on walls and ceilings. (looking like Virginia, for you Forest fans, but better)

FLAMETHROWER - please please please

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Suggestion from Solar Flare#9882 (167072841802448896)

An enemy type that can charge players into walls or off ledges. If the players get it to slam into a wall or door covered in C-foam, it becomes stuck and the players can shoot it in the back, where it’s weak spot would be.

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Suggestion from 𝓯 마약#5624 (426350968007819267)

new sleeper breed: rusher
Unusual amounts of muscle growth on the legs, these new mutated creatures which are more fragile than average sleepers, choose their fight with speed. The fastest out of all other sleepers, they can quickly rush through and break into your defences. If a mine isn't facing towards the door and its placed bu the door sideways, it'll run through and detonate the mine but its speed will allow it to get out of radius in time. They'll be a major threat in S1 scans, reactor waves or extraction scans, which requires a team to hold their ground. One full charged melee anywhere will kill it. Spawn rate is slightly higher than a giant.

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Suggestion from all-in#7247 (248833431553835018)

Terminal improvements:

  • make use of the home and end button to jump at the beginning/ end of the line
  • make holding down the left and right arrow keys move the cursor continuously
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Suggestion from SeñorTacoTruck#0753 (536709835178377238)

for uplink and reactor type codes, add in the code "taco"

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Suggestion from NomadKevin#7681 (577508727637409798)

I feel like being downed has no real effect, as people will just kite away and come back with the whole team. We need something like a defib unit (kinda like the disinfect station) or you need to use a medikit to get them up.

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Suggestion from Aaron#3736 (100719978252079104)

I think the idea for the defibrilator tool, or the tool that takes up the mine deployer/turret/c-foam launcher slot, could be mixed with the previous idea. Like, if a player has a med-kit, they can use a charge to get someone up quicker. They're still getting up with 20% health, but you're sacrificing a Med-Kit charge to for the speed of getting a downed player up quicker. So you can choose, sacrifice a med-kit charge to get that teammate up faster to help clear the wave, or continue running/kiting and hope you can find a good window to get back and revive the team.

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Suggestion from Handsome_Jack#9457 (263433012119601162)

Add a voice line to Hackett when he starts a security scan that says "Last one there's a rotten egg"

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Suggestion from Mit#7801 (294764458067099648)

a reactor level that has a secondary reactor as a optional objective, which has both run simultaneously, splitting the team into two duos (or maybe a trio and a solo). both codes would have to be verified within the same wave in order to progress the objective, forcing players to split up to tackle the reactors at the same time. the reactors would also have to be far apart on the map, to prevent players just grouping up.

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Suggestion from Realistic Glass#1799 (690501956782915625)

add random bloody messages complex workers wrote onto the complex walls etc. (Like Dead Space game?) Logically possible since NAM-V causes psychological sickness

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Suggestion from GumPum#1216 (486987911951286272)

This game needs a demo version so bad for all the people who are unsure if they like it or not. Simply release the actual build but only with 1 lvl like A2.

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Suggestion from VanillaNeedlz#8110 (296510973647257600)

option to view more stats of your last expedition(s); basically to have a sense of how your team performed (e.g. how many sleepers killed, accuracy)

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Suggestion from Khan Maykr#8006 (357507034079297544)

A Dashboard/info table about all discovered enemies and how many times you have killed them, just visible for you.

For undiscovered enemies, just don't Show anything. No info, no free slots in the dashboard, thus you don't get spoiled how many undiscovered enemies there still are.
It would be cool to have something like DOOM has, a pic of the enemy, some very short info about the creature (defenitely not as detailed as in the Wiki) and especially how many times you have killed them with guns or melee.
sth like

Striker (maybe the pic from the wiki here)
Regular enemy, can be found in all levels within the complex. Will run towards you and then tries to lick you with it's tongue. Does 12hp damage when being hit.
Killed with guns: 50
Killed melee: 100

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Suggestion from Cosmonaut12345#9905 (579994869041332225)

cfoam on the ground doesn't disappear

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Suggestion from quinoa#9190 (366044037284757514)

give us a level or bulkhead objective where we are starved for 1 particular resource so that we have to learn to make due with the other resources we have. I think this would change up the experience of the game. Imagine having no medkits and you get to go old school cowboy with ammopacks and tools.

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Suggestion from TayTayHeyHey#2425 (442393205514829824)

Would it be possible to have the terminal auto-complete IDs when Tab is pressed? As someone who works frequently in terminal it feels very frustrating to have to type out full names for everything.

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Suggestion from Hafiz🎖#4345 (337920708199972865)

Make an in-game recruit chat, just like in warframe. So ppl can see who's playing which level and send inv's to ppl that wanna do certain level

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Suggestion from GhostDragon#0884 (376080773255528448)

some small animations of maybe sleepers or something below or above the level (where you can see those like in start/extract or other holes)

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Suggestion from rgxzeratul#7313 (203537949202055169)

make default FOV higher. The normal vision range of a person isn't so low WTF.

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Suggestion from Khan Maykr#8006 (357507034079297544)

I find the extraction of a level a bit unsatisfying. In the beginning of the level you drop down with an elevator (which is super cool), but in the End, you just do a scan and that's it. You don't really know how you get up again (likely with an elevator again, but yeah).
I would really like it, if there is an elevator dropping down at around 90% of the extraction scan and then spreads out it's seats, just like when you are dropping into a level. Now I don't recommend making the entering into the seat some additional obstacle you have to deal with, as in my eyes the extraction is hard enough. Instead, I would like to suggest that once you are at 100% of the extraction scan is done, all members of the team, regardless of their current location and no matter if they are downed or not, all get "teleported" into the seats and the elevator starts moving. Weapons etc are disabled in that time just like the beginning. (Also you can't get hit during that time). And after 2-4 seconds of traveling up with the elevator, the end screen then pops up.
I would really like sth like this in the game, as I think it really rounds up the mission. Thanks 🙂

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Suggestion from Maxis#3428 (348496896181927947)

A new item you could find, an oil filter (or can or whatever) short use suppressor/silencer. Only allow a select few weapons the threading to equip it, and it only works for 2-3 shots. Allows for more stealth options and allows for potentially more variety in weapon use. Maybe the guns people are using the least can be threaded, so now there’s a risk/reward to bringing a different weapon cause you may find a suppressor that can help in stealth sections. More load out variety and stealth variety could be good for the game.

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Suggestion from DeltaTwoZero#3407 (255496223547588608)

Properly timed shove can block/parry/redirect ranged attack.

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Suggestion from Moon Dogs#9842 (266912447925846017)

a consumable mine that you place down but instead of exploding it will ping stuff that goes through it like the biotracker. It will last for ever but you cant pick it up or move it once you put it down

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Suggestion from BLACKDRAGON224#5177 (550346217184428033)

Buff the burst sentry a little bit, Increase burst sentry ammo from 277 to 322, give it more accuracy and less spread on the burst and a slightly decrease in firerate.

Having the burst sentry been more accurate and precise on each burst will make it more competitive with other sentries, the slight decrease in firerate its there for the extensive ammo consumption it currently has(it can empty itself faster than an auto), the sentry damage its fine as it (it 2 burst from the back)

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Suggestion from mccad00#8360 (161610519546036224)

collectable mining helmet in missions which boosts the effectiveness of your backpack/default flashlight

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Suggestion from RIG#2223 (469329940144324608)

A new common enemy called the Swiper, basically it has very long and sharp claws that deal a fair amount of damage at touching range but can be dealt fast. This makes it weak on its own but strong in a swarm allowing new wave types. Its body would be cut up and have claw marks all over it because its claws are so sharp. There could be bigger versions or just other variants. It would be faster then the average striker allowing them to catch up to you.

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Suggestion from Coronaexe#3792 (245954254261583873)

A Flying enemy type (i would suggest the name Bat) maybe shooting infection like Spitters or blind with a tongue or something hanging down similar to Barnacles from the half life games. For the tongue idea maybe you can make them similar to Scouts(Maybe just alarming the room since spawning a wave may be too similar.) or make them have a Spitter on the end of it. for the scout tongue idea maybe make them fly around the room and let them retract their tongue when shining the flashlight on it or something similar.

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Suggestion from Kaneki ʕ•ᴥ•ʔ#5948 (593407017478258720)

Higher fov please

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Suggestion from Rey Jones#8228 (569403083038392343)

make a prefab for where the lights and how many enemys can spawn in a room

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Suggestion from 𝓯 마약#5624 (426350968007819267)

a blood bulkhead door that isn't marked as one. It looks and acts just like a bulkhead except has motion detectors triggered. Only way to know if its a blood door is via bio tracker that can see hostiles once the door opens. So it'll create moments like "let's get this bread boys"
"Yeahhh"
"Anyone know whats behind here- wait SHIT BACK UP BACK UP"
panic and gunfire
Maybe have that at the start dialogue of a mission
"Bulkhead's open, lets go"
"Wait there's something- WATCH OUT!"
gunshots and screaming

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Suggestion from Gle18#1779 (575946536253390859)

Not sure if this is a good idea.. I thought of this idea, coz some players, many in fact, they don't have enough time to complete the levels on PE and its just too long and exhausting.. and since the sectors are required to progress deeper, it just makes it a whole lotta worse.. The idea is to "Make a forbidden/blocked off doors/areas/zones in the levels which can only be accessed after the level has been completed. For Eg: Main objective (which is required to progress to the deeper parts of the complex) be like Find and Deliver the Cryogenic case/cases to extraction (or some other new main objective). After that is done, the players will now be able to access the optional part of that area (obviously harder) which was blocked off behind a bulkhead door and isn't quite required for progression into the deeper parts of the complex. So let's say, there are 7 levels in a rundown.. 7 levels with main objective and after you finish the main objective, some levels/all will have the areas unlocked where players will be doing harder objectives only (and not the main objective). If that also is completed, then that will open up maybe another harder objective (like the overload sector) and only that objective will have to be completed. Rewards for them, idk.. but this is with the fact that it ensures that the levels are re-playable and there is always something new."

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Suggestion from Facelessplace9#7954 (221810465938997249)

when receiving a LRF (long range flashlight), it should override the shoulder flashlight for weapons and/or tools that use it. Items like the hammer, bio, sentry, etc. and not for Weapons that have specific flashlights (any primary or special weapon). This way the LRF can be used with your melee weapon in dark rooms, or when pinging with the biotracker.

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Suggestion from mccad00#8360 (161610519546036224)

Disclaimer: I don’t expect any of these to be used for rundown 5 as it’s probably already pretty much complete at this point; I just wanted to share a couple of level ideas I’ve had before that I think could do a better job at making the relatively boring objective types more interesting. As of what we’ve seen so far most of the missions the devs put out don’t really seem to think outside the box and simply rely on the gameplay that’s inherent to the objective types, which honestly is pretty boring.

A data center forward extraction backdoor command mission, but the command is located inside of a zone with upwards of 30 terminals. Every room in the zone has ~5-10 terminals in it. Entering this zone triggers an error alarm, so players are pressed for time to find the correct terminal. Inputting the command unlocks a path towards extraction, but triggers additional waves to ramp up the difficulty

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Suggestion from mccad00#8360 (161610519546036224)

a reactor startup mission where the extreme and overload bulkhead doors are located within a zone that the reactor sequence unlocks. In order to get the next reactor password, players must proceed through a high bulkhead door, doing so prevents access to the extreme and overload. This requires players to complete the optional objectives while under the time restraints of the reactor verification cooldown.
For instance, you could force players to find cells to activate a generator cluster while on the time limit of a reactor cooldown. This could be used to create an extremely stressful level

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Suggestion from mccad00#8360 (161610519546036224)

a forward extraction mission where players must complete maintenance tasks to unlock doors to proceed. Completing the first task wakes up an invincible enemy that pursues you for the rest of the mission. C foam can be used to stall this enemy for a solid duration of time in order for players to make progress towards completing the mission

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Suggestion from mccad00#8360 (161610519546036224)

a mission where players must locate a neonate HSU. In order to extract, they must first resuscitate, depressurize, and imprint the HSU in that order. Upon completing each one of these objectives, we get a constant alarm which ramps up upon every subsequent objective’s completion. By the end of the mission, there would be 3 or 4 overlapping error alarms, each spawning different enemies at different intervals. Forcing the players to complete alarm sequences or blood doors during this process could be used to create a very difficult and stressful mission for ~D or E tier

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Suggestion from mccad00#8360 (161610519546036224)

a mission where the objective is to restore power and access to a sector via a backdoor command. Triggering this command begins a sequence where the lights turn back on, and doors begin to open one by one. Initially, the door which leads us to extraction is opened, but every 30 seconds or so, a blood door is opened causing enemies to begin pursuing us. Every enemy variant we’ve seen so far would have its own blood door that opens during this sequence. Players could choose to run away from these enemies for extraction to complete the main objective, but the bulkhead hub would be located behind one of these blood doors, forcing players to survive the horde of enemies to complete any optional objectives.

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Suggestion from mccad00#8360 (161610519546036224)

a clear a path mission where the elevator cargo has one large, powerful weapon that acts like a big pickup (slowing down player movement while held). The goal would effectively be to kill all enemies in the sector while fighting towards extraction. Survival would be very difficult without this weapon

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Suggestion from Alexsify#6875 (282997770120593410)

A stance indicator in the hud to show whether you've toggled run on or off. Could also be used to show whether you're crouched or standing.

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Suggestion from Alexsify#6875 (282997770120593410)

A soft toggle sprinting system : if sprint key pressed for more than 0.2 seconds and player moving forward, then keep sprinting even if player takes finger off sprinting key. Sprint is reset if player stops moving forward.

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Suggestion from WeebNeet#1919 (201304430321074176)

A Safety Mode for weapons so that you can put them on safety and not risk accidentally shooting? I get a lot of anxiety sometimes when using the weapon flashlights around enemies you shouldn't really be alerting...

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Suggestion from Kolohe#0491 (654552800516374537)

Specific expedition Sectors (extreme / overload) locked under the Rundown Ext. format - Inaccessible bulkheads that are only able to be opened when a Rundown Extension update is released.

This will give replayability to not only the newly released expeditions, but the pre-existing ones as well.

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Suggestion from quinoa#9190 (366044037284757514)

more destructible environment. what if we have some sort of elevated platform/scaffolding that can be destroyed with the hammer which can effect enemy pathing for S1 scans

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Suggestion from Davig Ramir#9939 (798051277510672474)

On the topic for saftey modes for the guns. I think it woud be coo have a selection control similar to how real guns are. Guns like the AR and Heavy AR coud have safe mode, single shot, and fully automatic. the Carbine coud have safe, single shot, and normal burst. The shotguns and pistol coud just have safe mode, and fire mode. Charge up weapons woudnt have no modes since they use a charged up shooting instead. The revolvers woud have no modes since I don't think revolvers have selection controls. On the weapons slot on the hud a small indictator shoud show what mode the gun is in.

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Suggestion from Alexsify#6875 (282997770120593410)

The ability to "put" up to 8 items in a locker. Also ressource markers on the map for discovered ressources. Would imo simplify this tedious and sometimes boring task that is ressource management.

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Suggestion from Crilpfth#7274 (269525612539019264)

Console updates & QOL Improvements: Allow for use of the CTRL+BACKSPACE shortcut to delete a tab of text instantly, Allow for mouse-over functionality (highlighting, copy-pasting text from LIST commands and QUERY to make it easier to input commands)

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Suggestion from OsamaBinRotten#5828 (330392202985340928)

An enemy that spits out leech-like suckers onto a players body and facemask and can block vision. They slowly will drain health and the only way to get them off is to have another player hammer them off. Could just be one hit each and the player doesn't take any friendly damage (unless a gun is used)

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Suggestion from Goose#3371 (281924045421674498)

Allowing players to choose their character while in the lobby.

I'm aware that player customisation is marked as "in development" within the roadmap, and I haven't seen any mentions of this anywhere (albeit I could be wrong). This just seems logical, especially if the lore behind characters is going to be expanded in the future.

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Suggestion from eating grass#6476 (192069491138494464)

Perk trees that allow another form of progression/builds for characters to play as more of a support roll/medic/dps/etc. Would add another layer of strategy besides just loadouts

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Suggestion from SeñorTacoTruck#0753 (536709835178377238)

an uplink that you have get the code in a specific terminal then input it into the main uplink terminal

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Suggestion from Afonsorodrigo4#7359 (310137350711672833)

Bonk Noises on the hammer like come on we all need it 😄

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Suggestion from Afonsorodrigo4#7359 (310137350711672833)

Now for real bring the HUD from the trailer of this Game its more cool to be honest and Bio stealth tracker

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Suggestion from hongmeiling#2576 (397597654290268163)

HEL SHOTGUN OH MY GOOOOOOOOD

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Suggestion from Aldo Reign#7588 (678334813488545799)

a funny little option would be the drop pods make elevator hold music on the way down

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Suggestion from 𝓯 마약#5624 (426350968007819267)

for an april fools joke, play bonk sounds on all hammers and play elevator music while on drop

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Suggestion from Realistic Glass#1799 (690501956782915625)

Make players to be able to crawl like other classical FPS games (like hold Carl or a specific key bind)? Now we can only crouch 🤔

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Suggestion from Realistic Glass#1799 (690501956782915625)

Create animation(s) for players rescuing a downed player? Like animation of pulling out a Stim/Medi shot or some sort of med equipment and stab the downed player character then help him (the character) getting back on his feet.

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Suggestion from Alexsify#6875 (282997770120593410)

The ability to instantly cycle through gear with mousewheel

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Suggestion from Theodorex#1339 (481529239623958538)

Post-round stats, like time alive, kills/damage and deaths.

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Suggestion from quinoa#9190 (366044037284757514)

so it just occurred to me that when you take/give friendly fire you occasionally grunt but for the most part they dont have voice lines or react to the friendly fire. It would be nice for characters to interact and tell them to watch friendly fire. Sometimes they don't grunt at all giving no information that you've received friendly fire. I would like to know if I have received friendly fire so I could return the favor and give my team mates some ammo directly from my gun. Thanks.

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Suggestion from mccad00#8360 (161610519546036224)

greatly reduce the size, resource prevalence, and occurrence of bulkhead zones on most missions. In their current state they only really artificially extend mission duration, but they have the potential to be used much more creatively to enhance the main mission objective. For example, a small challenge area at the end of the level prior to extraction that would force the player to carry an extra big pickup on their way out, or optional side tasks for a clear a path mission that would be short, but greatly increase the difficulty of completion by adding new obstacles for the player to overcome on their main objective

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Suggestion from mccad00#8360 (161610519546036224)

enhance replayability by adjusting previous missions when later missions are completed. The tasks we do in one mission should impact the complex in a way we can see. For example, restoring power to a reactor could activate lights and other ambient effects on previous missions.

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Suggestion from 8bit#5143 (283650061819314176)

since everyone wants to combine consumables/resource packs make a tool spot for a backpack where you can combine any of the same consumable/resource, this would require team communication and strategy on what resources are prioritized. If this option proves to be too OP you could add a cooldown or a set amount of uses

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Suggestion from Realistic Glass#1799 (690501956782915625)

A fun idea: Spawn dead bodies of you or your team’s characters at the spot where they were downed in last level attempt. This feature only occurs as long as the lobby wasn’t cancel. If canceled, return back to default level layout. (Explain: It’s basically like some Arcade mobile game displaying player’s previous record distance/score when they reaching it)

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Suggestion from Kaneki ʕ•ᴥ•ʔ#5948 (593407017478258720)

while ascending into the complex, the warden reads the objective out loud to the prisoners

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Suggestion from Hellraiser#4853 (301805206004563968)

what if there was a level, we drop down as usual in the elevator but something happens like it loses power or its attacked by something and stops working. and we have to get off on a different level, then make our way to the intended level further down. it would be like "reach the entry point" and only then would it update with the real mission objective

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Suggestion from 𝓯 마약#5624 (426350968007819267)

a experimental lab area with a big glass cylinder in the middle containing a tank. it will be trapped inside the glass cylinder and trying to break out, repeatedly slamming on the windows. this room will be near the final extraction. the final extraction has an alarm. At 5% of the extraction, a glass shattering noise sounds, followed by a large roar. Extraction scan stops, objective updates. [Clear the extraction zone. Survive.] The alarm still sounds, and you have to kill the tank and finish the scan. a nice surprise that’ll most likely screw over first attempts.

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Suggestion from BLACKDRAGON224#5177 (550346217184428033)

viewmodel fov please

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Suggestion from xen#3914 (233745353956917250)

make melee less uninteresting, either improve stealth gameplay so cosmetic hammers aren't the only gameplay or make something different about melee so it's not so bland

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Suggestion from xen#3914 (233745353956917250)

when you unequip anything like the fog repeller or data sphere, it should always default you back to hammer rather than guns. I just did that and ruined a run because i fired into the ground instead of charging a hammer in the middle of a full room. I didn't even have a gun out before I equipped the fog repeller either, had my hammer out.

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Suggestion from Realistic Glass#1799 (690501956782915625)

official modding support tools & Custom level maker? (After game get to"release candidate" phase?)

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Suggestion from 𝓯 마약#5624 (426350968007819267)

a new melee weapon
same stats like all others, but you have an axe. same length to all other melees

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Suggestion from Lightriphy#8597 (401396148226490379)

Add a skill-shot based consumable or permanent throwing melee weapon such as throwing knives or tactical axes for silent kills at a distance with the same amount of damage as the melee weapon. To increase the balance, the player(s) will have to find these items within boxes/lockers or scattered across the map just like any other tool and may alert nearby sleepers if you miss the throw and ends up hitting a hard surface. Would perhaps make the melee/silent gameplay more interesting.

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Suggestion from Woah...#9641 (417828337885642773)

Reduce machine gun recoil/make recoil direction more linear. Please for the 7 people out there that still use machine gun, I being one of them. I will pray to all merciful Ludwig for this. The recoil change doesn't have to be a lot, but enough that I when I fire it I don't have the accuracy of a storm trooper and miss all my shots past the first/second bullet because the bullet wanted to go to into the wall 3 feet away from the sleeper. Unless i'm shooting into a crowd or one of the big bois, it hurts to fire for the reason above. (or i might be actual crap and complaining about a gun is rarely used)

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Suggestion from Woah...#9641 (417828337885642773)

For April Fools of next year have all sleepers be invisible sleeping or not for the hell of it.
Will it be hard af?
yes.
Will it be funny?
maybe

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Suggestion from Bambus#6968 (655490764373229578)

Please add statistics about the players (K / D, hit rate, survived expeditions ...)

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Suggestion from Maxis#3428 (348496896181927947)

a tall enemy that only dies from headshots and to melee kill it you’d have to jump and swing to hurt it

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Suggestion from MasterBuilderMAC#3991 (393875609408897026)

@vagrant ore's idea:
Would it be possible in the future to have a Rundown Vault? ie. a way to access old iterations of the original 4 rundowns as they were in the state they were released? I am joining into the community late but would love a chance to see the development as it was even if it is not the most optimized version of the game. Keep up the great work.

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Suggestion from Kura Lovota#8071 (189137083347107841)

The long range flashlight should be able to be set on the floor while turned on, functioning like a floodlight while still consuming the slot in the users inventory much like a deployed sentry. Could add battery life for balancing purposes if that's too op.

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Suggestion from SpicyNoodles#1001 (296510973647257600)

[respost] add in an option to keep the drawing you made on the map, for cases of careful planning or any useful annotations for your teammates (i.e. contingency plans, possible loot in opened locker). And to undo that, perhaps an 'erase' and 'undo' function would be necessary.

It may prove useful for experienced players teaching their less experienced counterparts in cases whereby they understand better visually rather than verbally. This, imo, may be an alternative to showing them around in the actual zones that would usually include sleepers unaccounted for in their crash course or disruptive error alarms.

On top of that, maybe extend the duration before temporary drawings fade?

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Suggestion from TayTayHeyHey#2425 (442393205514829824)

ADS should override toggled-on Toggle Sprint. If I'm aiming it should be assumed that moving forward will be at a slower speed and not cause me to stop aiming.

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Suggestion from Kura Lovota#8071 (189137083347107841)

We have red, we have yellow, lets add green. New green syringe that decreases infection rate for 10 seconds at the cost of nothing because fuck your spicy air. Now you can quickly use that terminal down there in the stinky zone.

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Suggestion from MasterBuilderMAC#3991 (393875609408897026)

something that allows you to trade health for disinfect, like if you have 30 health and 20 infection you would go to 20 health 10 infection

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Suggestion from DigitalVagrant#6964 (165988226748776448)

Squeaky hammer. Squeaks are audible by sleepers. That is all. Give me hard mode.

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Suggestion from 𝓯 마약#5624 (426350968007819267)

a difficulty challenge system
Once a player clears all levels of a sector, like you cleared all A tier, you unlock buffs for the tier like "leg muscle anomaly: speed increase"
"Environmental hazard: fog intensity"
"Rapid aggression: damage increase"
Stuff like that to make environmental hazards greater or enemies stronger. It's like a challenge mode to spice things up a little. Maybe have some enhabcements for certain enemies like
"Entaged charge: stagger immune for charger archetypes"
"Sensitivity increase: time you can kill scout after touching tentacles decreased"

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Suggestion from koops#0662 (665979487506399254)

No walk through enemies anymore, just like left4dead. It will make the game more challenging, realer and all those cheeze will melt.

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Suggestion from koops#0662 (665979487506399254)

No scout shooting abuse while opening door. Let the Cheeze melt.

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Suggestion from koops#0662 (665979487506399254)

"No Bunny Hop without waking up enemies"-abuse anymore. Let the Cheeze melt. Back to the roots.

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Suggestion from koops#0662 (665979487506399254)

"No Canceling Burst Canon"-Abuse anymore. For the love of the ultimate speed run which will make you a legend.

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Suggestion from koops#0662 (665979487506399254)

No More Pre-Loading Bulkhead-DC Scans. For realistic, fair and challenging speed runs. Let them runners become more honorable.

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Suggestion from Phanta#0350 (212390224423157761)

have the biotracker take tool refills and in turn whenever you ping enemies it emits a shockwave that staggers enemies for a second or two

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Suggestion from koops#0662 (665979487506399254)

No more speed-gain with crouch-toggle spam. So the people get the deserved strikes and they really feel the challenge again. Let the Speed-Runs get +5min additional Time Bonus. Cheeze smells.

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Suggestion from koops#0662 (665979487506399254)

Make Solo a lot harder. Lets remember the folks about "Work together or Die together". Lets have some quality solo runs.

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Suggestion from Mattia#0164 (342588705548009476)

Introduce a DEMO to let those who do not have excellent computer components try the game.

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Suggestion from Bambus#6968 (655490764373229578)

Add a training room in which you can test your weapons (like a shooting range)

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Suggestion from Nyuna#0001 (155129299819560960)

add in a new terminal uplink where you decode an email from multiple terminals. a corrupted email that has one word that's visible verifying that word adds another on, doing this x amount of times provides the final word for that terminal. inputting every last word in the main terminal restores the entire log.

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Suggestion from xen#3914 (233745353956917250)

reconnect button

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Suggestion from Aaron#3736 (100719978252079104)

Building on the suggestion for a Difficulty/Challenge system, allowing player to add "modifiers/challenges" onto the levels.
Like increasing spawn cap on a map, so waves can have more enemies, but you get more resources.
Or increase the number or likelihood of big enemies spawning, but also more resources? (can't think of any other in-game boon).
Or all the lights in the map are out except for powered terminals, but glowsticks and flashlights have a higher spawn rate.

It certainly could make things more difficult or exciting, or easier if players find it easier to kite big enemies, but it could give players another reason to challenge older maps by letting them mix it up slightly.

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Suggestion from SpicyNoodles#1001 (296510973647257600)

building on the previous suggestion, condition to access the modifiers is clearing the level/difficulty first or using a hidden switch/control in the map

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Suggestion from Lenny#6295 (712736776787329065)

Pump shotgun with that sound

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Suggestion from Woah...#9641 (417828337885642773)

Add a 3 round-burst Pistol in the first slot. I was watching the trailer for I think rundown 3 and saw that someone was using a 3 round burst pistol and thought "hey that would be pretty cool, I mean we have the regular pistol and the Automatic as well, which is leaving next rundown so why not re-suggest it?"

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Suggestion from RedSnow123#9402 (451099705670107156)

When the ||Tank|| goes mad (||slamming the ground animation||), he isn't able to deal damage to the players for the set time period. More so, extend the duration of the animation by an extra 2-3 seconds and have it happen more frequently but not too frequently. This will make fighting him less annoying, and promote pushing, thus more engaging... instead of constantly relying on RNG as to whether he will have his back to the wall or not. This can be a very infuriating thing if you're on a time limit (||E1||) and he decides to stand in a corner.

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Suggestion from xen#3914 (233745353956917250)

ability to ping on locations rather than just doors and containers, maybe even enemies as well to provide a better way to give your team information faster.This would help a lot with matchmade games.

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Suggestion from quinoa#9190 (366044037284757514)

any way we can get users banned by steam id rather than email associated with the gtfo discord. I think they typically go to a burner email when they get banned from the gtfo discord server and continue to grief. at least make them financially commit with another copy of the game if they're going to troll.

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Suggestion from Good Luck#0001 (147210659241656320)

custom hipfire reticles like CS:GO, it's a nice accessibility feature. At least the ability to change the color so it's more visible in more situations. Customization on the sights of weapons would be nice as well but that's more of a flavor thing I think.

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Suggestion from Good Luck#0001 (147210659241656320)

Make the ||tank|| more aggressive so it spends less time in corners, more time attacking, and also exposing itself more. Might have to lower a stat, but do whatever so it keeps it's lethality while reducing the amount of time you have a staring match

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Suggestion from Sky#3111 (160902122278223872)

PvP mode where one player acts as a director, but can only see a sound based map of the floor. Director-Player would have to filter out noise and find players and try to lay traps and make the mission more difficult for the squad. Don't know much about balancing or the specifics, but I thought it was a cool idea.

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Suggestion from VHCQ_Cryostasis#7963 (122695267102359557)

A Weapon Maintenance system in addition to the Weapon Customisation?

A system similar to what we have in games like Metro and Far Cry, as well as a number of other games which I cannot recall at this moment. A mechanic that could potentially be included in the Weapon Customisation screen that shows the overall condition of your weapon. A degraded condition could have a higher chance of a weapon misfiring which would encourage the player to maintain their weapon properly. This could add more tension to the game and overall put more emphasis on the player's weapons. The weapon's condition could degrade throughout the mission depending on how much damage the player has taken? Maybe the wallsacks could also add to that should they explode on the player?

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Suggestion from Ctrl Alt Delta#0976 (296094259357024258)

Corrupted auto gen files. Almost very terminal has them, so why not make something out of them? Say in ‘Zone 66642069’ theres 10 terminals. (Obviously an optional objective, or a main one) the auto gen files, at least 4 of them, will have one word glitches out, but the whole zone’s auto gen files are the same, but 4 (changeable) of them will have a specific word glitched. You have to start the main terminal up first, which will spawn a slightly buffed version of a error alarm, since you will have to travel around the whole area, but there still needs to be a challenge. The terminals will have a random number on them, and their number is their order. (Terminal 829 glitched word comes after Terminal 637’s, which comes after Terminal 382’s word, which comes before Terminal 496’s.) the words would be glitched in a specific way, where you need to enter a code to decode it, which upgrades the buffed error alarm, decoding an un-glitched terminal would just add another layer of difficulty, while not giving you a code word. Once you get all 4 (as I said, changeable,) words, you enter them back into the main terminal (main terminal would have a different design, maybe different color or shape) and enter the four words in order. After that, it will spawn a regular wave, and end the buffed error alarm. If you use this for the main objective, the regular wave will not spawn, but the error alarm will become more challenging while you run to the extract point. Objective info will say something around the lines like “find terminal codes in auto gen status files and enter them into terminal warhead” or somm’n like that.

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Suggestion from Tatsumi#3859 (157958991517974528)

Cluster Surge Alarm: basically a surge alarm that requires everyone in different spots, the scan splits in 4 and everyone needs to stand in a circle in order to start the scan; If you care about teams with less than 4 people, just make the number of circles that need to be held fit the number of players in the team ( if the team has 3 people, 3 circles need to be occupied in the same moment, and the last one must be took after)

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Suggestion from joekster#6575 (229032007500300291)

making the impact of a weapon designed to stagger/support, like the autopistol, more noticeable.

I enjoy playing a support role for my team and the AP suits that very well, but when i ask teammates if they notice any difference from usual due to my weapon's effect, the answer is usually no.

The idea here isn't a statistical buff, but rather a cosmetic one; perhaps the tracers of weapons with the "tungsten rounds" characteristic could be a different color (silver/metallic?) or maybe they produce a unique hit sound that lets my team know enemies are being slowed more than usual.

I understand the AP is a rundown specific weapon and R5 is right around the corner, but if in the future this BB gun makes a return this could be a clever way of making a players choice to impede enemies over dealing more damage more appreciable.

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Suggestion from Bambus#6968 (655490764373229578)

Makes (later in the weapon modding system) the flashlights interchangeable, so that you can decide whether you want a bright small flashlight on your weapon or a muted big one

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Suggestion from Windows XP#1160 (265601376225198081)

Inspired by the timed mission with the Fog rising up and/or down in R4D2/E1. I would the team to expand and explore that concept more because of how difficult and challenging it really was.

Examples:

  • After completing an objective, you have <insert no. of mins.> to complete the expedition or else the team instantly dies of explosion and/or a plain game over occurs.
  • You have <insert no. of mins.> of completing the expedition after an objective is done. Otherwise if it reaches zero, the game will spawn boss type enemies or powerful sleepers that will force the team to consume what little resources they have. Example: 2 Mothers. 2 Tanks or 10 Big Chargers or 10 Big Shadows or perhaps a combination of the four (maybe). After beating them, the timer will reset but maybe more shorter than the latter.
  • You have <insert no. of mins.> of completing the expedition after an objective is done. Otherwise if it reaches zero, an "unexpected system error" will trigger and an error alarm will occur. This will make the game even harder than what it should have. You can have the option of the players finding and entering a code on a random terminal somewhere to disable the error alarm or just not at all and you must complete the expedition with the error alarm.
  • Reactor Explosion: After you finish the reactor, a "system error" occurs and a reactor will become unstable. You have <insert number of mins> to complete the expedition otherwise, the reactor will destroy the whole zone, resulting in a game over.

*this was inspired based on Professor Scalers' idea on YouTube.

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Suggestion from Rey Jones#8228 (569403083038392343)

put the default FOV from 65 to 100

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Suggestion from Windows XP#1160 (265601376225198081)

Give us the ability to give the syringes to other players just like the resource kits.

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

give the IL2CPP syringe to downed players to revive them at 1% hp

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Suggestion from Wa Ge#3959 (490249065951395840)

Create a new consumable/tool that allows you to distract the sleepers for 2-5 seconds. Just enough time to reload or GTFO of the room

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Suggestion from Salad (Turtle)#1849 (373988271140896780)

A new enemy type that crawls on the ceiling or wall. Would add a vertical element to the game play.

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Suggestion from SpicyNoodles#1001 (296510973647257600)

remastered version of all rundowns after 1.0

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Suggestion from Starlord_1999#3448 (167761493968814081)

a morale system for the sleepers. Sleepers should have some version of a self preservation instinct. While sleepers don’t spawn except during an alarm it would be a neat mechanic if the smaller sleepers ran away back to the opened rooms once players shut the alarm off and reinforcements were no longer available.

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Suggestion from Windows XP#1160 (265601376225198081)

New Weapon: Tag Grenade

Counterpart of the C-Foam Grenade. It emits a red laser light that will tag enemies and perform a function "similar" to the biotracker, albeit slightly better. It's biggest advantage is it's ability to tag dormant sleepers and emits a slight faint of red aura which will give the players some clue/idea of what kind of sleepers they are facing. Effective when used in a large, crowded room(s), especially dark rooms full of Shadow enemies. Its disadvantages is that the grenade is one use only and a situational weapon, which means it's pointless to use it if you're just gonna throw it in a small room containing a few sleepers.

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Suggestion from Bambus#6968 (655490764373229578)

Add more precice stats to the Weapons, like Damage,Magazine size ...(So that you can choose your favourite Weapon easier)

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Suggestion from Chick Fil A Chicken Sandwich#8931 (293411697178443776)

Being able to run with big pickups but only in unalerted situations

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Suggestion from Windows XP#1160 (265601376225198081)

The return of the old rundown 001-002 battle theme in future rundowns. Better if used on certain expeditions that will be extremely difficult. Even better by adding that music alongside the current R3/R4 battle theme for more music variety.

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Suggestion from Phanta#0350 (212390224423157761)

shooting fog repellers moves them (like while active)

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Suggestion from Starlord_1999#3448 (167761493968814081)

Flame thrower special weapon. Would deal damage over time but could limit player ability to sprint. If this has been suggested before I am sorry, I could not find it with the search function.

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Suggestion from Lenny#6295 (712736776787329065)

Prisoners are trapped and any attempt at escape is meaningless, they are now just fighting for themselves.

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Suggestion from R4E1milia Scarlet#3246 (313012100551409665)

scout scream that spawn chargers at lower depths

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Suggestion from Lenny#6295 (712736776787329065)

Implementation if an endless survival mission which grows increasingly challenging

Explain it with a simple plot such as “Prisoners are trapped and any attempt at escape is meaningless, they are now just fighting for themselves.”

The mission will register as completed after you survive any number of “rounds”, and will more so act as a marker of skill than a legitimate mission.

Resources will be acquired via a medical sector and armory periodically.

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Suggestion from mccad00#8360 (161610519546036224)

to curb the use of cheats in the main game, provide a dual boot option at startup:
Anti cheat enabled, or Anti cheat disabled
Prevent matchmaking between these two boot options. This would prevent players from abusing modded content in the base game without actively hampering the modding community from making custom content, and would allow the devs to take a harder stance towards preventing players from modifying their games in public lobbies

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Suggestion from Alexsify#6875 (282997770120593410)

When in gunfight and character reloading, make him yell "Reloading !" Or "Loading new mag!" Etc etc with variations. Qol improvement

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Suggestion from Alexsify#6875 (282997770120593410)

A new mob that would actively hunt the player on the map. The possibilities/modalities of this are infinite and up to you.

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Suggestion from Realistic Glass#1799 (690501956782915625)

make sleeper go back to default sleeping state if players reach a certain distance away from it

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Suggestion from Realistic Glass#1799 (690501956782915625)

warns user about setting overlapping key bind so we won’t accidentally set a key bind to NONE or unexpected features🤪

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Suggestion from Realistic Glass#1799 (690501956782915625)

prevent Game menu UI buttons from click-overlapping.

For example:
when I am doing press&holding a button process then accidentally drag it on top of a rundown level button ,it will cancel the click&hold process and take me to the level description pop up instead of completing the click&hold process.

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Suggestion from Realistic Glass#1799 (690501956782915625)

Extending #gtfo-game-suggestions message

Add the option to reset keybinds back to default 👍

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Suggestion from 𝓯 마약#5624 (426350968007819267)

for a mission, at the end phase, there's this one big, unidentified creature in a big room where final objective is. You have to inject a hacking sequence into a terminal in the room. The creature cannot be woken up by running, but will wake up upon shooting or bumping into it. You inject the code, something goes wrong and an alarm goes off which pusses the beast off. New objective: RUN
You'll have the beast on your team's tail chasing you down. Due to its massive size of about 2.5times the tank, itll get deterred squeezing through doors. Gain enough distance from it to extract before it reaches you. Make it roar constantly to make it more scary

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Suggestion from Stormpooper#3436 (301004158654218242)

Charge-up type weapons that fire on button release and can be fired without being fully charged up, but are weaker in some form when fired that way. Simple example:
HEL Gun but how much it pierces depends on how charged up the shot was

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Suggestion from 𝖇𝖗𝖊𝖓𝖉𝖆𝖓1944#9035 (411941031383269376)

Make bulkheads closeable again

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Suggestion from Blackknight95#3682 (418550037530935296)

please. Make it so that bunny hopping makes more noise then running and jumping. Maybe then people will stop doing it. Making it less of an eyesore.

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Suggestion from Podrick Equus#0134 (157376373944614912)

(Not intended to piss off speedrunners) I really enjoyed how when I was new to this game, me and my friends would try to be as sneaky as possible while crawling through the map. However, as me and my friends have improved we've gotten to the point where none of us bother to stealth any sections that don't have scouts, and we can easily circle-kite->hammer almost every scenario. I think it would be neat if some future levels would reward being stealthy. Say that there are two paths to the objective and one is much shorter, but if you alert the room while trying to get through the shorter path, the door permanently closes off and you have to go the longer route instead.

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Suggestion from Sparky#0635 (134813005652164608)

More mechanics that encourage stealth, as with kiting and hammering there is really no need to stealth a room of normal sleepers even if you are playing solo

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Suggestion from Sjerra#4617 (239528684996788226)

Additional fov slider or option to chose if your game fov should be adapted to the camera while ADS'ing or not a system similar to what Call of Duty currently uses. Having 120 fov and default which is like 60/70 while Adsing with the gun is very annoying especially for the game like this where you have to be very precise and count all your shots.

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Suggestion from Davig Ramir#9939 (798051277510672474)

A consumeable "blasting charge" that can be used to stun large groups of sleepers. It is an explosive left over from the mining operations that used to happening in the dig sight. Its purpose used to be to crack rocks to make it easier to remove. When throwed, it will detoninate once the fuse runs out. It is a large, but relatively weak extplosion. It wont kill sleepers (maybe 1 or two, maybe not), but it will stagger all within the radius. I think that it shoud only spawn in the dig sight since it is mining equipment. I auger to lam it would possible inside the storage zones. Generally it should be a very rare spawn, kinda like C-Foam garnades.

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Suggestion from UraMAGES#8982 (236819125857550338)

Since weapon balancing seems to be a highlight for R5, would it be possible if developer thought or notes will be written in the patch notes as to why these changes happened? Up until now it’s hard to understand certain balance changes and we could only guess why; I believe it’d also alleviate some of the negative impressions that 10cc does not care about the communities’ feedback at all.

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Suggestion from Phanta#0350 (212390224423157761)

make weapons in both categories do more damage but have the players start with ~35-40% ammo and limit ammo to 1-2 uses per zone

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Suggestion from The_Voidrunner#7021 (387769584830119938)

I’m really impatient, so how about one last Ludvig leak before rundown launch? Just a small morsel of something to get me even more excited than I am

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Suggestion from D0VAHKlN#9859 (325085305361399809)

A replay system (like rocket league). It allows for freecam (machinima)

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Suggestion from Bambus#6968 (655490764373229578)

Add (later in the Weapon modding system) Lasers you can put on your gun to make your Hip fire Crosshair smaler

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Suggestion from GumPum#1216 (486987911951286272)

pls never fix that you can hear charger slapping the hell out of your mates through the entire map.
The sound when someone gets punched by chargers is to good.

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Suggestion from Bambus#6968 (655490764373229578)

if I want to illuminate the way before an alarm so that we can see the sleeper better then the glowsticks usually go out at the beginning of the alarm, let the glowsticks glow longer

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Suggestion from GumPum#1216 (486987911951286272)

add a rare chance that some of the easier enemies can have mutations like 2 heads as a little surprise.
Think about a striker with 2 heads and a double attack.

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Suggestion from xen#3914 (233745353956917250)

make stealth gameplay more interactive, currently even if you made stealth gameplay the focus the gameplay is pressing w or removing your hand from the keyboard. The only other variable in the gameplay is if you mess up your charge or not (which really isn't gameplay per se). It feels to me like there isn't enough to do while stealthing for it to be engaging, can we get some mechanics to spice that up in the form of stuff for the player to do rather than what to press w around or not?
This is assuming you're not abusing bhopping or if they make speedrunning less prevalent.

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Suggestion from xen#3914 (233745353956917250)

in continuation with #gtfo-game-suggestions message
activateable that for a certain amount of time, emits a frequency that prevents nearby sleepers from being disturbed by sounds for a short amount of time. I thought of this because it would allow you to take out a couple of enemies for a very very brief amount of time, while freeing up your ability to kill other sleepers afterwards if they were in a group or if you needed to take out a big striker with other enemies nearby. This wouldn't be overpowered because flashlights and getting brushed by a person (as well as getting shot) would still easily activate them, and it wouldn't work on certain enemies that are more aware (that last part is to allow for easier balancing). This would be either a 1 room thing or a small area thing and would make it easy to mess up and do something after the sound has stopped, making it a risk reward consumable.

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Suggestion from xen#3914 (233745353956917250)

in continuation with #gtfo-game-suggestions message
cameras in certain very difficult areas that you could hack into and transfer the stream to a personal device so you can be an info person for your team. I thought of this because I personally like the teamwork aspect of gtfo, and being an info person has always been what I've done with bio tracker (except bio is easily outshined by using your eyes and instead taking dps when not dealing with shadows). This wouldn't be broken because it would only be doable in powered areas, and you'd still be at the mercy of shadows and enemies sleeping behind cover from the camera angle.

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Suggestion from Ctrl Alt Delta#0976 (296094259357024258)

Release the floodgates! (No pun intended) Help everyone out, including our pal Simon Viklund by making the combat and ambient music available on Spotify. I would love being able to jam to the dope music of R1-4 while doing work, or just fuckin about for fun. Can’t wait for R5!

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Suggestion from Chick Fil A Chicken Sandwich#8931 (293411697178443776)

sleepwalkers

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Suggestion from B10G3CK0#0001 (567444095933349897)

stamina

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Suggestion from Lammah#3734 (105021928057643008)

Running and jumping (aka "Bunny hopping") should make more noise than simply walking. Humans bodies landing from a running jump make a heavy thump. this breaks the immersive and looks downright ugly.

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Suggestion from Muñaño#6445 (519924579842654210)

We need achievements! Something that motivates us to play more than just passing a level, some reward. Something that makes you feel the progress. AND WE NEED SPANISH LANGUAGE !!!

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Suggestion from Muñaño#6445 (519924579842654210)

(UPGRADES) Something to upgrade your character, buy weapons or improvements. make you feel the progress

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Suggestion from Sniggett#2658 (245400771653402624)

Bladed Weapons adding bladed weapons gives some nice variety to the bonk of our current weapons. and i can think of multiple people who would love the signature blade of their homeland

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Suggestion from HenryJr#9792 (231196647110082560)

make long range flash lights deployable, makes it more useful than glow in certain situations (like in alarms).
Whist not being too good because it still takes up a slot that could be used for something better.
Currently flash lights are way too situational.

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Suggestion from [CRC] FORCE#9392 (166954587360722944)

Rundown 5, so far, has been a complete and utter joke. Besides the new eggs where sleepers hatch from, this Rundown has watered down the game more then Improved, like so many Early Access games tend to do for the sake of so called 'Accessibility' more often then not.

Kiting and Bunny Hopping for example, still hasn't been addressed at large, the premise of GTFO was always from the start, that trough your team and working together will you 4 make It out barely, which Is If I am correct, what excites us all about GTFO, overcoming the challenge, with your friends, but barely.

Kiting and Bunny Hopping Isn't only a strategy against that entire mentality, as It favors at best the solo player, It also adds nothing to the game, It's not much different then creating a train In CoD Zombies for example.

I have yet to see any new mechanics In the game that make you really rely on your team more and come up with the solutions to tackle said mechanics/problems together.

Instead, we get Boosters. A Pandora's Box that can be opened all the way till we have game breaking effects In them (we already do with 52% more CFOAM being created from your CFOAM ammo) or/and till you can also get It trough real world money, not like the Infrastructure for It Isn't already pretty much there.

For what purpose? What Is the point of GTFO, a game trying to stick out In the Co Op and overcrowded FPS market, when It's acting more and more like just another FPS? A quickmoney grab? If so, then say It so Instead of giving a false promise of what started as a once beautiful concept of a game.

Completing Rundown 5 feels more and more less like a challenge and a achievement, but more like a very late 1st Aprils joke.

Tl Dr: Reverse these horrendous changes/additions and/or policies and address the Kiting and Bunny Hopping please.

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Suggestion from CF_Mag#8733 (399255706999717888)

roll back the respawn of enemies, it feels like levels are made artificially longer as you can't do a quick backtrack, and it's a poor implementation to prevent circle kiting I guess. So far R5 looks amazing, but the respawning of sleepers at the exact same spot is really not fun and immersion breaking imo

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Suggestion from χen#3914 (233745353956917250)

remove random ambiance that only comes from one direction. It really breaks the immersion imo, because I'll spin around to figure out if that sound is something to be careful of and it will just stay on my right and I just kind of shrug and say "oh it's one of Those noises I really don't care about"

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Suggestion from χen#3914 (233745353956917250)

why are there cars in an underground lab where there is no way you could move it around due to the drop offs and extremely confined area

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Suggestion from SpicyNoodles#1001 (296510973647257600)

||this is regarding the controversial cocoons on the ceiling (if you're planning to keep them).||

||When you re-enter a cocooned room that you've cleared before, add an animation that involves the sleepers breaking out of their cocoons and landing at their respective locations||

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Suggestion from gojs#6482 (254288833401716736)

Regarding the ||cocoons|| ||Make it so that it can't constantly re-spawn enemies one cocoon should be one enemy OR for there to be a minimum distance for them to spawn so that if you do a mistake you are able to run a bit and try to redeem yourself but if you run too much you will have a room full of enemies waiting for you to get close enough, it doesn't make sense,in my point of view, for there to be enemies in a room that you just went through , keeping in the "If we go too back, because we are getting overwhelmed, it is going to be horrible" feeling; and not feeling cheated/robbed when you do a mistake and instead of having a room full of enemies going after you, you end up being surrounded by enemies straight away.
Small mistakes (like alerting a room with, for example 4/3 enemies) shouldn't be that much punishing to the point you aren't able to redeem it.||

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Suggestion from gojs#6482 (254288833401716736)

Regarding the ||Boosters|| ||Make it so that you can recycle boosters, a group of players there is always a guy that prefers having the biotracker and other that prefers sentries for example, if the sentry guy gets a biotracker booster he might never use it and just drop it making the grind feel useless and just disappointing. By having a way to recycle (for example) 2 boosters for 1 random one of the same type (2 mutes will give you 1 random mute; 2 aggressive will give you 1 random aggressive, etc) will give you something to do with what would be other wise just disappointing that makes it feel more of a grind than something you can have as a side objective that is important.||

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Suggestion from <>#9685 (259844061614178325)

Regarding the locks There was an idea at the beginning of the game to add cutting torch to open doors (visible on the game awards 2017 trailer), it would be an interesting idea to add it as a lootable tool like a long range flashlight and make it usable on for example jammed doors, maybe not ones leading to the objectives but as additional rooms containing supplies or some lore stuff, seems like a nice addition considering there's hacking and breaking locks with melee

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Suggestion from ShadowsNight#0285 (112484859024314368)

while we're on the roll back previous bandwagon can we get the lighting from R1? Was so much more cinematic and immersive :)

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Suggestion from Gogbe#1000 (100740781966389248)

allow us to trade boosters, I keep getting boosters for mines/bio scans even though I'm our Sentry guy. would love to give my amazing mine boosters to our guy who will actually us them

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Suggestion from Cao Pi#2127 (408749691610857474)

New Standard Enemy: Screecher/Screamer

How it works:

  • jumps at you from a certain distance (screaming while doing as well)
  • Jump attack gives knockback if hit
  • When in close range it attacks with melee (like charger)
  • You should be able to hear it pretty early before being able to jump you

Stats:

  • HP between Striker and Scout
  • Damage jump 12% to 18%
  • Melee Damage around 5%
  • Slightly faster than Striker

Existence:

  • Starts to appear in B Tier
  • Spawns with Striker and Shooter in rooms
  • Spawn percentage should be lower than striker
  • Can appear in Alarms (less than shooters)

Appearance:

  • Forearms and Hands started to grow into the head of this enemy
  • They somewhat hide a gaping maw
  • new arms evolved from the rip cage (should appear skinny)
  • Enemy should appear skinny (almost starving) but should have stronger legs

Benefits:

  • Can make Stealth harder
  • Makes kiting harder
  • Gives more room for precision weapons (keeping it on distance)
  • Can break formations making the Alarms more interesting
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Suggestion from Th0r#4279 (831238875036909589)

Suggestion regarding ||cocoons|| (different from those already provided here):

||- It should be possible to destroy the cocoons permanently. Because they are on the ceiling you are forced to use your ammo.

  • Hatching should be time based and not location based. So it can happen even when you're in the room. But afterwards the cocoon should either be empty or an appropriate delay for the next occurence. Also foaming would be an option then.
    ||
    My args against the current behavior are:

||Either you ignore these enemies as long as possible as it is useless to kill them, or you leave someone (the weakest player) behind to block the respawns.||

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Suggestion from Realistic Glass#1799 (690501956782915625)

a certain level where we have to go back to the previous rundown level to do further objectives.

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Suggestion from Fafal#8412 (126656647430012929)

Suggestion regarding ||cocoons ||

||On start i wanna say, that i like the "Caccons" idea, but i think it needs to be changed a bit.
So my suggestion is:
Caccons start in "offline state" (the not moving itc), later after they are "alive" they start to respawn like 25-33% of a room instead of 100% like now, but to recompensate that i suggest to add "movement detector" when they are "alive" so if we run too much, instead of walk in those "caccons" rooms they can start glowing or somethin, then they will spawn immediately 100% of enemies.
In that way, they will not be that much punishing when we again visiting rooms for resources for example, but that will be enough to make kiting much harder.||

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Suggestion from Glave#2734 (192102078758256640)

A toggle for the sound effects that artifacts make so we can turn them off or down please.

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Suggestion from CF_Mag#8733 (399255706999717888)

Been thinking a bit about the ||respawn thing|| that's got the community pretty divided.. I mean, it's clearly lore, part of the theme of the rundown, etc... So rather then suggesting "it sucks, ditch it", make it a bit more immersive..

The ideas that would make it less bad
||- Make the respawn visible, see them slither out a pod; Make it on a random timer per enemy, no matter where you are; Make it a random equal strength enemy; Give us a way to destroy the pods, doesn't have to be easy/cheap (mine or something), but at least make it a mechanic we can work against. Right now it's just a "oh room reset", that's EXACTLY what I thought when I walked back. Not "oh they rebirthed" it was literally "oh room reset" which clearly happened because we went too far away.||

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Suggestion from Typheaus#4824 (331885377738506250)

Please consider making the double click standard for "Equip Weapon". It's a staple of ui game design and is quite confusing when it doesn't do what most gamers would expect it to do.

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Suggestion from Typheaus#4824 (331885377738506250)

Please consider adding the loading (dropping) sound controls to the options or tuning them down a bit. It's real loud and is driving me (and every player I've ever played with) insane.

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Suggestion from Realistic Glass#1799 (690501956782915625)

more unique structure/prefab please. Now the machine used to unseal the HiSec crate is the same the one used to depressurise neonate_HSU...

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Suggestion from loudanger#0233 (395688138917412866)

Please remove the annoying sound when you get artifacts, sounds like Candy Crush, thanks.

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Suggestion from SpicyNoodles#1001 (296510973647257600)

consider adding a function to display ||different floors of the map|| (e.g. L1, L2, L3, etc.), since we have ||more than just one floor|| in this new rundown, prime example being ||B1 Extreme||, if you know, you know. ||My team and i were always confused following the map, because we were literally above the depicted floor on the map, which showed that there was a blood door in front of us. I'm sure many players have encountered this confusion too.||

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Suggestion from Bambus#6968 (655490764373229578)

I have an idea about modding weapons (first read through completely and then vote)

-First of all, all weapons are made a little worse, e.g. The SMG is subtracted 10% damage and it gets a little more recoil ...

-However, there are attachments for every weapon (grip´s, muzzle brake´s, silencer, longer barrel (it gives u a higher range) ,scopes, ...)

-You can adapt any weapon as you like, e.g. you can simply add a muzzle brake and a vertical handle to the SMG and you would have the same statistics as before, or you could say that the SMG would rather have a silencer and an angled Grip then you still have more recoil and less damage but for it a shorter ADS time (how fast you can aim) and is a little quieter when shooting (smaller hearing range of Enemeys)

-and you can give each weapon a different scope depending on what you like more

-All Attachments should be unlocked at the beginning so that no one has an advantage / disadvantage

/

That means that if you like the weapons as they are, you can leave them as they are, but if you want something different, you can easily adapt your weapon

(I'm not English / American so don't be surprised if some formulations are not quite correct)

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Suggestion from Mr. H1R0#9018 (205093742485438464)

From the trailer "I hope you bastards are looking up once and a while, those fucker could be anywhere..." Can we get some sleepers that cling to walls and ceilings and hop down to run and engage? Would make room clearing a little more of a priority and would break the hammer meta for anyone who isn't Spiderman.

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Suggestion from scrobe#0586 (145261010448547840)

please remove ||boosters||
Up to R4 GTFO was a game, where everyone - regardless of how much they play - started under the same premise and with the same chances. If you succeed or not was purely decided by your loadout, your skill and the skill of your teammates. The only thing you earned when playing was personal skill and knowledge. It's simplicity combined with the hardcore difficulty is what made this game stand out from the rest. It's what made it great. No loot system, no skill system, just you, your skill and the fear of the unknown.
Adding ||boosters is an unnecessary step in a wrong direction. It opens the door to unpleasant things like the necessity to grind artifacts if you want to progress in deeper levels. It overcomplicates the game. It takes away from the atmosphere when you loot artifacts every two minutes only to get that feeling of "Yay, I found something!". Don't make GTFO an RPG.||

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Suggestion from scrobe#0586 (145261010448547840)

regarding the suggestion above:
||If you want a loot- or prorgess-system, make it cosmetic only. Let people earn, craft or trade skins for weapons, clothing, tools and so on instead of making it have an RPG-like impact on the game.||

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Suggestion from scrobe#0586 (145261010448547840)

regarding the suggestions above:
||If you really want to RPGify GTFO at all cost and keep the boosters, please make it so, that everyone is allowed to specialise their characters without the necessity to grind items/artifacts. Make it so, that everyone can pick from all or a specific selection of the boosters before each mission. Personally, I'm still against that, but I could live with it. Don't force people to grind items if the only thing they want to do is progress through the deeper levels.||

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Suggestion from Illivashi#8872 (486695042959015937)

|| Respawn mechanic should be removed ||, I think it gives the game a feeling of tedium which was not there prior to rundown 5. This isn't increasing difficulty, its not causing me or my friends to lose ammo or health, it just makes us lose time. It just artificially pads the game and wastes our time when we would rather be getting to the actual challenges of harder cluster doors, scout rooms, etc. If I was a developer and I was told I could not scrap the || respawn|| mechanic and could only alter it, I would do the following: ||The black cocoons on the ceiling can now be hit/shot to be destroyed. If the cocoons are not hit or shot, the cocoon will spawn a single enemy (once) when you get far enough away. Afterwards, the black cocoon would appear burst open (same as if it was shot). Lastly, be more selective of where the cocoons are placed and how many there are in order to have targeted effects on gameplay rather than just padding the game length. The current implementation to the respawn mechanic is extremely lazy, you put black coccoons on the ceiling that wiggle around and then added code for rooms to respawn when players get far enough away.. and this can happen a infinite number of times. This makes the run feel extremely tedious (NOT MORE DIFFICULT) since your reaction is going to be "oh boi, let's clear this room... again..." and also breaks the immersion of the game because your trying to figure out how the black cocoons are making more bodies every 5 minutes while being bullet proof. Do the zombies not have to find bodies to put into these black cocoons? Or are the zombies now plants that grow super fast?|| Preferably please gut this mechanic in its entirety. Otherwise, you need to edit it and put restrictions on the ||respawn|| amount.

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Suggestion from CF_Mag#8733 (399255706999717888)

If you complete a run without boosters, show it in the extraction summary screen. This way you can prove you did not easy mode the levels.

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Suggestion from Aaron#3736 (100719978252079104)

if boosters in the loadout are here to stay, can we use them on teammates?
Adding somewhat onto the the previous suggestion of trading boosters, if I have a booster that improves the Mine Deployer but my friend is the one usually carrying it around, instead of trading them the booster, can I just apply my booster to them instead? It could allow those who play the game more and have earned a lot of boosters to more easily help others who are just getting into the game.
i.e. a veteran player joining pub games, seeing the players are struggling, so he gives them boosters to help make the game easier for them to help them ease into the game.

Personally, I do somewhat see it as a detriment as you can have newer players assume they need to farm artifacts in order to make the game manageable, but if the system must stay, at least make it easier to share the love.

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Suggestion from Left Behind#9471 (155454338968322048)

Add additional matchmaking filters such as if the host wants certain sectors completed or only the main mission.

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Suggestion from Ellipse#4960 (166626545576706049)

Can you make the found an artifact sound either quieter or not as jarring? I'm fine with the artifacts itself, but the sound itself doesnt really match the theme of the game.

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Suggestion from ImmortalSausages#0949 (167389803468292096)

at this point, im not sure if its intentional or not, but scouts can still spawn behind certain blood doors, resulting in an unavoidable extra wave. I really dont think this should be able to happen

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Suggestion from tnpcook#9532 (169659066375733249)

Boosters are active for a period of time when consumed (Ex. 2Hrs), so they can be tinkered with over multiple failures. Allowing experimentation without disrupting scarcity or acquisition.

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Suggestion from SpicyNoodles#1001 (296510973647257600)

regarding the ||artifact sounds||, ||instead of the current sound you hear when you pick one up, consider changing it to something hellish||

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Suggestion from D0VAHKlN#9859 (325085305361399809)

allow for weapons to be double clicked to be selected instead of having to select Equip Weapon

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Suggestion from black-pug#0646 (537386068517847073)

charge up weapons should have a a charge indicator while aiming down the sight too

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Suggestion from Ikustan#1614 (304162439405109249)

new idea have doors in stealth that is reinforce with spitter looking object and breaking that reinforced door will splash you with infection like the wall spitters. In addition I would also like to more new ideas that can be implemented with doors as doors have being the same since rundown 1.

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Suggestion from FLQNadeau#4079 (339133477830000640)

Seriously Cocoon that just ||respawn Sleepers|| at the exact same location over and over and they never seems to change aspect ||dont hatch, never empty|| is just not making any sense. I can understand why you implented this, but the way is non sense.

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Suggestion from FLQNadeau#4079 (339133477830000640)

In the same "non sense" vein. I totally understand why opening a door would start a error alarm but why picking up HSU / Cargo / Cryo would start ||or stop|| an alarm. I would like more error alarm start/stop that actually make sense. Maybe put a voice line like "That cryo must be connected to the security system" so we would say ok this alarm is justify now. Thank you

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Suggestion from FLQNadeau#4079 (339133477830000640)

Cocoon #1 Same as it is, but have then change aspect ||when they hatch so they dont hatch infinitly|| Cocoon #2 Have a feelers hit a player (5% damage maybe), if prisonner below 20% it grab the prisonners and pull him up. Other would have to shoot one bullet on cocoon to drop the player (fall damage if it get to high). Those cocoon are like spitter, can't kill them.

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Suggestion from FLQNadeau#4079 (339133477830000640)

To add on my (339133477830000640) suggestion. you could put cargo/cryo in a special locker and when that locker is open...THEN it start a error alarm that would be fully justify. 😉

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Suggestion from 𝓯 마약#5624 (426350968007819267)

warden objective
Retrieve high value research document files
The files are contained in a vault. It's small enough to be lifted. It will be locked behind an apex door, and it'll be placed in the middle like that room in C1 where you put the data sphere in but bigger with no fog and red lighting, with spotlights focusing at the middle, illuminating the vault in the middle. Once we pick up the vault, we hear a loud, mechanical voice that is slightly distorted, saying: "WARNING. BREACH DE-E-E-E TECTEDDDDD LOCKDOWN PROTOCOLS ENGAAAGE-ENGA-ENGAGEDDDD" followed by a sharp electrical spark, taking out all the lights in the room. A mass scale error alarm sounds(chances of big strikers and chargers, along with 6 striker/shooter guarentee spawn), all security doors, previously opened or unopened closes and changes into a class 3 cluster alarm. Even the ones that didn't feature an alarm and was just a scan door. Objective updates to "escape the lockdown". Fight your way through multiple alarms and error alarm wave and escape.

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Suggestion from Bambus#6968 (655490764373229578)

made it possible to kill the scout at the beginning of the scream animation, when our team tries to kill the scout with the hammer it sometimes happens that we touch the feelers right before the kill and then cannot do anything because he is already in the animation

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Suggestion from Left Behind#9471 (155454338968322048)

Buff the shove attack of melee to either not be as slow or have a bit more impact and knockdown or push power to it.

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Suggestion from Left Behind#9471 (155454338968322048)

Modify the melee charging animation so all players can very clearly distinguish when the melee is fully charged, is actively charging, and when the melee is going to swing from holding down the charge button too long.

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Suggestion from Gezlicolien The Great#5147 (753250074087129119)

Enemy Concept:Hunter, it would appear as a crab scooting shooter formation, however in the body of a striker, additionally it’s limbs would have extending nubs pointing the opposite direct for unknown ideal, the creature would have an extended range than normal tongues, and could spawn sleeping, alarms, and trapped doors in the place of some hybrid, additionally the extended nubs will reduce bullet damage by a smaller amount, the creature will force more priority on other creatures, but would be as a pester a big shooter

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Suggestion from Gezlicolien The Great#5147 (753250074087129119)

Enemy Concept:Stalker,the creature’s appearance would resemble a shooter’s body, yet no large worts on the head, instead a meaty melty flesh looking mask with eyes behind it, the creature would roam around like the scout however, by it spotting you it would alert others, though it could also be scanned by bio tracker, the creature is deaf meaning loud noises will not annoy them, an alternate design would be that it would still be deaf but would deal melee damage, it would spawn in alarms and during normal runs, most likely when a non-alarm door opens, they do not scream, and would not even be alerted during alarms, though there melee gives off infection, and also when they die

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Suggestion from tortik#0166 (355703061798322176)

more melee items

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Suggestion from Mutation#9828 (183357290206724096)

The ability to sort boosters- or group them into similar categories to help compare stats on them.

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Suggestion from Henx#6595 (497463015009026058)

Reworking of the booster system.

I think the booster implementation is not really good. On the one hand, many boosters don't make sense (example: why do you need glowsticks to do more damage?!) and on the other hand, they don't fit into the game. They are also illogical from a story point of view.

If the devs really want to keep this mechanic, then I would rework it. I think the perks should be more serious and not an unnecessary gimmick. Furthermore, I think it would make sense if you can unlock the perks and can use them forever. You can then select a maximum of 3 perks, just like now. So a person can specialize in a certain direction. The tactics aspect then plays a much bigger role. The boosters would have to be adapted differently, of course.

Let's move on to the artifacts. You could use them to unlock various perks. However, you would have to collect more of them, so they wouldn't be so easy to get. That way it would be more fun to collect the artifacts.

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Suggestion from mccad00#8360 (161610519546036224)

press R with a full magazine to inspect your weapon

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Suggestion from UltraHQ#0034 (151677795632676864)

Remove the respawning of enemies, when leaving the area for a bit

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Suggestion from skypartan#9696 (158024809064693760)

Reduce the number of buttons to click on game startup, "Start Game", "Inject" and "Connect to Rundown" can be one single "Start Game"

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Suggestion from Sippycup#4931 (310935623311687690)

Add consumable use sfx (healthpack, ammo pack, etc) so you know when you have given or received health, ammo, etc.

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Suggestion from Sippycup#4931 (310935623311687690)

Add an achievement system and specifically a Gallagher watermelon smashing achievement.

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Suggestion from BetterOsprey#5021 (309837334231121921)

if added "classes" technician should be a class with a tablet that able to put in commands, only in areas where it gets signal (signal areas are random)

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Suggestion from Haste#5675 (617099986542395393)

Restrict ability to charge melee while sprinting. Player should be able to charge it only in walking/staying/crouching states, once melee is charged player can burst into sprint with it.

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Suggestion from uarewRong#0349 (120518185270247426)

||dont let the eggs be just backdrops, it was a very unique design but it was so disappointing when we thought something will happen to the pod but it didnt.||

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Suggestion from Henx#6595 (497463015009026058)

Reworking of the cocoon mechanic.

The current spawn system is not really good. You are forced to kite to keep enemies from spawning, even though the mechanic is supposed to be anti-kite. It contradicts itself. It just doesn't work. A good example is C1.

You can change it so that the enemies that are in the cocoons only hatch when there is currently an alert and you enter the room. It would be epic if the enemies fell from the ceiling.
Also, it's annoying that enemies spawn every time even though there are only a certain number of cocoons. It's illogical and annoying. It would be better if one cocoon is one enemy.
Furthermore, I would find it useful if you can shoot the cocoons broken. You then trade in ammo to neutralize that danger.

That way the danger would be much more interactive and fun to deal with.

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Suggestion from koops#0662 (665979487506399254)

Idea to answer some rhetorical questions. What is the point of respawning enemies, if you can prevent the respawning?

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Suggestion from koops#0662 (665979487506399254)

Boosters are nice for lootboxes. When can we buy these like in fortnite? I think everybody will get equal in this game, when everybody uses the same boosters ... or not. Lets go mainstream RPG 😉

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Suggestion from TheWrong1#3809 (534031436504760324)

it would be nice to make the lock melter being able to melt sleepers as they're sleeping. making this possible to multi kills one then with your hammer. the idea would be that simple of you holding the lock melter then get next to them to hold E then have a 3 sec coldown before it's head blows up. that or maybe another new iteam that does that and if you think its too good for solo that you can make it that as 1 use.

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Suggestion from drathier#5336 (216261244292694016)

remove boosters; each attempt should have the same starting ground. Repeatedly smashing your head against a brick wall is what's fun about gtfo, having to play simpler levels in-between to get the right items before making an attempt is just sad

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Suggestion from Dickchess#5107 (200417579091623937)

another possible justification for picking up cargo starting alarms:
have them be behind a glass panel that has to be smashed to get the cargo.
This would also telegraph to new players that there might be a consequence for doing the objective
(or accidentally start the alarm early from a stray shot if things go south)

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Suggestion from Fox#6231 (297966182387023872)

After opening a bulkhead door, the “warning” voice should only play on loop 3-4 times instead of indefinitely.

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Suggestion from RaptorJezus#6656 (276505453285081099)

Tab completion on entities should include the underscore before the number suffix. Ex. P [Tab] Am [Tab] should autocomplete to PING AMMOPACK_, but currently completes to PING AMMOPACK. This would be more in-line with how most CLI tab completion is handled IRL.

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Suggestion from pladdle#1952 (270343585675739136)

give an upgrade to the biotracker where artifacts will display on the tracker

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Suggestion from Diegardou#5029 (178018000899801088)

Maybe a penalty system? I don't mean a Ban; People just leave the game for no reason after 20-40 minutes, maybe anger, maybe a problem (impossible to know if it was an emergency, maybe the internet does not work well (And in these cases an automatic system would not be so practical) )
Some people just get mad and shoot their peers and disconnect (I've personally seen this too much)

But you know, it's just a suggestion, have a good day.

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Suggestion from schmail#9858 (171265504340738049)

Make the Map Layouts and Objectives more believable. I was hoping for a more immersive experience this rundown but everything feels more random than ever. I don't like the Boosters and infinite enemy spawn cocoons. The cocoons could be great but they are not 😦

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Suggestion from hongmeiling#2576 (397597654290268163)

The artifact pickup SFX is really friggin aggro. I think it might be a good idea to, even if just keeping the prompt, weaken the ding-along-congrats noise.

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Suggestion from tin can 4#0708 (520041100036276224)

pls make it so players can set one key to a toggled crouch while having another be key be a simple non toggle crouch. For example lets say my left control would toggle my crouch and untoggle it, while my C key when pressed only makes me crouch when i'm holding it.

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Suggestion from DarkMellie#5976 (256005591871258625)

I'd like to see boosters found in-game act more like artifacts from stalker. At the moment, it's just a free-for-all, i scan everywhere I go looking for them. Pick up enough as a team and we get some to take away individually... it seems weird that there's no penalty for this (and I don't mean a percentage penalty to stats). Perhaps make it so that the more boosters the team picks up, the beasts respond to the presence more strongly, perhaps they flash for longer, or they don't flash in their normal sequence. Maybe it causes the boss monsters to come near you more frequently as though they sense something. So you can grab lots of boosters but you'd better be ready for more attention. Or maybe the cocoons are more likely to split open with the more boosters a team is carrying?

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Suggestion from uarewRong#0349 (120518185270247426)

allow bio-tracker's track enermies to show on map

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Suggestion from Hunter48RUS#0048 (174234253985316865)

The ability to put down/drop resources/packs and consumables

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Suggestion from shmafoo#6385 (79283287465394176)

Host should consider player ping when alerting enemies. the game actually runs perfectly fine on higher pings for the exception of alerting enemies (even shooting isn't really an issue). My best guess is that the game already tracks which player alerts enemies so in case it's a player with a higher ping, maybe try to add the ping to the time required to alert enemies. This should in theory help to have a better game experience when playing with players from around the world.

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Suggestion from HenryJr#9792 (231196647110082560)

New enemy design: A big and unstable monster, its blood fills others sleepers with inexplicable rage.
A slow, easy to hit shooter, when killed it would blow up in a blood shower and any monster around it would get a damage/speed buff.
If said enemy is killed when sleeping it wakes up its room, however its aoe buff is not applied.
This would make the best approach to kill it last in the room, however it is still a threat while its alive, the fact that it's slow makes kiting a option, a faster more agressive variant could used as a "elite" monster.

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Suggestion from cptForge#6842 (297946193579999232)

More content for inexperienced players. Hear me out here - this rundown had a masssive difficulty spike. The people on this discord are generally people good at the game. All of us look at that and go "oh wow haha this is a challenging rundown" and on a personal level it's great that there's so much challenging content, but how are new players supposed to get into this game now without getting carried? A1 high, A2 high are both completely reasonable - harder than previous rundowns maybe, but nothing too crazy. If new players exclusively do high, next comes B1 high, a ||big charger error alarm, forward spawns can trigger a scout, and tons of chargers that can be alerted for any reason because error alarm so anything can happen from any direction|| - depending on RNG this can either be unreasonable for new players or outright impossible. ||Chargers|| used to be a C tier enemy (at least on high, I forget if they showed up in an optional in B?) and ||Big chargers|| used to be a D tier enemy. Not for lack of reason, these are hard enemies. And now you throw both of these at the player in ||an error alarm|| in B1 high? Seriously? How are new players supposed to be able to get past that? A ton of players will just quit at this point. In previous rundowns the more reasonable B and C tiers incrementally teach you more about how to play GTFO, there's none of that now. I'm not sure I can recommend this game in good faith now to anyone who didn't play previous rundowns.

In short, the B tier should have NONE of these in the high section, because new players who just completed high can't possibly be expected to be able to handle this:

  • ||Error alarms (or at least error alarms where you have to clear out rooms in front of you that have scouts or lots of enemies)||
  • ||Big chargers (at all)||
  • ||Pre-alerted chargers||
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Suggestion from Dazer#7130 (116367262247550983)

Let me map two keybinds to the same action. (e.g. I like to use both mouse button 5 & 'c' as crouch in shooters)

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Suggestion from FredyJabe#5137 (140582197022294016)

Add VR support for that true horror feel

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Suggestion from Konig#1478 (172749150067228672)

this game needs a stamina bar. I don’t like saying this but there are two populations on the game that have completely different difficulty levels. One is the player who bunny hop dodges all the monsters and the other player who tries to crouch walk stealth and shoot their way through. You can’t balance the difficulty or the game for both player types. Stamina bar would need the bunny hop but then the devs could balance for one set of maneuvers and make it more fair.

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Suggestion from FLQNadeau#4079 (339133477830000640)

Let Scout be a Scout please. ||charger scout|| is just.....really not something that is adding quality to the game. It's just another think that dosen't make sense.

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Suggestion from MasterBuilderMAC#0001 (393875609408897026)

A1 needs a rebalance
Right now, the enemy spawning can feel very unfair to newer players. A1 is the first level people play when they get the game, so it should be a fun level for new players. In some spots in A1, with the current spawn settings, (||different zone, 2 rooms, 10 seconds||), there are some spots that if you shoot the enemies they will not stop coming. They will respawn and immediately get alerted from the shooting leading to a wipe for new players. There is no way that this is balanced. From the new players I have talked to so far in this rundown, they feel that it is more of an artificial difficulty and a way to lengthen the levels rather than a cool new mechanic. There are a couple ways that this could be fixed:

  1. Reduce the amount of enemies in the rooms. If there are less enemies it wouldn't be such a big deal that they can respawn very quick. While it is not the best solution, and I don't think this would fully fix the problem, it does work.

  2. Rebalance the cocoons. Changing the spawning to be after longer, like 1 or 2 minutes, would prevent things from feeling super unbalanced. Still, would be slightly unfair towards newer players.

  3. Allow the cocoons to be killed, and have slightly more health than a regular enemy to balance it. (I know this has been suggested, just want to compile it all) This would make it so the cocoons feel more interactive and less annoying. Of course they could have different health pools, for ||levels like C1.|| I feel this would be the best solution to the cocoons at the moment.

TLDR: A1 (and cocoons) need a rebalance, the respawning is too unfair for new players and feels more of artificial difficulty.

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Suggestion from AdamRefined#7652 (814629611521441852)

||New enemy type to incorporate the "snatcher tentacle thing" from that one trailer. So I'm not sure about a name for it but basically a huge stationary flesh mass that hangs from the ceiling or a wall by a big fleshy tentacle structure, weaving around the roof and onto some of the walls and floors. (The tentacles do not move and do not retract im not trying to make another scout lmao) if the player touches one of the tentacles it sets off the big mass and the mass shoots out 6 relatively slow tentacles much like the tank except a lot slower when going to their target. The tentacles would reach much farther than the tank. (Barely faster than sprinting speed so if you sprint away immediately you have a chance to dodge) the tentacles would do 10 damage per hit. It would also have a rng based attack where it roars and a charger wave comes in. This would also help to explain what we see whenever we see the dripping flesh ceiling that moves in certain areas. Of course this would be an enemy that only spawns in later expeditions farther down. Maybe as some sort of "final challenge" for a rundown like the boss mother was. (This is my first suggestion so dm me if you have any other ideas that could add on to this one 😂 )||

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Suggestion from Larvar#2636 (269906898730483712)

incorporate the flashlight indicator subtly into the crosshair (like a thin,weak curvy wave around the circle for example) or just in a way where you dont have to look away from whatever is happening in order to specifically check the edge of your screen for a small square if you need to reaffirm yourself

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Suggestion from Slushy32#5603 (587835743293145089)

hopefully in the future you can implement a way to directly type in lobby codes since I cannot copy and paste on geforce now (Streaming service). It takes a long time to explain it doesn't work, then have someone add me on steam, and then have them invite me directly to the lobby4.

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Suggestion from Gezlicolien The Great#5147 (753250074087129119)

make items stackable

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Suggestion from Left Behind#9471 (155454338968322048)

Chance for enemies to drop artifacts upon being defeated, with the type depending on the enemy. Chargers and Shadows would have a higher chance of dropping Aggressive artifacts, while the basic Shooters and Strikers would more often drop Muted artifacts.

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Suggestion from Left Behind#9471 (155454338968322048)

Ability to combine Muted or Bold boosters to make a higher tier one, or combining two of the same booster into one stronger one.

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Suggestion from Kolohe#0491 (654552800516374537)

Artifact Fragments - Proper mechanic that promotes ‘breaking down’ and reusing unwanted boosters as opposed to the “drop booster” option. Fragmenting unwanted boosters would allott artifact fragments to your inventory that would be used to craft desired boosters, muted costing the least and aggressive the most.

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Suggestion from Speedi chonker#2240 (236549863142195202)

some sort of self revive kit maybe that you can find

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Suggestion from Dogpetkid#3412 (169284360435007497)

Gained Booster Selection - Allow users to carry a full inventory of boosters but don't make them drop all the new boosters after a mission. Rather add a menu where users can select the from the new boosters they rolled and their previous ones for which discard instead of just dropping all new boosters without being able to view them.

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Suggestion from uarewRong#0349 (120518185270247426)

achievements like"survived since R1"/"completed xxx amount of missions/optional

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Suggestion from UraMAGES#8982 (236819125857550338)

The stat benefits and drawbacks should be static for the same type of boosters and allow stock piling. It can be very annoying that 2 boosters of the same type occupy 2 booster slots just because they have slightly different numeric stats or drawbacks.

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Suggestion from Disoriented Fox#0128 (474370182467420160)

broken hacklocks-- The visuals of the hack lock have a sparking animation. Noise makes the crackle of electricity. The mini game is match reconnect five or six colored symbol wires or turn a knob in a specific order. (Something similar to among us). Failure of a match will set off the alarm noise of the hacklock and/or take 4 health damage. Only the brave apply!

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Suggestion from Austinrocket#9817 (173550963028787200)

q switching (pressing a single button to quick swap between your last used weapons)

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Suggestion from 𝓯 마약#5624 (426350968007819267)

a bgm for last man standing
You know how when a sleeper wakes up, the anxiety bgm starts?
When 3 members of your squad goes down, another bgm overlaps any current bgm for being last man standing. Would add nice suspense to people fighting for their lives to not fail the expedition or make kiting feel epic

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Suggestion from Faceless#6969 (337066362059096065)

cosmetics I would love other ways to support your game, maybe in the way of cosmetics that dont grant any advantage

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Suggestion from luigislam#3098 (396107424848805888)

New players are going to be annoyed and turned off by the Flashlight being a blurry/blinding/obscuring mess in R5 A1 due to what I "assume" to be the Atmospheric Fog effect in every single room (not the dense white fog). It causes all sources of light to basically be ineffective past 5m-10m which gets troublesome due to the amount of dark spots in the map and that ranged enemies like to sit back so its hard to pick them off in dark places as they don't glow until they shoot. I personally got peeved over this for a couple hours before figuring it out. Either explain this clearly ingame or don't put in this kind of stuff in the 1st level because it leads to a misunderstanding like in my case.

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Suggestion from Tsunari96#8491 (91007428472115200)

Thanks for the HUD options, I greatly enjoyed my experience without any visible HUD as I expected. However,

~~Cocoons were very disappointing. Not because they made R5 harder; I was disappointed that there were mere props.

Sure, cocoons indicate the room will respawn sleepers but that's not what I mean. EVERY Threats in GTFO have form of countermeasures, even the Spitters albeit temporary. However, there is nothing to do with cocoons other than it indicates the room will respawn enemies as if someone used console commands.

I would like to suggest that these cocoons have multi-stages that require players to make choices to passively ignore them or actively destory them.

1)Cocoons should be a new enemy type, not simply props. They need trigger-response mechanism in similar to sleepers. For an example, premature cocoons do not respond to sprinting, while the fully grown, ready-to-pop cocoons respond as sensitive as sleepers or worse.

  1. Cocoons at different stages of growth should make players hesitant to destroy them on sight always.
    A) early stage cocoons cannot be destoryed because they are protected.
    B) Mature cocoons will reveal what kind of enemy type they grow, sharing similar characteristics. E.g. cocoons with glowing, pors visible inside or simply very large cocoons..
    C)At the mature stage, cocoons can be force-triggered to hatch the enemy by shooting at them. This will cause the cocoon to "scream" and alert the room. The enemy hatched from these cocoons will be briefly staggered if cocoons were on the ceiling as they fall onto the ground.
    D)players may opt out to leave these cocoons completely. However, this will result in cocoons in the room over the course of thd time to further grow and enter the hatching stage, resetting the room with the # of sleepers originally placed + the # of sleepers with the same archetypes from the cocoons. The coc
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Suggestion from PotGod#3717 (708905506344927252)

love game love co op but also like playing solo. Def challenging please make it as solo you can carry more than one equipment and maybe also solo starts with more ammo for security doors and alarms are were i get stuck solo thanks.

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Suggestion from Rapture#0101 (171696920324997121)

Add a syringe tool that can be used as a weapon to kill smaller sleepers silently, or tranquilize larger sleepers. It has at max 5 uses and tranquilized sleepers stay asleep for an extra 5 - 10 seconds before they wake up and get angry. The item would be like a "Pack of Syringes" Left click to kill, right click to tranquilize, or vice versa, and they don't effect stronger enemies. Such as giants.

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Suggestion from hovsep#3200 (202863069360160769)

make the map drawing limit bigger. i like to draw on the map with the bois when waiting for a revive and the last guy is kiting for a really long time.

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Suggestion from Realistic Glass#1799 (690501956782915625)

Not so important but for R5A2's extreme objective's command, would be more logical if can change the command REROUTE_POWER"
to something such as
REROUTE_POWER_TO_SECTOR[or just SEC]_[random string number here]
I am pretty sure if realistically that complex terminal would output some sort of error message
ERROR:// TARGET SECTOR UNSPECIFIED
as target sector was't specify lol . terminal

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Suggestion from Realistic Glass#1799 (690501956782915625)

the idea of "artifacts" seems sending the game's plot towards fantasy/magical theme like for the game "the Forest" instead of focusing in Sci-Fi :S Maybe change the artifacts to something such as pills or some sort of enhancement drugs then have terminal logs saying the company/corp invented them that can maximize part of participant's brain. (same booster effects as current artifacts ofc)

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Suggestion from hovsep#3200 (202863069360160769)

a sort of noisemaker gadget that you can find around the map that when thrown can lure scouts (or any upcoming monsters) to the spot you threw it to.

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Suggestion from Lazzzzzarus#8302 (409024453138317315)

Please add more animations, like showing our characters actually inserting the keys in doors, picking resources, inserting cells etc.

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Suggestion from ChrisFe#6715 (328688861620338698)

Right now the way boosters are presented in the UI feels a bit game-y. There's been so much attention to making every part of the game immersive in previous rundowns which makes them stand out from the rest. Maybe different boosters could be defined as neural implants, cybernetic upgrades, some drug you take before dropdown, an injection, etc depending on the effect they grant. Would fit the game style alot more than the dry '+% damage boost near glowsticks' description we get now.

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Suggestion from Fox#6231 (297966182387023872)

being able to share clips of ammo with other players aslong as they have the same gun. So lts say 2 people have the DMR, ones at 12/15 rounds, someone else is 0/0. They can interact and give them a mag and become 12/3 and 12/0

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Suggestion from Moon Dogs#9842 (266912447925846017)

||decrease the amount of hybrids that spawn in the respawn rooms on c1 to 5 or something around there||

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Suggestion from Rey Jones#8228 (569403083038392343)

have an option to have a HUD off (note:you already can but its better to have a button that turns it off)

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Suggestion from Henx#6595 (497463015009026058)

An option to mark boosters in the menu. This way you can better remember which boosters you liked.

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Suggestion from beep#8478 (224172089693831169)

allow us to organize our boosters

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Suggestion from Klamodude#6092 (236925061708120064)

can we get a level where the players split up and then meet in the middle and then do a cool bioscan sequence when theyre together like a cool team back to back tactical military shooter encounter cool style

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Suggestion from Stormpooper#3436 (301004158654218242)

Introduce a delay for when waking enemies can alert to kills. Right now, an enemy that has just started waking up can alert to a kill (the animation, glow, or sound of waking hasn't even started yet), making it impossible to see that he was awake, especially for clients.

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Suggestion from Varthian#2267 (197813034180280320)

Allow us to shoot and kill sacks on the ceiling to prevent enemies from spawning back, this can be balanced by making all sacks in the room immediately drop and spawn enemies. I think this will allow for more strategic gameplay.

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Suggestion from Escanor#2507 (271523019564777474)

please allow our FOV to increase when we increase resolution width as opposed to stretching the HUD and window, I have wide monitor and, when I increase resolution width, objects stretch to fit as opposed to an increased FOV

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Suggestion from MasterBuilderMAC#0001 (393875609408897026)

when full release comes create an "endless" of sorts, you do a terminal scan, it unlocks a door and lets you do a short mission, when you finish it you come back and do the terminal scan again and it closes it and generates a new short mission. Progressively gets harder, would be a cool way to add replay-ability.

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Suggestion from takrak#0431 (414460577121959946)

a specific button for applying mines from the mine deployed (default set to E)

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Suggestion from Fox#6231 (297966182387023872)

allowed to ping yawning/pulsating enemies without the need of biotracker. This helps communicate to your teammate where a dormant sleeper within your vision is. However to prevent abusing without being able to see in the darkness without flashlights, the restriction of yawning/pulsating is in place.

OR make it so the biotracker can manual solo tag dormant sleepers the user can visually see.

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Suggestion from Tsunari96#8491 (91007428472115200)

now that we have something that captures players' attention from above, any possible addition of wall/ceiling crawling enemy type?

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Suggestion from takrak#0431 (414460577121959946)

3D map, for levels like B1 the “vertical mobility” makes the route back hard to figure out and my group spent ten minutes and 30 health of fall damage trying to get back.

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Suggestion from Alexsify#6875 (282997770120593410)

To devs : You want to prevent kiting ? Then implement this drastic change that will make the game way more enjoyable. Make impossible the use of hammers while running. In counterpart, give players more ammo. Gunfights are way funnier than kiting. Stealth will still be possible though, so the gameplay will become stealth and gunplay only. No kiting. No mechanics exploitation like before. Also, pls drop the respawn/cocoons idea... It very easy but also very frustrating to counter this mechanic as someone has to stay behind, alone. The fact that the counter to this is so obvious makes players garanteed to exploit this mechanic in the most frustrating way, just sitting around. Make this game a little bit like the 2017 cinematic trailer and the playerbase will definetly grow.

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Suggestion from Executive Norse#9104 (220272033425129472)

About the cocoons:
Put a limit on how many enemies they can spawn.
Make them react to players and spawn when "threatened".
Give them an animation for birthing.
The current mechanic, while I like the idea of spawning enemies as a means to resource-sink the players, is way too arcade-like and takes away from the immersion.

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Suggestion from Realistic Glass#1799 (690501956782915625)

more language support please? Currently letters from unsupported languages will display as “purple&white missing texture square...😐

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Suggestion from Hamilton#9339 (576300637390635020)

A lobby crafting system for cosmetics based on crafting materials you find in game from completing sectors and extracting.
These cosmetics are for your prisoner/weapons.
You can unlock cosmetics by doing harder content.

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Suggestion from Tombie#4924 (768550016012386374)

What if you had a separate mode for people who want to try solo? The only difference being that every time you cross a security zone door, it saves your progress so if you die doing an alarm door, you don’t have work through dozens of sleepers to get back to it. This could be for people who are not experienced in online play and not skilled enough to get past certain areas.

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Suggestion from Lafée#2349 (250612504630132738)

what about any class system ?

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Suggestion from TheWrong1#3809 (534031436504760324)

adding an actual survival game mode for some sort of sandbox. you have a map with a couple of terminals, you set up, activate the first wave when ready from terminal. every hit will grand points that will make you able to buy supplies, items or change weapon or tool weapon from the terminals. this could be playable in solo as well, for people that keeps wanting a solo game play in this. it doesn't have to look arcade style, the points just can be shown in your inventory and not have a bunch of numbers all over the screen. the longer you survive, the more sleepers and the harder the sleeper will be. first waves just some normal sleepers and range ones. in the harder long waves have big chargers and maybe can had a mother if wanted.

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Suggestion from xen#3914 (233745353956917250)

people's consensus on the idea of the game gaining more horror tones? I feel like the horror aspect of the game is lost after your first 1-2 runs because monotony and efficiency drown everything else out. upvote for you'd like to see more or downvote for the opposite/it's fine.

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Suggestion from Dickchess#5107 (200417579091623937)

Slug Shotgun

A main weapon that boasts good damage but a slow rate of fire. Severe damage drop off makes it inefficient but usable at long range, especially if you hit headshots. At extreme close range (melee distance) it can 1-tap to the head. This would be a rundown specific weapon in the vein of the double tap rifle or the r3 rifle, perhaps with 4-6 shots in the mag.

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Suggestion from Clay#1854 (97053039499673600)

in addition to the ability to temporarily draw on the map,
the ability to use a more permanent marker to draw on the map for that session.

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Suggestion from Clay#1854 (97053039499673600)

the ability to write and keep session notes outside text chat so that they are not flushed from chat by down/revived.

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Suggestion from Klamodude#6092 (236925061708120064)

can we get a level where the main objective is to startup reactor and then the extreme layer is to turn it back off and then the OVERLOAD (awesome!!!) is the warden telling you he made a mistake and you have to once again turn it on!!! that would be a cool level I think!!!

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Suggestion from Realistic Glass#1799 (690501956782915625)

a level where prisoners are send down to a mine site with pickaxes to mine iridium. After that attack by enemies and they have to fight their way to extraction with their pickaxes while weight down by the minerals carried on them. Santonian

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Suggestion from ARCHI#1757 (299289556291944458)

Allow players or events to dynamically change mechanics map-wide. This could include rerouting power to affect lighting and opening doors in different sectors, moving fog using air filtration systems, activating alarms at a distance. These could be rewards or mechanics activated by terminals, mini-reactors, adding to the strategy and decision making part of the game, instead of a streamlined mono-solution way to complete an objective.

||I was thrilled by A2 extreme when the lights went out in the entire level. It really changed the way the level was played and I found it awesome!||

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Suggestion from TheWarriorCat#2036 (589180308503527431)

I know the community (or at least people on discord) has many mixed thoughts on kiting. A suggestion I have (albeit one I realize would probably be very difficult to implement) would be a slight change to the striker a.i. Basically, if they detect someone circling around them for an extended period of time, (10 seconds or more?), they stop chasing the person, stand still, and become more accurate with their strikes, becoming extremely difficult to dodge, even with ‘kiting’. If the target runs away, the strikers will just follow them as usual. This could be used as a way to prevent circling , while still allowing other forms of kiting.

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Suggestion from GumPum#1216 (486987911951286272)

instead of humans get turned into sleeper by an alien parasite, the aliens come back, kidnap prisoners an then the aliens get turned into sleeper by a human parasite and we fight those sleepers in a new environment in space on an asteroid.
Find cells to turn gravity back on in some rooms...

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Suggestion from Left Behind#9471 (155454338968322048)

Live player count statistic in the main rundown screen.

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Suggestion from Left Behind#9471 (155454338968322048)

Resource packs that can be placed on the ground or on top of desks and other surfaces, and anyone can take from them, like in the Payday games. Would be useful for objectives requiring constant defense of a particular area.

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Suggestion from Nerty#8087 (344144395521753089)

How about an attachment system for weapons, a way to change magazines (to vary between reload speed, magazine size); different lenses to change the zoom factor and the crosshair of the sight (for example x1.0, x1.5, x2.0), and why not different barrels to vary between the damage or the range and the recoil of the weapon; lasers on the weapons that all players can see, this could help players show a threat since it is impossible to ping enemies (why not the possibility to change the color of this laser). The purpose of attachments would be to be more suited to the mission one wishes to do. The attachments would therefore be more of a way to customize the weapons according to the preferences of the players as well. PS. when I propose different cannons for the weapons I do not want to see the appearance of silent cannons which would destroy the atmosphere of the game.

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Suggestion from Nerty#8087 (344144395521753089)

A way to recover the mines (those found in the boxes)

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Suggestion from Nerty#8087 (344144395521753089)

The possibility of seeing the statistics of the players when the game is over (by dying or by completing the objective), we could thus see the number of enemies alerted, the enemies killed, the boxes and cabinets open, the damage caused by hush, accuracy, number of headshots, number of teammate rescues etc.

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Suggestion from Tombie#4924 (768550016012386374)

I think that if you have less members in your team, the amount of enemies that spawn to an alarm door should be smaller.

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Suggestion from Amby#8924 (646454771586433055)

voice commands similar to games like tf2 or csgo so that players without mics can still do basic communication

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Suggestion from Tombie#4924 (768550016012386374)

in game items such as consumables and packs should be stackable if they are not 100% full.

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Suggestion from uarewRong#0349 (120518185270247426)

ingame mic for some special scan alarms. have to speak into the mic during the scan for from command prompts

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Suggestion from Lafée#2349 (250612504630132738)

do something for the level completion haven't to be linear. Like another passage for the extration, one in the high part, another in the extreme part. Currently, there is only one path and missions. You could do this by putting a system (like group scan) for close some security door.

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Suggestion from Amby#8924 (646454771586433055)

weapon skins that you can buy for like $0.50 a pop to support the devs

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Suggestion from Amby#8924 (646454771586433055)

a colorblind mode which assigns symbols/numbers to players instead of colors

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Suggestion from AdamRefined#7652 (814629611521441852)

Please oh please ||use the charger scout concept that we talked about in || #gtfo-media I feel like it would be much better than the current one as it would bring something new instead of ||just being another scout reskin||

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Suggestion from 𝓯 마약#5624 (426350968007819267)

for the ||charger scout, buff it so it's not just a thiccer scout, maybe give enemies woken/summoned by its roar get a increased movement speed and damage, overall increased agression, or make all enemies spawned charger type hostiles. Make it more of a threat than it is now. I was surprised when i first saw it but now it's just any other scout, easily getting taken care of by a hel rifle||

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Suggestion from Tombie#4924 (768550016012386374)

Have a difficultly selection in the lobby.

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Suggestion from Aaron#3736 (100719978252079104)

Building on Tombie's suggestion (768550016012386374), be it a difficulty intent?
Since "difficulty" is more about which objectives you plan on attempting (High, Extreme, Overload, Prisoner Efficiency), you can "declare" which ones you plan on attempting. So If you're new, maybe there's a filter for "High" only. Players who are more comfortable with their skills can explore "Extreme" or "Overload," and the Veterans will be going for "Prisoner Efficiency" lobbies.
This way, you can broadcast to other people your goals for the run.

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Suggestion from FuLygon#9301 (397626628605345802)

add optional objective filter when matchmaking (main/extreme/overload/pe)

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Suggestion from Shivaxi#4352 (177275335404945418)

-Had this idea for an enemy that gives off electrical interference like an EMP sort of, the effect would make your hud and flashlight flicker, straight out of a horror film, making it tough to see and inducing panic in players. I noticed the lighting in the level is dynamic and randomized a bit as well, so it could even effect lights in the level! This would be super spooky and awesome. Glowsticks would be uneffected, making them more useful in situations like this.

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Suggestion from Amby#8924 (646454771586433055)

xbox series x/s and ps5 ports once the game is completed (i doubt it'd be able to run on the switch, also the switch doesnt have native voice chat support)

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Suggestion from Wee Tod#7267 (666762831286239232)

Maybe add a colorblind mode for people that are red green color blind. Like making the enemy tracker yellow instead of red, as well as making some item pings colors that are easier to see.

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Suggestion from spytastic#4577 (261952382475173908)

Either a tool or an item which reseals door to a weaker state. These resealed doors can't be reopened unless they are bashed down.

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Suggestion from plasticbag#1779 (121626289449861120)

Addition of a /unstuck function, since there are spots in the game currently that locks you in

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Suggestion from Alexsify#6875 (282997770120593410)

The ability to put items into lockers and to see on the map the contents of opened lockers.

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Suggestion from Ellipse#4960 (166626545576706049)

in regards to an unstuck option as listed above, if stuck perhaps it would be possible to have that person teleport to another player only if they are within a specific range so it can't be wildly abused to create fast travel. or teleport you to the last walked through doorway.

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Suggestion from TheWrong1#3809 (534031436504760324)

bigger better dodges? They're so bad rn that just running left n right is 300% better...

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Suggestion from 𝓯 마약#5624 (426350968007819267)

a system that unlocks once you clear a level
so, ||B3 extreme with all the hybrids and big chargers, i had a blast playing that part, and i want to play it more. but getting to it is such a hassle, with all the fog, alarm in the fog, finding the bulk key in the fog, giant heaven in the fog, etc. So here’s what i propose. Once you clear all difficulties for a level, you unlock a sort of selection for the level. using this, you can spawn in directly into the extreme difficulty of a level or overload. This won’t increase the completion meter at the bottom of a level.||

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Suggestion from Shivaxi#4352 (177275335404945418)

-To make the pistol more viable, since it's a one handed weapon, allow us to be able to hold and shoot the pistol while holding items like the fog turbine and carrying cells, etc. fog turbine is big and looks like you hold it with 2 hands, but for the animation to make sense, your character could sort of prop the pistol up on it or on the side while being able to carry the turbine, just for the animation to make sense. gameplay wise i think this would be a really nice touchh and actually encourage players to take the pistol, since I barely see anyone ever using it.

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Suggestion from Aaron#3736 (100719978252079104)

Game should remember more stats/info of the player if they disconnect. (Prepared Boosters and Map progress)

I know the game remembers the Resource the player is holding, ammo and health percentages, but I would really like the game to remember the map and boosters applied to that session.
It feels really bad if I get an internet spike (or roomates pet kicks and resets the wifi router) and I lose connection to my friends game, which means I have to rejoin their game. This means the map I explored with them is reset (which I hope gets addressed in the future and have come to currently accept), but it also means I've lost all the boosters I've prepared. Understandably, if a player prepares a booster, doesn't like how the game is going and quits, he should loose the boosters he prepared, but in this scenario, I'm re-joining a game. If, for some reason, I'm trying to cheese tools by swapping to another tool, then I can understand loosing the boosters I prepared, but I'm re-joining because I've lost internet connection, which is outside of my control. If I had prepared some really nice boosters for that run, it basically means I've lost them and am being punished for something out of my control.

I think players joining late should just get a copy of the cleared map from the Host, seeing how if the host disconnects, everyone gets thrown out of the session anyways. So if a player joins late, they can see the explored regions the host (and team) has explored.
As for Boosters, I'm not sure the best way to approach the problem without first addressing the issue of letting people hop out to change weapons/tools, but I would like it if I could re-join the game with the boosters I had previously.

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Suggestion from Aaron#3736 (100719978252079104)

Enemy Idea: Scout that searches using Vision instead of sound/touch/feelers.

It could look like a normal Scout, but instead of a larger Shooter model, the "head" is a giant glowing eye. It can walk around, stopping every once in a while, but slowly scanning the room with it's eye. Players see where the Scout is looking because the Eye is like a giant wide range Green flashlight. When it stops, it stands up straight, and opens both of it's eyes (one on the front and back of it's head, or maybe one giant Eyeball looking out both sides) and scans the room like a lighthouse.

If it sees a player, it'll take a moment to focus and determine the player is hostile. So the Green eye light turns into a Yellow light that focuses upon seeing the player, and if it recognizes it is a player (via player moving, player turning on/off flashlight, or being close enough), the eye becomes a wide-eyed and changes to a Red light for a moment, then closes its eyes and begins the Scout yell phase. Could be like a point system, where if the player does enough actions that go over the threshhold, this Scout recognizes them. The closer to the Scout the player is, the more heavily the points are weighed/calculated. So a bunny hop from across the room could barely be counted, but a bunny hop right in front of it could trigger it.
So theoretically, this Scout can see a player, but if that player stays motionless at range, allowing the teammates to sneak behind the Scout to hammer it in the opcipital, or the back, or the giant eyeball.

Enemies are already reacting to sound, I think having an enemy react to vision would be an interesting addition. Could maybe be a Lore thing that the light is uses is the same wavelength as glowsticks, which is why when it's scanning the room, other sleeping enemies don't react to its scanning.

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Suggestion from Windows XP#1160 (265601376225198081)

A rare occurrence (in certain expeditions) where a regular sleeper (preferably a Shooter), is awake instead of sleeping. It wanders around the area just like a Scout, except that it's not a Scout. That idea has the power to sometimes catch players off guard, especially if the Shooter is wandering around like a scout. It doesn't have the lethality of the Scout, but will still wake up the room of the Shooter wakes up and yells.

Interrupted Communications:

....Wait? Is that sleeper awake or it's just a Scout?
....How the hell it managed to wake up?
.......Who knows? What's next then? Walking Giants?!

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Suggestion from mccad00#8360 (161610519546036224)

'bleeding' status bar that some enemies can inflict, works like infection but ticks health down considerably faster. The bleeding bar would tick down at the same rate as your HP

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Suggestion from Advil Consumption#0784 (296652274577571840)

This is more of a request I already suggested a while ago, but maybe a trip down memory lane by revamping the first six levels of R1 complete with infection fog, blood doors and surge alarms, optional objectives, the boosters and new equipment, as well as maybe extra levels with the newer environments. For instance, R1B2 was an HSU mission with lots of thick fog and shooters, but maybe add a generator mission as the extreme objective where after you complete it, the fog becomes infectious. Another example could be R1C2, where we were introduced to the charger enemy. More could be added on to this, so maybe an uplink or reactor optional objective where you hold off against chargers and giant chargers. Its a solid idea and I think its agreat way to bring veteran players back to a time when everything wasnt an infinite alarm lol.

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Suggestion from Ellipse#4960 (166626545576706049)

since scouts are able to walk through open doors, what if they had the ability to open unlocked doors if their feelers touch a door pad (can't get past a padlock or a hack. Could bring some additional level of unpredictability of scouts showing up in rooms they normally wouldn't. Another bonus being if people are silent killing a room and all of a sudden a random door opens and a scout shows up. Gives it a bit of a freak out to the unsuspecting player.

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Suggestion from Shadowbomb#0001 (113182704811450368)

make different melee weapons. You could have ones with different attack speeds, charge speeds, and damage outputs. It would be nice to get a knife to assassinate things, charges instantly but 0 range. Maybe make the hammers different, sledge has slow charge but damage + stun, gavel has quicker charge and swings faster but less damage and stun, little more range. Spear for long range and piercing, high head damage but low body damage. Have a machete, easy decapitate any enemy at full charge on neck but slightly longer range than the knife although still closer than the hammers.

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Suggestion from Shadowbomb#0001 (113182704811450368)

different types of silent weapons: short bow, long bow, crossbow, throwing knives, maybe have a melee option a spear you can also throw?

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Suggestion from koops#0662 (665979487506399254)

If a level needs for finshing it successfully -> infinite kiting or system abuse to prevent intended special enemies to spawn, then you should start questioning level design. Its not like you couldn't just place more ammo just enough for the objective. I like cheeze cake tho.

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Suggestion from loudanger#0233 (395688138917412866)

please let mouse scroll to be unassigned, it's awful when in the middle of a battle it switches weapons... otherwise please let it be assigned to something else (e.g. melee or reload or whatever)

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Suggestion from GumPum#1216 (486987911951286272)

Give us the option to have crouch and toggle crouch on different buttons.

Then you can use crouch-slide without loosing your finger when you have to crouch for 10 minutes because of an area full of enemies...

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Suggestion from raDiaNCE#8362 (394947270409453597)

small change to the boost system. When you get 1.0 in a specific category, maybe you have an option to select which boost you have- maybe like 2 options as muted, 3 as bold, and 4 as aggressive. This would allow you to pick which boosts support your play style or “role” in the team.

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Suggestion from Rey Jones#8228 (569403083038392343)

put a limit on how many enemys can respawn in the room (tbh one of the easiest way you can fix it) like 1 to 10 if there is 20 enemys and 1 to 5 if there is 10

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Suggestion from TheWrong1#3809 (534031436504760324)

being able to ping whatever we want where ever we want

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Suggestion from 𝓯 마약#5624 (426350968007819267)

storm alarm
it will appear once at the highest difficulty at the last map of a rundown like R4 E1 or R5D1. maybe have the objective be retrieve the data sphere containing high value information from a highly secured facility. The room the data sohere is contained in will look the same as the room. where you put it in on r4c1 but bigger, no fog and better lighting. the room is locked behind am apex door. In it, there are 3 other apex doors that are in lockdown. once you approach the data sphere, this message will show. WARNING: STORM ALARM DETE2$&C*@d//LOCKDOWN
when you pick it up, an alarm sounds, followed by massive roars, the alerting of hordes approaching from multiple directions, some from afar, some from close by. a standard shooter/striker wave will come through the apex door you entered through. About 30 seconds after the alarm has been started, players will here large banging at all 3 of the lockdown apex doors inside the room. Each door will have a random timer of 5~7 minutes until they get broken down. First door contains 20 chargers and big chargers. second door consists of 2 tanks. Third door will be made of shooter/striker/hybrids. If all break loose, a grand total of 20 charger type hostiles, 2 tanks, 20 group mix of normal enemies and hybrids. 42 enemies in total. If played right, you won’t even need to take a single wave of them in a fight. Grab data sphere, get out before they break down the apex doors. causing insane anxiety on the extraction sequence.

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Suggestion from FredyJabe#5137 (140582197022294016)

Using a bioscan with turrets could be benefical? Maybe like, tagged enemies using the bioscan would make the turrets lock their targets faster on locked entities? I played with a bunch of people that almost yelled at me because i took the bioscan and they were saying its just a comfort item, that i couldve used a turret instead and be usefull

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Suggestion from R0K3TC4T#1535 (317173276541583361)

an encounter where a blood door opens during a combat scan, players will need to decide whether they go to fight the blood door and leave the scans, or try to hold on as a horde rushes them down on the scans.

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Suggestion from GumPum#1216 (486987911951286272)

Spawn a dead body at the position where a player died in the last game.

Can be the already existing dead body model in the environment.
Position where someone died on a failed mission gets saved for every map and playing with 4 people will result in up to 4 dead bodys per map when they died there before.
Every new dead will override the last position, so there is only 1 dead body for every person.

This can be funny when someone die in a weird position before or even get the (mid-air-downed) bug and it spawns a dead body there.

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Suggestion from Phanta#0350 (212390224423157761)

a carry objective like cargo that requires 2+ players to carry

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Suggestion from Garret#9068 (264157900128124933)

an indicator/progress bar when you are being revived

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Suggestion from Disoriented Fox#0128 (474370182467420160)

The boosters are a neat system but in its current state feels off; The randomized reward element feels off and not everyone enjoys the same type of booster. I personally have thrown away "boosters" that are less than wanted. Maybe this can change into a Artifact collection nets you "money/research/currency" based on the heat of the level and the specific type of artifact found. This "money" could be used in a warden shop to purchase specific boosters that best suits one's play style. This shop could be expanded upon into the realms of weapon customizations adjusts that are purely cosmetic or adjust a weapon a certain way. "Money" could also be given for completing objectives too, though I understand this requires additional balancing to take into account easier vs harder level grinding.

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Suggestion from Çaptain Ålpha#6344 (208401169108828161)

Tweak mother birthing ability, the mother and pmother birthing ability should stop when they are c-foamed even when they are in the middle of birthing.

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Suggestion from RyanS#8509 (261274670286766091)

A "network" scout that has tendrils attached to every mob in the room. If a single tethered mob is killed, the scount instantly alerts, forcing the Players to kill the scout before all other targets.

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Suggestion from Enigma#2285 (318910687583928321)

I don't know if it's just me, but I noticed that lights don't seem to interact with players and enemies quite right. Maybe allow us and the sleepers to cast shadows as well. It would be cool to see the distorted figures of your squad slowly sneaking through the complex or of an incoming horde thrown onto walls and the floor. Also, a player should be able to see the effects of other players' flashlights on their weapon (more visibly) and their character model.

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Suggestion from Enigma#2285 (318910687583928321)

Set the player's camera height at the eye-level of our character models.

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Suggestion from Enigma#2285 (318910687583928321)

Don't let sleepers run and phase right through us. Maybe they'll stop right in front of us, or they can shove past us in order to attack the player that has their attention.

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Suggestion from quinoa#9190 (366044037284757514)

if the last prisoner standing dies give the enemy some sort of finishing move to kill off the prisoner in a violent fashion before the team wipe screen. I want to see the prisoner explode in some pile of gore or have their chest burst open.

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Suggestion from Skyrope#8741 (266345176967020545)

This suggestion is about the new cocoons and sleeper respawn system

With the current cocoons, you cannot see the sleepers respawn from them, so it really takes the immersion and scare factor away. It would be really dope to be clearing a room and hear a sleeper hatch from a cocoon, watching it fall to the ground.

The current cocoons only respawn sleepers if you are 2 rooms away. I think it would be better if each sleeper that would respawn has their own cocoon, and each cocoon has a different randomized timer. When a player reaches within 2 rooms of a cocoon, the randomized timers for such cocoon will start ticking and will not stop. When the cocoon's randomized timer runs out, the sleeper in that cocoon will slide out of it, falling to the ground. You would be able to see the open cocoon on the ceiling, with liquid dripping out of it.

The dev's could do so much with this. Imagine clearing a room and a sleeper hatches above you, falling on top of you and waking the whole room up. They could even throw a mother in a cocoon, and at any time it could hatch and attack the players. That would surely scare the hell out of me, because I would constantly be watching that cocoon.

You could also introduce new enemy's this way as well. Slap a new enemy in a special cocoon and build a special room for it. Only let it hatch after the players have seen it and are like 2 rooms away. Imagine entering the room and wondering what kind of enemy is in that cocoon, only to leave and come back to see that it is open, and the new creature is nowhere to be found, hunting your team.

I'm not sure why the dev's made the cocoons the way they did. You would think they would make them hatch in front of you to bring more uncertainty to the game, because I hope they are striving to make this game more horror-inducing to current and new players. I hope the way I suggested it would make it very

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Suggestion from quinoa#9190 (366044037284757514)

build more horror aspects into the games environment. What if there are cocoons that sprout from human corpses on the ground and they burst open and hatch babies when the room is awake.

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Suggestion from quinoa#9190 (366044037284757514)

more ideas for building horror in the environment of the game, what if the lights flicker on the side of the blood door you open when enemies are banging on the door. Or what if there was a large enemy that causes the lights to flicker as it approaches due to its size, imagine the trex scene in jurassic park

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Suggestion from GumPum#1216 (486987911951286272)

Disable push to talk when you are in chat

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Suggestion from Sargent alexander#6450 (399333692755148803)

suppressed ammo

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Suggestion from AdamRefined#7652 (814629611521441852)

Optional objective idea

Overload - Pov: first you walk through a couple of normal rooms with the enemies from whatever tier you are playing, then you walk into a room and see a single terminal surrounded by 3 apex doors. In the terminal there is an audio log and it would say ||Person 1: What do these doors do... Person 2: I say we find out. apex door hums followed by a mother scream Person 1: WAIT, CLOSE THE DOOR CLOSE THE DOOR CLOSE T Static log end|| So there will be 2 rooms with ||chargers or hybrids,|| and then 1 room with a ||Boss mother||. Upon inputting the command in the terminal, all 3 doors will open and all enemies in them will automatically aggro. You then have to dispatch all of the enemies and go through the doors searching for the next bulkhead key, and a terminal with a normal scan that does something to fit with the level that it's on. After the terminal scan is done you proceed back to the main objective (with a possible permanent change from the last command inputted such as rising fog or increased waves or something since it's overload)

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Suggestion from wat#1305 (178700301824425984)

QoL changes for the map

Allow players to pin certain locations on the map with a special icon or tag (use case: resources). The pin will always be visible when viewing the map, but can be removed whenever.

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Suggestion from Alexsify#6875 (282997770120593410)

An option in the settings to switch to the old (r1/r2) combat soundtrack

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Suggestion from quinoa#9190 (366044037284757514)

add formal support for a racing wheel. We need someone to complete a rundown on a wheel.

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Suggestion from 𝓯 마약#5624 (426350968007819267)

a new onjective
Intact lab doscovered within the facility. Gather information of its location and extract all its data.
One secured lab facility is in lockdown, and it's clean of sleeper infestion, all the contents of the lab are preserved. In it there's surgery beds, samples, unused hsus, and experiment logs. In the first room, there'll be two hard drives you can pick up. Once you pick them up, objective updates to use the hard driveses to extract data.there's two rooms on each side of the main room locked behind a security scan door. One to the right is a server room, the other is a security room. The person who has the hard drives need to plug them in a computer in the rooms and extract the data. However in the security footage room, there's one Researcher left, alive inside. Maybe have half eaten other researcher corpses since that's the only way one could survive after the food runs out. Make him say things like: A...a..a human? Please get me out of here, take me with you
Objective updates to: safely bring the researcher to the extraction point. While they're going through the facility with him, he could tell stories on what happened, like "Man, i was stuck down here for ages, if you guys hadn't showed up, I- i don't know how much longer i would've lasted, thank god you people showed up, bless you"
And then the team comes across a blood door marked zone 0
The researcher, upon reaching the door will say "wait... no... they're not out, they can't be, no... no... no... we can't go in there" to which one of the team responds: are any of these things supposed to be out here?
And then he goes into a full panic screaming don't open that door.
You have to open the door to get to extraction. Behind the blood door, there'll be 5 big chargers, two hybrids and a tank.
Inside zone 0, it's heavily infested with chargers, and shattered glass, lots of surgery beds.

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Suggestion from Phanta#0350 (212390224423157761)

using a lock melter on a lock box should have a % chance to destroy what's inside

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Suggestion from Left Behind#9471 (155454338968322048)

Corsair lighting effects integration feature.

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Suggestion from R0K3TC4T#1535 (317173276541583361)

for doors with the class not shown, let us query the door in the terminal system to see its class and type, to reward us for exploring.

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Suggestion from Darkghostshade#4469 (389455059462651924)

i would love to see something like a boss at the end so you have something to work for.

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Suggestion from ChillinVillain#7265 (696551358337384460)

more expansive tools

A lot of the current set of tools you find around the map only seem to be derivatives of loadout tools (C-Foam Grenade -> C-Foam Launcher, Mines -> Mine deployer, etc..)
It would be nice to see pickups that function as limited-use equipment that challenge you to decide between tools that are useful but essentially only exist to give you 'more' of what you already have or hold on to extremely situational equipment, like offensive tool that has a lot of stopping power but has extremely-limited, non-replenishable ammo (making it virtually useless for most situations where normal sleepers are common), or thermal googles with limited battery capacity (that are rendered useless by areas with bright light or light from teammates)

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Suggestion from CaptainAhAb346#2829 (567038068754874390)

increase foot fall noise of small enemies. My cat is louder than the strikers in R5.

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Suggestion from SeñorTacoTruck#0753 (536709835178377238)

add back global punch sounds. I want to hear my teammates get beaten to a bloody pulp by chargers or giants

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Suggestion from Angus#9751 (270106302384963584)

bonk meter please

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Suggestion from A.D.C.#9995 (597885542071271435)

Permadeath game mode - if you die you have to start the entire run again - Obviously an addition not a replacement to the current way things work.

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Suggestion from A.D.C.#9995 (597885542071271435)

shadow sticks - Like glow sticks but they reveal shadows, yet make everything else dark - Could have interesting effects with normal glow sticks!

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Suggestion from Mr. H1R0#9018 (205093742485438464)

Let's do something to break the synch meta. Have a rarely occuring sleeper that is completely deaf but highly photo sensitive. If you sweep a room he will become agro and can not scream/alert a horde but will violently rush players. This gives the option to let level headed meticulous players correct the threat with quick hammer solutions while giving the more jumpy players an option to panic shoot and turn the flashlight synch around on a team.

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Suggestion from Phanta#0350 (212390224423157761)

give me the option to make the artifact sound louder or make it a separate audio setting, i NEED that sound in my life

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Suggestion from Skyrope#8741 (266345176967020545)

Don't allow players to ready up if they don't have the selected expedition unlocked. I can bring new players into c levels. Does not really make sense.

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Suggestion from Realistic Glass#1799 (690501956782915625)

blended environments within a level? To make the game less dull 🤔

For example: Lab-Datacenter, Mine-Lab, Storage-Datacenter (Or more than 2 blend) etc.

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Suggestion from Alexsify#6875 (282997770120593410)

A new type of noisy door : when opened the door produces a loud noise that wakes sleepers of the room within a certain distance from the door. The door would have a distinctintive appearance. Would create new galeplay possibilities, and an increased use of the biotracker to "probe" if there are sleepers too close beyond the door.

Why i'm proposing this ? I noticed that in the 2017 trailer, one of the characters used a device to create a 3d holo representation of what was beyond the door. It could be that this device was the former design of the biotracker, but what if at the time scouts werent yet meant to be ? Would that mean that, at the time, opening every individual door is was big deal in terms of noise and stealth compromission ?

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Suggestion from 8bit#5143 (283650061819314176)

make the ending screen music of the lowest level in a rundown, the music at the end of the GTFO trailer

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Suggestion from aylaa.xo#8791 (720468919340498984)

The original A1 objectives with extensive respawns were overwhelming for new players although now the level is far too easy and doesn’t appropriately introduce the mechanics needed to successfully complete A2. In future rundowns, A1 should really be the training grounds for the rest of the map. The difficulty progression seems off now.

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Suggestion from plasticbag#1779 (121626289449861120)

Add in a feature whereby the death-logs is separated from the text-logs (example being shown in the Tabs menu) so messages typed in previously would not be lost

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Suggestion from plasticbag#1779 (121626289449861120)

Addition of an explosive grenade, since we have both c-foam grenade and trip-mines , but only explosive trip-mines.

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Suggestion from koops#0662 (665979487506399254)

let the mother spawn babies more smart, certainly when people camp behind walls. let them hypocrits feel some pain.

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Suggestion from Arno BMH#5201 (730895652078223492)

having an enemies catalog could be great , to know the weakness and how to beat them

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Suggestion from Realistic Glass#1799 (690501956782915625)

a classical-horror-game-type level where you don't have any weapons while can only sneak through enemies to the end of the level.prisonerefficiency

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Suggestion from Shivaxi#4352 (177275335404945418)

so, I'm not crazy about the current anti-kiting mechanics that have been implemented, and I get the feeling that the general consensus isn't either, after talking to a lot of players about it. So I'd like to offer an alternative:

Stamina. Okay wait, before this gets downvoted to hell, hear me out lmao. I love being able to run around willy nilly as much as the next player, but a stamina system I believe would fit into GTFO quite well. Not your "call of duty" sprint for 5 seconds and you're out of breath for 10 years, but more like, 1 or 2 minutes of full sprint, with stamina drain that would progressively slow players over time, but recharge quickly after a short rest.

To add to this, player sprint speed could even be slightly faster than it is now, allowing us to barely outrun the strikers and stuff, at least for a little while, which would actually encourage early kiting, and at the same time not let you kite forever, and I think this could bring a nice balance. Kiting may have not been initially intended, but it is already hard to pull off and rewards very skilled players, which is something I've always enjoyed about GTFO, where it's (mostly, now with boosters) down to raw player skill.

Furthermore, you could add a new syringe for this too (and boosters), a stamina syringe/boost, to increase stamina time or dramatically slow stamina drain, etc.

Anyway, food for thought, curious to see what the community thinks of this one, definitely pros and cons to this sort of system, but with the right balance I think it would be a better alternative to anti-kiting than what's in place now.

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Suggestion from Bambus#6968 (655490764373229578)

It would be great if we could experience the old rundowns again, but not as a reawork instat of as a part of the story: We will then experience the stories of old prisoners who died in the rundown by playing the same maps again, only a little bit shabby and with dead prisoners who failed at their old mission. We then have to do a new mission, for example, but pass the old mission and maybe find alarm doors that have been opened beforehand by prisoners how died ore survived there mission, maybe even access corridors from previous rundowns are buried or blocked.

So you can put your own story together and think about how things happened. and maybe you remember your own experiences in the rundown

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Suggestion from 𝕿𝖍𝖊 𝕽𝖊𝖉𝖆𝖈𝖙𝖔𝖗#5377 (162419694006042625)

It would be useful, especially when playing a level for the first time, if looking up Security Doors and Bulkheads via terminal query yielded some more useful information on what to expect from trying to open it. (i.e. information on what kind of alarm is in place on that door and, if applicable, what key/bulkhead DC is needed to unlock it. I think it'd help with trying to form a good plan on how to progress through the mission while not just making the mission any easier as knowing is only half the battle after all. Plus, you'd already have to actually have the patience to sit there in front of the monitor and be trying to input commands to look up specific doors.

The main purpose I was thinking when coming up with this idea was to provide players another tool to help with familiarizing themselves with the level and the mission as currently, the only real way to know what to expect in the slightest requires you to either work your way to each point in the level or have somebody on your team who has already completed the mission before. It seems, at least to me, that it would make sense that you could have the option to gather important information like what kind of obstacles will be in your path, especially since the game already lets you look up Security Doors but, as it is, nothing you could get from the system is something you couldn't figure out by just seeing the door for yourself, so it's pretty redundant.

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Suggestion from Ellipse#4960 (166626545576706049)

an idea just to mess with the players, during an upload, have more funky 4 letter words that have multiple spellings such as mail-male, bear-bare, cell-sell, dear-deer, fair-fare etc. For the players that call out, it would be funny to call out the word and the typer types the wrong word, though players that can check the code and then type it wouldnt really be affected.

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Suggestion from Fragbob#9208 (101061178049974272)

Make logs (both text and audio) available to players who have accessed them at least once in a Dossier menu in the main menu. This could function as a way to allow people to review logs without having to deal with impatient team mates. Logs could also persist between rundowns to help people better piece together the story of GTFO as well as act as something to collect/show off between rundowns.

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Suggestion from Ajssouthlake#0399 (302615003075182592)

remove cocoon system

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Suggestion from andrew1001#0744 (274767057940119552)

actually pay attention and add in good suggestions instead of just ignoring all of these

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Suggestion from Ultima666#8968 (206505122681847809)

Add Lan feature offline play

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Suggestion from Ryujin#7025 (199596560286351371)

What would you think about being able to put down the [Long Range Flashlight] on the ground (like a turret) or even on walls (maybe) so it doesn't feel like a "Oh * * * * ! it's a long range flashlight ..." when you find one. I think it would really increase the value of the [Long Range Flashlight] and what it could add to a run, which would make players considerate every items avaliable in order to plan the mission. What do you guys think ? 🙂

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Suggestion from Clarity#0078 (585550264115789864)

The chance for a BIIIG Treasure Chest full of everythinggg to spawn

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Suggestion from Stalfo#2298 (339601132802277386)

While I know that part of this games main draw is the rougelike nature that the finished game will have, I think some sort of minor "progression" system would be cool. Im not talking character skill trees, but something similar to boosters but more "permanent." like the ability to find/unlock a new weapon or tool that can be used in future rundowns.

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Suggestion from Tyrannicies#0917 (405510338948366336)

Even thought it's suppose to me a hard type of game; It'd be cool to add tomahawks' that you can find in lockers or other loot items.

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Suggestion from RaeLin42#4277 (833035551648382996)

I think that being able to run and reload would be a good feature and help. As well as adding in more ammo packs and med packs at least for large groups of people. There seems never to be enough.

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Suggestion from Duperuza#1236 (359352349568925708)

Maybe it's just me, but I quite liked the ambient noise put off by the artifacts when in close proximity - as a strange crackling sound I felt it fit the game, certainly helped in locating the damn things. The only complaint regarding the noise (from my friend group at least) was how loud it was on pickup, particularly when looking at the map (for some reason noises seem amplified when in map) - I think the current pickup noise level is a good spot. Tl;dr - petition to bring back the ambient artifact noise, it was cool, only the pickup noise was too loud D:

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Suggestion from Çaptain Ålpha#6344 (208401169108828161)

Since health regen back to 20hp and you don't have much punish if 1 guy survive. How about everytime you go down, lower your max hp regen from 20 to 12 (max). so you will be at least got 1 hit by striker.

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Suggestion from 𝓯 마약#5624 (426350968007819267)

don't make some resource boxes contain only artifacts
The way i see it they should be in boxes that contain what you'd normally expect, just as a bonus. Its kinda disappointing, looking for that one ammo pack left in the zone, finally find an unopened box and hack the lock to find one muted artifact,

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Suggestion from 𝓯 마약#5624 (426350968007819267)

a slight change to the blood door system
Instead of manifesting from thin air, make the room behind the blood doors contain the wave that'll come through the blood door. You'll see them dormant behind the door in your bio tracker, and once you pull the door they turn red and activate. Yall know that bulkhead in A2 overload with the babies, like that. They lie sleeping behind the door and activate when the door is pulled.

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Suggestion from 𝓯 마약#5624 (426350968007819267)

so i made some changes to the difficulty idea i had before. Right now, the competitive side of the community is speedruns and solo clears. Im sure some others would want to join in some competitive action but don’t want to solo or speedrun. So once you clear a stage amd get prisoner efficiency for the stage, a set of difficulty spikes that you can take will appear. they’ll take form of buffing certain enemies or debuffing allies, enhancing environmental hazards and so on.
stuff like this.
Charger-brutal
(chargers don’t use their tongue attacks, but punch attacks deal twice as much damage)
Charger-relentless
(chargers will not receive stagger effect)
Charger-resistant
(chargers take 50% reduced damage from the front)
fog-intensity
(increases the speed toxic fog gives infection)
scout-sensitive
(reduces reaction time when feelers have been stimulated)
Tank-aggressive
(tank ai takes a much mire aggressive form of combat, charging to players more often)
Mother-increased load
(babies per birth are increased)
Each of these challenges will account for 1~3 points depending on how much it enhances the enemies/debuffs allies. if you complete an expedition with let’s say, chargers-aggressive(2) chargers-resistant(3) fog intensity level 1(1) then you get a total of 5 points. players can compete with how much points they did. Would also bring a fun change to some enemy types, and spice expeditions up a little. also maybe add a reward bar for a point milestone, like 1point, random booster, 3point clear, 2 random boosters, 5 point clear, 2 boosters of selected category and so on.

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Suggestion from A.D.C.#9995 (597885542071271435)

That instead of removing the previous run, it is made more community driven so, when a certain limit of the community finishes A1 on the new run the previous runs A1 would vanish but the others would remain and continue the progression (though you might want to make it level for level idea), thus allowing people a few extra days on the last few levels (depending on how many the threshold is set too). Any it was just an idea based on myself not quite finding the time to finish D2 and as a result I never saw E1 in the last run.
hope everyone has fun in the new run GTFO

(This is a re-post I did a from last year but I realised recently you can up and down vote so wanted to see how many it got and its not there so posting it again to up-vote it)

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Suggestion from roach#8221 (222143834304282624)

Add a separate keybind for sliding.

I was originally going to suggest allowing for separate keybinds for toggle crouch and crouch but really what I want as a player is to always toggle crouch but also be able to slide consistently.

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Suggestion from Aaron#3736 (100719978252079104)

Community maps.

I think it would be a lot of fun if you gave us the tools to create/design our own maps to play. Some people are just really good at the game and they've seemed to have already gotten Prisoner Efficiency on all the levels already. Some people, like my friends and myself, are still slugging away and working at it. But I think if you give players the tools to create maps, the better players can (potentially) have unlimited maps to play around in.

Of course, it would need a sort of moderating system, player reviews, and general feedback system, but I think if incorporated into the Steam Workshop or something, the community can somewhat "self-moderate" to filter out the troll maps or potentially cheating maps. Like dropping the team into a room with only a Blood door with a tank, a mother, and big chargers behind it. Or a room with nothing but artifacts before extracting. Maybe custom maps don't use or gain artifacts to prevent the second one from happening. Or rooms/doors have a point system so you can't spawn more than a certain amount of enemies for the former. Or let the players go crazy for the "challenge"?

I think it could be fun.

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Suggestion from ChillinVillain#7265 (696551358337384460)

adjust or replace the dodge mechanic

I am by no means a good player and I'm not great at kiting/b-hopping, but I've come to realize the dodge mechanic seems completely redundant next to kiting and b-hopping. In one instance I avoided most damage from a group of 8-12 enemies by simply b-hopping through them and kiting them around corners while charging my melee. I know for a fact If I tried to dodge even once, which would require me to stop running for a moment in order to do so, I would certainly have went down. Dodging just seems to have no greater utility in any situation at the moment over other strategies. Perhaps it needs to be adjusted?

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Suggestion from Phanta#0350 (212390224423157761)

more environmental hazards to alert enemies, such as stepping on broken glass/walking over water puddles, and have enemies be able to wake up through gratings since you can just crouch walk over them and they wont wake up from pulsing state

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Suggestion from 𝓯 마약#5624 (426350968007819267)

A reactor mission, but with a twist at the end
Once you finish all the waves and finish the startup sequence, it powers up, but one of the bio labs has an error in the circuit, causing an overload in the lab systems, creating an audible explosion. Warden objective updates: BIOLAB IN ZONE 0 IN CRITICAL CONDITION. FLOOR HAS BEEN CONTAMINATED. ESCAPE.
An error alarm starts, a spawn of 2~4 strikers every 10 seconds, 3 chargers every 30 seconds. Contamination from the lab will cause some enemies to act diffrently, due to a leak in a substance they were working on. Chargers become stagger immune. Strikers gain increased range. Shooters get a slight damage increase. Hybrids don't get staggered during its ranged attack. Mother fog is changed into toxic fog. The door that leads to extraction zone will be a blood door, containing 3 contaminated hybrids and one contaminated mother. Prisoners need to fight through these stronger mobs. Once you step on the extraction scan, (which is extra big) a separate alarm starts, 3 contaminated big chargers every 45 seconds, a contaminated big striker every 30 seconds.

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Suggestion from A.D.C.#9995 (597885542071271435)

My suggestion is basically complete the Cocoon System.
By this I mean, when waves of enemies are spawning (alarms or scouts) they do actually ooze out of the sacks to the floor and the scream you hear at the start of the wave is the many voices of the wave screaming to life.

I would suggest that the cocoons then regrow into the full form between the start of that wave to allow the start of the next wave.

To be clear I think this is something that would be so cool to see in game the wave(s) descending from the roof/gantries and then the cocoon sacks refilling with a new enemy.

The cocoon sacks could be ‘kill able’ to allow payers to stop spawns right on top of themselves however, for that to work you’d need more cocoons than a player could destroy and still complete it (might need off screen cocoons the players cannot reach, yet the enemies can get to the player area through pipes or similar). Cocoons could spawn more than one enemy when another cocoon is destroyed to keep the numbers per wave constant so only the spawn area can be adjusted slightly.

I also think that different size cocoons for different enemies would be a good fit. Along with the ability for cocoons to change shape depending on how many cocoons are left of each type to ensure a wave spawn in to remain balanced/as intended. Cocoons could also change shape to allow for different wave compositions during scans – like spawning one Tank/Father in an alarm wave.
You could take this further with cocoons of different types being required to connect together to make an enemy with properties of each cocoon involved combined.

What I really want to see from this suggestion is the enemies descending from the cocoons to the ground and the cocoons in turn refilling. So please up vote or down vote this part of the idea the developers would make it their own anyway.

Note: If by some chance this is what the d

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Suggestion from Phanta#0350 (212390224423157761)

have some sort of indication for the biotracker on if an enemy is above/below you, like circle as normal with little arrows inside/next to the them

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Suggestion from EchoMirror#1091 (208930178993225728)

Remove the -melee % damage mod from boosters. Replace it with -charge rate or -attack speed. Negative damage often renders the hammer unable to kill chargers/scouts from behind which severely cripples players by preventing stealth kills as well as messing up teamplay during giant kills which is very funny but still breaks one of the games central mechanics...tactical stealth bonking (Also sticky glowsticks)

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Suggestion from P̶A̶L̶E̶D̶R̶I̶C̶H̶#2565 (297925815151230976)

add a double barreled hel shotgun, make it less damaging that the autoshotty but make the 2 shots almost intantenous, around 8 shots when you spawn with it 18 max

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Suggestion from OH.Y3AH#4886 (340425904582950914)

Change the dmr's model name to "Hanaway TR22" to match up with the double tap rifle's for the sake of consistency.

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Suggestion from Althix_Grim#2010 (186678172543221761)

The prospect of side objectives opening certain things is quite nice but I'd like to see a bit more done with it tbh, I'm going to take R5B2 as an example with Extreme unlocking zone 85 for overload and starting the error alarm, I do think its well implemented but Simultaneously i think it'd be a nice touch to have zone 85 accessible without the extreme objective having been completed via the door being alarmed (and quite heavily) to add more risk vs reward choices in levels, doing a certain objective may open up a heavy scan (something like an S1 or class 6) but com,es at the cost of starting an error alarm or alternatively spend a large amount of resources for a possibly safer approach but you have to contend with a big scan that can wipe you early in the run with starting resources, it isnt perfectly thought out just yet but i do think it could be refined into something better with additional consideration and open more possibilities with map design for future rundowns

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Suggestion from Sharrr#1703 (330513331397984256)

Let me preface this by saying that I think the level designs in this rundown are quite good. The high objectives don't take forever to complete, while being "fair but difficult", which I always felt this game provided. I haven't come across an objective in extreme or overload that I thought my team couldn't beat given enough time and practice, and I'm enjoying the new mechanics (for the most part.)

That being said, I find that R2 and R3 respected my time better than the current rundowns did/do. I think it would be a good idea to separate the objectives so that you can do High or Extreme, but you don't have to do both. Forcing players to have to complete the High objective (except in cases where players are going for Prisoner Efficiency) feels more like a way to artificially inflate the length of a level, especially if you're doing it for the third, forth, firth time going after those Extremes and Overloads if you chose not to do it the first time around. Sometimes the extra objectives aren't even tangibly related to the original, in which case one asks themselves why aren't they just their own level? They're certainly long enough for that.

Runs can be very lengthy, and while sometimes I am game for 3+ hours for a prisoner efficiency, occasionally I just want to do a single objective before I have to go out, or because my usual team has other obligations. I don't think the tier system is bad, necessarily, but I do think that the win condition shouldn't be dependent on clearing the High objective as well as the other two.

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Suggestion from ARCHI#1757 (299289556291944458)

Enhanced Uplink Objective Idea: I really enjoy terminal uplink objectives as they force players to defend a player for a certain amount of time whilst the reward for being quick on the terminal means less waves. However I think that the team communication part of this objective is kinda let down since most players (me included) can just solo a terminal but looking up the password ourselves, this actually being quicker than your teammates having to tell you. Here's what I have in mind: actually having 2 terminals, one for the uplink just as previously and another one (not too far away but far enough away for one player to be unable to solo it efficiently) that displays the passwords/hash combination. This would require actual team communication instead of one player doing all the terminal work.
The downsides to this are having 2 players doing terminals instead of 3 protecting like previously and would seriously make solo/duo runs a lot harder. Tell me what you think!

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Suggestion from 𝓯 마약#5624 (426350968007819267)

error/storm
A new form of error alarm of absolute chaos, mass waves coming relentlessly. Spawn of 12~15 striker/shooter with a chance of big strikers every 20 seconds. While it lasts, it'll be absolute carnage. These types of alarms will be placed on situations where good teamwork can put the alarm off easily, if not, then a squad wipe or a massive resource drain. Alarm trigger and whatever that can turn the alarm off will be 4 rooms apart maximum and no alarm doors. On higher difficulties maybe add a blood door. The rooms could be either fog or scout or giant heaven. Would put immense pressure on prisoners once the alarm begins.

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Suggestion from 𝓯 마약#5624 (426350968007819267)

a type of defense objective
Heavy cargo load needs to be delivered to extraction. Its too heavy to be lifted on hand, so you need to start up a transport for the cargo that will transport it to the extraction. It can be activated via terminal in the room. Once the transport activates, an error alarm begins, but they come from multiple directions. Players need to protect the transport until it safely arrives to extraction.

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Suggestion from 𝓯 마약#5624 (426350968007819267)

new charger branch enemy that appears from C tier or above. 20 hp, but when taking damage from the front they get 50% damage mitigation, and don't get staggered. Form of attack is a straight charge, dealing more damage if they charged longer. Attack from 5 meters away= low damage
Charges at you from 30 meters= high damage.
Their fast speed whilst in charge and their lack in agility causes them to be weak against sudden turns or running into walls. If they run into a solid object, they get stunned for 3 seconds. Using dodge at the right time can avoid their charges.

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Suggestion from R0K3TC4T#1535 (317173276541583361)

a tool that you can place down to block spawns in a room

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Suggestion from Dad#7700 (196703637207121920)

c-foam tripmine deployer. Limited to 4-6 mines since it offers different utility compared to the standard explosive mines.
Pros:

  • fast deployment across different areas
  • can be picked up if not triggered (Allows for covering multiple locations where you think sleepers will come from)
  • can be shot to manually put foam on the ground/doors

Cons:

  • Offers slightly less foam overall compared to the c-foam launcher
  • relies on room layout if trying to foam a door
  • difficult to directly foam certain enemies where a c-foam launcher is better suited

Generally speaking, in most situations the c-foam launcher will still be a more valuable tool given the nature of "double foaming" doors and just spraying it on the ground but I hope that the c-foam mine deployer can result in some more playstyle variation

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Suggestion from bmo#1064 (281966926580678656)

New Enemy most likely only in overload objectives that works like an infinite alarm. Piggybacking off the idea of the Regenerator from Dead Space 2 as well as the cocoons from rundown 5, a respawning enemy. After you kill it, it spends 30 secs to 1 min writhing on the ground like a dead fish and then starts a timer afterwards of 15-30 secs where you can see it clearly regenerating and then it gets back up and continues trying to murder you straight out of resident evil. This could open the door to unique overloads with truly infinite enemies whether strikers or titans and new unique missions where you have to have an objective to find a way to eliminate it through something you find in the mission or even something you pull out of the HISEC unit. IT would regenerate regardless of if a player is in the room or not, potentially cutting out cocoon cheese. This would add a new unique challenge as well as open the door to new strats to deal instead of just sitting a player to babysit a room.

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Suggestion from Ita#7533 (142101556915863552)

Having levels being completely pitch black is more annoying than scary or difficult, especially considering your flashlights are very weak. Could be plenty of ways to address this issue in meaningful ways, one being a powerbox that controls the lighting. Have it either be connected to an entire zone or just one room that is completely dark, you find it on a wall in the corresponding area (could be pingable by terminals).

Once you find it, a simple minigame involving turning a knob and listening for a humming noise, with a specific humming noise indicating the knob is in the correct spot, at which point the player hits a specific key to move on to the next one. These powerboxes can have somewhere from 2 to 5 knobs, with later knobs requiring more precision. All knobs done, and the lighting in the area is fixed, wouldn't be too bright to ruin the game's atmosphere but bright enough that you can see enemies from a fair distance. (Minigame is hypothetical, there are countless games that these boxes could use).

Perhaps unstable powerboxes can be a harder variant, where after fixing them the lights will only stay on for a couple of minutes, and players will have to go back to the box, but only have to fix some of the knobs instead of all of them, so they aren't too tedious. These could be especially important for rooms with alarms, encouraging players to remember about the box before they start an alarm, another addition to the preparation stage. In order to prevent instances where an unstable box is activated and halfway through its duration your team is ready for the alarm (since players would want to maximize the lights' duration), maybe there could be a prompt to simply hold a button on the box to reset its duration.

I understand glowsticks and long-range flashlights are meant for these situations, but they are either limited or require a player to sacrifice using t

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Suggestion from quinoa#9190 (366044037284757514)

C-Foam Sentry, it'll constantly lay down some kiting C-Foam for you during combat

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Suggestion from Deadly#5442 (474367426738388992)

Please change the scope on the dmr, it makes it extremely hard to use a t-post does not belong on a dmr it belongs on a grenade launcher or a mg. It makes the gun very difficult to aim properly at long ranges and is an overall annoyance. I know a majority of the community agrees with this.

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Suggestion from Le SneK#0591 (324904667219886080)

Wipable mask

Add an ability to wipe your mask and get rid of any blood or infection on your mask by pressing a binded key.

Pressing the key plays an animation that brings their left hand from their weapon and starts wiping the mask (or screen) that lasts about 1 second. Another addition is During this short time your recoil is increased.

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Suggestion from Tsunari96#8491 (91007428472115200)

facing the security door close would no longer display the requirement needed prior to accessing the door(Like specifying that generator_xyz powered or key card_x is needed to access)
Instead,

The security door that requires generator to run will only show message like "insufficient power." Player must ping or query the door to search the power grid and identify which generator it is connected to via terminal.

The security door that requires key card will only display measage such as "Security Clearance Required." The player must ping or query the door so the terminal searches security system to show which clearance key card is needed via terminal.

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Suggestion from Tsunari96#8491 (91007428472115200)

allow biotracker to "track" players as well as enemies but share same marking as enemies because if players move as well as enemies, might as well tracker detects them the same way as threats. This may cause increased occurence of FF in vision-limited areas.

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Suggestion from A.D.C.#9995 (597885542071271435)

Just a quick one:
In addition to the success counters on the rundown view, I think a Total Attempts counter for each level would be a nice addition.

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Suggestion from quinoa#9190 (366044037284757514)

glowstick deployer as a tool, shoots a glowstick across the room silently to illuminate the room

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Suggestion from A.D.C.#9995 (597885542071271435)

When putting something down like a cell you should be returned to the original weapon you were using instead of defaulting to the guns - This will avoid mistakes and save time choosing the correct weapon/tool for the job.

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Suggestion from IamSilent121#2096 (319001306159120385)

A new enemy type: "Blackout"
A special variation sleeper that can overload its own nervous system to create a mid range Electro-magnetic pulse capable of frying or interfering with player technologies and shutting down all lights within the radius of the detonation. Doing so will burn the Blackout itself making it easier to kill after the fact it releases its pulse. Depending on range within the pulse it can either entirely disable or just mess with certain functions on all the different player gear types. Ex: Close-Mid range within the pulse, flashlight completely shuts down for X amount of seconds. Mid-Far Range within the pulse only interferes with the flashlight, causing it to flicker rapidly; Functional, but only just, for X amount of seconds.

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Suggestion from Sen#5139 (313248767610454017)

Have a replay systems with freestyle camera. I think for each expedition, sometimes you might want to watch the replay and figure out some strategies, make some adjustments or identify some issues during the run.
Also content creators can make good videos like some funny moments, tutorials, highlights by using replay systems.

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Suggestion from Alexsify#6875 (282997770120593410)

turn glowsticks into hand grenades.

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Suggestion from quinoa#9190 (366044037284757514)

glowstick tripmines, when an enemy trips the laser the glowstick illuminates the area

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Suggestion from A.D.C.#9995 (597885542071271435)

Completing a level on the highest difficulty (like completing PE on levels with that difficulty) should boost your heat to a percentage higher than 100% (I am suggesting 200% as an example), this is to encourage/reward players for helping others in levels for which they have already completed.

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Suggestion from Skyrope#8741 (266345176967020545)

When player customization is added, it would be awesome to obtain new masks to wear. Depending on the mask you have equipped, it will change the way the HUD looks. For example, you could find a mask to wear, and when you equip it, your HUD would change to the HUD showcased in the 2018 trailer. I just think it would be a cool feature when player customization is added. Of course, there would be multiple masks with multiple themes.

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Suggestion from Cao Pi#2127 (408749691610857474)

New Enviro Hazard: Machinery

We are in a Complex with machinery everywhere. We can see in "Refinery"-Tiles how huge they can be. Let us use them as moving objects able to hurt players or sleepers

Placement:

  • Either in "Refinery" or new future Enviro
  • Uses moving Hydraulic Systems in rhythms and patterns

System:

  • Can be active by default or activated/deactivated depending on objectives (reactors, new obj., etc.)
  • In certain levels can be deactivated or activated once via Terminals (allows player choice: use it against sleeper or remove this threat)
  • Could be tied to Alarm Doors for new "Door Hazard"
  • Rhythms and patterns are easy to decipher so players can rush through them.

Damage:

  • Depending on the Machinery I would say 10-20% in the lower end

System allows new engaging Enviro hazard for players and sleepers. Depending on the players it can or could be used against sleepers (luring them) or removed if the player so choose. They can also be activated via objectives making backtracking harder.

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Suggestion from TheSpiderGames#8517 (269559035496366082)

mothers should play a unique wave sound effect when spawned, for most average teams it’s almost impossible to deal with a mother unless you know it’s coming in advance, usually when they just spawn from waves like that you just wipe with little to no chance to react

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Suggestion from 𝓯 마약#5624 (426350968007819267)

a new gamemode
You don't really get to let it rip with your weapons in this game too often. So, an endless wave with terms to prep in the middle. Like a reactor, but different. There's no end. Each wave lasts 1 minutes, and increases in duration by 30 seconds every 5 waves. You start off with no tools, just the weapons of choice. Each kill you do in the wave gains you points. After each wave, a prep phase starts, which lasts 45 seconds. During the prep phase, there will be a warden supply station. Points you earned during the wave can be used to buy med packs, ammo packs, sentries, cfoam, tool packs, and so on. Once wave 7 has been reached, advanced supplies will be ready to buy, things like stopping power rounds which increases staggering for the selected weapon, over penetration mod, which gives a selected weapon penetrating rounds, and aggressive boosters and more. The more waves you clear, the more impossible the waves would get in a standard situation. A fully decked out team at wave 10 or so would look something like overpenetrating stagger mod machinegun, extended magazine sniper, stopping power assault rifle, overpenetrating revolver, etc. once wave 12 is reached, the waves will be very difficult to stop if not fully modded. 10 hybrids with 10 big chargers running up front, stuff like that. At wave 15, new set of upgrades will be avaliable, which will contain major stuff like 20mm anti material sentry, healing station, incendiary mines, some crazy powerful stuff. And at wave 15, hostiles will get upgraded as well, 50% hp increase for chargers/big chargers, range increase for big strikers, and that kind of stuff. 3 tanks will appear at the end of wave 15. More waves like that with different formations, enhanced mobs, bosses will relentlessly try and wipe your team. There will be a monthly leaderboard on how far teams got.

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Suggestion from A.D.C.#9995 (597885542071271435)

This one is for the match making system, I know that judging skill level is not really something that can be done but for the most part, I have found if you explain a tactic to a new player it mostly does not matter anyway. That said it would be nice if Matchmaking could have more options when queuing so you know roughly what to expect my suggestions are:

  1. Search for people closest to you number of attempts on a level.
  2. Search for new people to help out on a map (for when you want to help on a map you have already done.
    Obviously there are more possibilities but I figured I'd just add to as examples.
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Suggestion from Moss#5746 (660969894506135573)

when you finish using a consumable or a resource it switches to your hammer so you don't light up the extreme room for a2 and alert both the scouts

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Suggestion from GhostDragon#0884 (376080773255528448)

more reliable revives. The downed animation of two players that died on top of each other causes revives to be cancelled

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Suggestion from TYPOL#6823 (345286529138163712)

Ability to manually change character you want to play (slot in menu), without having full squad.

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Suggestion from ChO#5752 (153210531807756288)

tune down the sound of the elevator sequence by 50%, so that we do not have to alt-tab anymore every time we start an expedition while having a conversation or a stream going.

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Suggestion from Critz#4301 (258163626681171968)

Add a UI indicator for ammo packs/tool packs that show the before and after percentages for their ammo/tool use when you look at them while holding a pack.

E.g. If I hold an ammo pack and look at a teammate I can see a window that looks something like

Primary: 54% -> 72%
Secondary: 20% -> 50%

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Suggestion from OH.Y3AH#4886 (340425904582950914)

Cocoon tweak:
For each successive clear of a room the amount of sleepers respawned is lessened, eventually reaching a point where either very few or no sleepers at all occupy that room anymore. This feature could have a universal amount of "clears" needed to mitigate respawns, e.g. 2-3 respawn clears after the initial clear, or the amount could be dependent on the size and/or importance of the room, e.g. small/important rooms need more clears than large/non-essential rooms.

However, because this would make expeditions whose difficulty depends primarily on respawns too easy, players can no longer prevent a room respawning by having one team member stay in it; unless the whole team is in the one room, the cocoons will begin respawning enemies. Obviously, this would need some sort of indicator to let players know when enemies are respawning, which is easily fixed by adding an animation for sleepers falling out of the cocoons, and maybe even one for them shrivelling up after the room respawn count has been lessened.

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Suggestion from Glaxon#5255 (341187691985108993)

a change for the artifact system, instead of receiving random boosters, how about if we can decide what kind of boosters we want, meaning we get to customize them.

the artifacts we collect are kept in the three different groups respectively (muted, bold, aggressive), each type has the same boost options, but has a maximum on how many boosts you can create with it and the boosts strength depending on how many of the artifact types you put into the boost, with muted having 1 boost, aggressive having 1-4 and bold inbetween. you could categorize different boosts and only let people choose from one category at a time, having the categories be "support" "resource" and "weapons" for the respective boosts, support would be for the tools and resistances, resource would be for resources and consumables, weapons would be for your hammer, primary and special. but the main point is that we could choose what kind of boosts we want, directly influence their strengths (and possibly their requirements and drawbacks) to make us more prepared for the level.

this would eliminate the randomness and frustration of receiving boosters that could effectively be useless or only be useful in one niche instance, while adding even more versatility into the mechanic itself because we can choose exactly what would be useful on a level, it would actually be a mechanic that could help the player, instead of being a lottery.

i'd called this the "artifact forge system" ||i have a clearer vision for it in my head if there's interest||

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Suggestion from Updraft#8494 (139121737966026752)

Damaged Enemies:

every once and a while encounter enemies that have been damaged already in clearly visible ways since there clearly have been struggles in the complex before the teams arrival in each new level of the rundown

E.g. a sleeping striker that has already had its head removed, etc.

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Suggestion from Bemis#8979 (690637799350861896)

Charger Rework:

(I was dumb and hit enter before I was done.)

I see a lot of people request new enemies but I think some of the base enemies need a rework. One in particular being chargers. Chargers have the weakness that they need to hit you as close as possible to hit you with their melee attacks. What I’d suggest is this.

Chargers unlike other enemies will actively dodge or take the path with the most cover to the player. Instead of being like every other enemy that will take the fastest path towards the player. This would make chargers a legitimate danger, especially if there are a lot of them or titans. Having an enemy that actively avoids your line of sight when activated would make you be more precise and careful when fighting it.

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Suggestion from Shadowfire#4836 (400392344718934018)

In addition to the primary rundown levels, give us 'tangent missions' that unlock when certain metrics are met by the community.
An example would be a short but technically complex, fast paced, and extremely difficult level intended to provide some lore to us.
An example would be something of the intensity of the beginning of E1 until the tank alarm is shut off, then a boss fight to tease a new enemy that will be seen in the next rundown.

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Suggestion from Shadowfire#4836 (400392344718934018)

Increase the vertical playability of the game by adding enemies that crawl up walls and along ceilings/under catwalks.
Additionally, add enemies that seek to remain hidden until a good time to ambush, such as when a single player is alone or it is within leap range.

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Suggestion from Shadowfire#4836 (400392344718934018)

Increase the variety of defense vectors/formats
We literally only see touch, the heartbeat sequence of hearing, direct line of sight which can be confusing, and tentacles.

No enemies actively seek the player based on semi-triggered enemies or attempt to discern the player's position once the door is opened to the room, or detect said door.
No enemies actively remember previous 'infractions' that woke them up, or have any active memory nor react differently based on player interactions over time.
No enemies detect the lack of their allies in an area after players kill them, which would pressure players to swiftly clear an area and keep up the pace of a game/discourage AFKs

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Suggestion from Shadowfire#4836 (400392344718934018)

Increase the variety of attack vectors/formats seen.
We have the tentacle, the ranged attack with or without automatic fire, and a double attack/single attack meele as the predominant forms.
We lack enemies that commit suicide to deal area damage, enemies that utilize abilities conciously such as limited duration stealth or booster use(attack speed/range/resistance for limited amount of time)
We lack enemies that give a team bonus to their allies other than covering fire. Intelligent team strategy utilized against the player instead of simply by the player.

Further, attempts by the enemies to conceal themselves are zero until combat appears, other than perma-stealth.

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Suggestion from Shadowfire#4836 (400392344718934018)

Enable more varieties of pressure against the player.
Environmental effects making certain areas progressively more difficult to harvest resources from including fire can add a sense of urgency and adrenaline.
Enemies that may harvest resources and either utilize them against the player, or destroy them simply, add a sense of urgency and strategy to harvesting resources under error alarms and other scenarios.
Environmental effects or events that open new pathways or close other pathways in the map can yield various gameplay opportunities: examples include either rewarding patient and intelligent survival waiting for a new way forward to open, or in opposition, by punishing slow progression through a map by enabling more direct access by enemies to a player's position.
Further making players make permanent decisions of opportunity cost such as picking between various environmental effects they will have to face can give various ways to complete a mission based on resources available in previous areas already found. This also discourages a mission from being completed in the same way each time.
Finally enabling diverse pressure and more randomized resources adds a pressure of thought to the game, where players must make future decisions based upon the resources and opportunities/status of the team prior to making that decision.

There are other ways, but this as a general concept helps add a more flavorful experience to what is already my favorite game of all time.

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Suggestion from Shadowfire#4836 (400392344718934018)

Diversify the door and door defense mechanics.
Currently doors have either keypad (broken or unbroken, big or small) status
Or...
Security doors which can't be closed.

What if these security scan doors to new areas terminated a lockdown opening multiple routes into an area, but you could then control some of them from a computer terminal to modify the routes of kiting and defense available to the team if things go wrong?
What about strategy of making available pathing control from the terminal for scans, providing a greater depth of strategy?
What about allowing cfoam to have other effects, like slowing the opening of various types of doors, buying the team time to defend in areas like B3 extreme with multiple simultaneous blood doors? Or other effects from other tools entirely?
What about allowing breaching using explosives to permanently open damaged doors or floors that are currently frozen in place and blocked with debris?
Further, what about making these things not static, but based on various actions the player makes earlier in the mission?

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Suggestion from Rabir#7523 (160858144019447819)

More interactive maps
At the moment maps are barely interactive. You can press a button, open a door but mostly that is all and even then all of them adds to the linear path. Any "dynamic" part of a mission is prematurely decided by RNGesus. In combination, the player doesn't get to chose a play style. Every alarm, blood door, respawn room is mandatory between you and the objective. You can't go full Splinter Cell nor full Warhammer 40k, aka the game is not too "mobile" in term of how you can play it.
As a basic suggestion, maps could have most of their holdout parts skippable by doing either a mini-mission or taking a longer route. Both divertion should be equally challenging for stealth players as Killing Floor-ing the short route.
As a mini-mission, here is some idea:

  1. Collect information pieces like papers from lockers, ID cards from corpses and even sleepers, terminal logs, etc... to obtain the access code for a door to lift the alarm sequence. Now collecting the info would be a sort of Sherlock time as some info piece would just point toward the direction you must look for, e.g.:
    Piece 1: DOOR_XYZ leads to the bio lab
    Piece 2: Only people with XYZ clearance have access to the bio lab (clearance could refer to the color of the ID card, the color of the suit, etc...)
    Piece 3: Bio lab is run by John Doe
    Piece 4: John Doe is a complete moron and wrote his code on the back of his ID card
    etc... even mostly useless but lore-ish info is good to add to the immersion.
  2. Find a specific terminal, or terminals in series and enter specific codes to lift the alarm
  3. Find a specific object (access card for example)
  4. Find a terminal that has a time changing code like any 2-factor auth works nowadays. Maybe multiple of them so the players must split.
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Suggestion from ImmortalSausages#0949 (167389803468292096)

Scans should move at a more consistent speed instead of being random. The scan moves incredibly slow if the destination is far away, and sometimes the scan splits pretty much instantly. Its not fun to have the alarm be longer due to rng, it would be nice of the scan moved faster to compensate for the distance it has to go

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Suggestion from Phanta#0350 (212390224423157761)

a booster that increases the amount of artifact gain per artifact and/or boosts

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Suggestion from Ellipse#4960 (166626545576706049)

I think there should be a tutorial tier that doesnt really change between run downs. This would be good levels to teach basics of how to do uplinks, what a HSU or Hi sec cargo looks like. And if the levels dont change between run downs except for new rundown weapons or if new things that arent enemies are released we can get an intro. In B1 for example ||finding the hsu during the error alarm for those who havent seen an hsu before are going to get completely screwed unless they look up what it looks like or have enough time to ping and search||

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Suggestion from WeebNeet#1919 (201304430321074176)

When dropping down into deeper expeditions, maybe have the elevator drop points from other expeditions flow by during the dropping animation to create a bit more atmosphere. For those with sharp eyes you could hide things in those drop points.
Great for when the loading can be done quicker and you just set a time for how long you drop, so that you will see a few entry points before being dropped off at yours

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Suggestion from Ita#7533 (142101556915863552)

Have pod rooms only respawn enemies AFTER the main objective has been completed. For bulkhead zones pod rooms will only respawn enemies in that zone after the respective objective is complete. I remember the devs saying 'the way back will be harder,' and I don't get why they didn't just do this. This system would encourage players to remember which rooms have pods in them, so that respawned rooms won't catch the team off guard on the way to extraction. And there wouldn't be any dumb cheesing where you have someone stay in that room, because enemies only respawn after you play the level normally.

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Suggestion from TheWrong1#3809 (534031436504760324)

accessories on weapons with no buff sytemes: lazer with multiple color choices like green, blue, red, blah blah, scopes, muzzles for the sound of the gun.

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Suggestion from Deadly#5442 (474367426738388992)

(ignore previous post accidentally sent too soon)
New weapon ideas: (some of these are repeats from the past but I want to have all the ideas put out in a final format)
** Rail shotgun**: futuristic burst-cannon like weapon that similarly to the burst cannon shoots in a burst after a charge up, however the shots are randomized and spread out similar to a shotgun. (This can serve as a more balanced burst cannon which was broken)
Double barrel shotgun: Has high spread, 2 shots in the mag(obviously). The gun would have a lot of stopping power but low total ammo count (similar to sniper rifle). //this gun should be maderelatively easy to implement considering that most of the animation for the revolver could be utilized for the reload of the gun which is also a break action gun. (altho would probably need some tweaking)
Slug shotgun: Has High precision damage but low range, can one shot enemies to the head(similar to the sniper rifle), in exchange for less range the gun would have more rounds than the sniper(mag size can be the same). Body shot damage is low however, and deals barely enough damage to kill a normal sleeper.

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Suggestion from 𝓯 마약#5624 (426350968007819267)

skullbreak revolver
Slot: main
Magazine: 6
Max ammo: average
Description: it's a revolver that uses a special round called skullbreaker ammunition. It has rather low base damage of 6, taking 4 shots to kill a striker with a body shot from the front, but has a powerful damage multiplier for front of the head and back of the head. For the front of the head, it has a 5x multiplier, dealing 30 damage, 42 for scouts. For the back of the head, it gets a 9x multiplier, dealing 54 damage. It doesn't lose damage over longer ranges and has pin point accuracy. A deadly weapon in the right hands, can take out even the toughest hostiles with rapid succession. Tumors on mothers and tanks will be considered as front of the head.

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Suggestion from TheWrong1#3809 (534031436504760324)

making the trigger music of alarmed enemies only trigger after one screamed

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Suggestion from Olly#1346 (293022704120889345)

An enemy that is always awake, but only hunts prisoners who spend too long in rooms on their own, to force better coordination between team members. The attack would feature an initial "grapple" phase, during which the target could be freed by teammates with no/minimal damage, followed by a "damage" phase that would end with a knockdown and potentially alert nearby sleepers, depending on balance.

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Suggestion from Aaron#3736 (100719978252079104)

Improvement to cocoon mechanic: (I know my friends will give me flak for this, but the idea is to prevent the current workaround of leaving 1 player in the cocoon room to prevent sleepers from respawning.)
Cocoons respawn sleepers when the room is "empty" after a certain amount of time has passed, i.e. 2 minutes. It does mean you would need to give the cocoons a respawning animation, like birthing a sleeper from the sack, and dropping them into the room.
If all players (4/4) are in the room, the cocoons will assume the room is "full" and not spawn anything. But if players leave (0/4 remain), after (for example) 2 minutes, the cocoons will spawn sleepers to complete fill the room.

If players leave 1/4 players in the room, the cocoons will assume the room is 25% full, and begin refilling the room, hence the need for the birthing animation. Sleepers can drop down and land in the orange-ish/red aware but not awake state, before taking a moment to go to sleep. So as long as the player isn't standing below the cocoon, running around, or flashing their lights light a rave party at them, the 1 player can sit in the room and watch it happen. It could be a slow process, like a drop every 30s until the room fills back up at 2 minutes, or all drop after 2 mins.
OR the presence of players slows down the speed the room is refilled. So if the default is 2 mins to respawn, having 1/4 players in the room slows it down by 25%, meaning it takes 2 mins 30s before the sleepers get birthed. Having 2/4 players means it takes 4 mins to respawn, 3/4 takes 8 minutes?

Basically, I think the cocoon mechanic can be pretty cool, but having them instantly respawn when you move 2 rooms away a little too punishing and having to leave a player in the room makes it boring for that one player.

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Suggestion from The_Voidrunner#7021 (387769584830119938)

i kinda make it habit to read all the stuff said in the ideas channel, and i feel like a lot of the stuff said could just be summarized in one sentence. Make the game more complex. Like i feel like this game has the capacity to be elite dangerous levels of complex and kinda unforgiving. As it stands, making the enemies have more health or have weak spots is an okay way to make the game harder, and adding more and more enemies is the same. But if the difficulty curve was more technical then just enemy based, i at least would have an absolutely splendid time. I say this said, but to add a more loose directive to a mission, more just figure out how and where to find a cargo, leading through finding the right keys from corpses, finding offices that have terminals with the right codes, stuff like that. I would love to see a harder mission longer, but not just exploring longer. I love how the game works now, and whatever you guys do decide to do will still be great, but if you moved in this direction, of more complicated missions and more complicated steps to finishing a level, I would love it. And i feel like a good portion of the community is with me in saying that.

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Suggestion from Bagel#0286 (119520692998766592)

Searching dead bodies of humans around levels shows quotes like ones at the beginning of the level and shows the last thing they did before they died

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Suggestion from Windows XP#1160 (265601376225198081)

Documents And Catalog

Document papers which the player can pick up and read during or after the expedition. They may contain small puzzles, texts, dialogue scripts, autopsies or pieces about the GTFO lore to learn how and why the event happened in the first place. They could even act as some kind of collectibles or memorial of the previous rundowns. They could even add a Catalog (in the main menu) where all document or files read during the expedition is accessible so that the players can piece out the lore based on those evidences found in the previous rundowns.

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Suggestion from TheWrong1#3809 (534031436504760324)

next rundown...maybe have 1 level actually OUTSIDE? like an infection problem or some sleepers escaped?

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Suggestion from Moss#5746 (660969894506135573)

making the game less difficult so it's actually fun again

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Suggestion from Hinode,works for the sleepers#7720 (329338497049690112)

add the "mapper" tool (from the trailer) to the game as a loot-able consumable

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Suggestion from Moss#5746 (660969894506135573)

1 level per rundown that is intended to take several hours. not 2 like B1 PE, but it could have optional objectives. The HIGH could take something like 8+ hours and each optional objective would take like an extra 2 or 3. It would only be for a select few who have that kind of time but maybe just for that level the enemies would be slightly weaker and there would be a recommendation for a minimum graphics card and a wired connection for all prisoners and it would have different sections like through a warden door there's an entire sewer section. again it would only be for a select few who have a dozen hours to kill but it would be pretty cool and maybe there would be an achievement in steam for completing one

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Suggestion from GumPum#1216 (486987911951286272)

Change default fov from 55 to something like 80.
fov 55 is ridiculous. What are you doing to the beginner
and to us who has to watch streams in this mess.

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Suggestion from 𝓯 마약#5624 (426350968007819267)

sleeper variant that only appears in areas with heavy infection, like spitters and fog. It's first introduction will be 5 of them spread out in a room with waist high infection fog and lots of sleepers, with one or two getting spotlight in the middle. Their appearance will be hunched down, with multiple spitters growing on its back. Hammering/shooting the spitters on it won't do damage to the sleeper but make the spitter explode and wake it up. Their way of attack is to get into range with a player, activate the spitters and charge a ranged aoe attack, and spit out a green chemical dealing damage depending on amount of exposure and infection. If you take the whole thing, you get 15% damage and 20% infection. If you get hit a little bit, you'll get 7% damage and 10% infection

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Suggestion from 𝕄𝕔𝕃𝕠𝕧𝕚𝕟#7029 (530388553163735075)

Quick item we can move like a cargo to block respawn (call it sleeper repellent or something). Allow us to move it to the room to block. So far the mechanic has been forcing most teams to just leave a member behind to go watch youtube at many scenarios to 'block spawns'.

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Suggestion from Shoobap#0258 (356838529793392640)

The respawn mechanic has its value in the game's design, as the one player left behind needs to trade positions with their teammates to grab resources and place sentries and etc, making the game a bit more complex, but being afk is not interesting at all. Cocoons should be animated and slowly respawn enemies one by one regardless of whether someone is in the room or not. This way, the strategy of leaving one player behind is still a thing, but now the player has to bonk the newly spawned enemies instead of going afk, and it would be much less immersion breaking than counting rooms. Enemies should spawn in a vulnerable, cfoam-like state, so newly spawned giants could be taken out single-handedly. This would help make the game feel more tense, as instead of thinking "have they all respawned yet?" the team would now think "we have to hurry so only a few respawn", which I think fits the general design of the game better.

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Suggestion from 𝓯 마약#5624 (426350968007819267)

A terminal uplink with a twist. You type in uplink_connect, and instead of the usual yellow error! Breach detected, the message is red and distorted, unrecognizable. Then at the last uplink_verify, the verification bar goes up to 100%, then the system goes crazy, terminal screen will look like this
UPLINK_VERIFY_FIRE

VERIFYING.....100%

VERIFY ACCESS DENIED
ERROR
ERROR
ERR0R
LOC5($K?:"ON/_SYSTEEEEEEM_SHUT?@;!.;WN
Then the terminal screen goes black, and that terminal is unusable. The alarm doesn't stop, and sleepers keep coming. You make your way to the extraction, to be blocked by a security door in lockdown. Objective updates to: EXTRACTION REPOSITIONED: HEAD BACK TO THE POINT OF ENTRY
Once you reach the point of entry, an S1 scan starts, covering a large portion of the area.

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Suggestion from cptForge#6842 (297946193579999232)

A terminal uplink where the codes don't show up in the HUD, you have to query for them on a terminal on the other side of the map, effectively forcing the team to split up between two locations.

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Suggestion from Spire_#4442 (297379338335289345)

a alarm scan within the terminal sequence. this way can fully utilize the team members while doing a terminal sequence.

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Suggestion from Disoriented Fox#0128 (474370182467420160)

For C1 adjustments ||The error alarm at the end of completing the second terminal should be removed and then added to the entrance of the extreme zone. The reward of completing C1 High should be the sneaking out at the end. I think the overall enjoyment of playing High extraction as the "stealth" portion would increase player enjoyment of the level.||

||Right now, a full clear of the C1 High area is highly recommended/encouraged/Required as the most effective/consistent way to win because the team has to retrieve the resources from all the 'optional' rooms. This is due to the requirement of having clear the rooms on the way back to the extraction point which requires the ammunition to do it. Essentially, the current tactic for completing C1 High is the exact same as C1 Extreme.||

||By moving the alarm to the Extreme Door, this would change strategy of the map to only clear what could be considered the minimum for the map instead of a complete "retrieval of all the resources in the C1 high zone." I think the approach to the deciding on what difficulty tier should dictate an adjustment to the rooms required to be accessed beforehand to proceed successfully. The approach to high should be different from the approach to extreme and in turn, the approach to Overload should be somewhat different to the approach to Extreme||
Making that change to C1 would certainly adjust the approach for the high vs the extreme poriton.

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Suggestion from DIAMONDLONG23#0073 (291012308035960833)

A colorblind mode that covers most different kinds of colorblindess

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Suggestion from quinoa#9190 (366044037284757514)

make spitters do variable damage based on size of the spitter. smaller spitters do more damage and larger spitters do less damage

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Suggestion from Neroxis#0379 (100937161662005248)

Hammer turret. Hammers at nearby enemies. Doesn't need to be refilled, like the bio tracker.

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Suggestion from Exia#6463 (232977631711068161)

K A T A N A! Please gracious developers, let me cleave sleepers in two with my glorious nippon steel that has been folded 1000 times ⚔️

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Suggestion from Exia#6463 (232977631711068161)

Please add stats, to the post game screen. Stuff like total dmg dealt, accuracy, enemies stealthed, big enemy kills (scouts, moms, tanks, etc). And total kills for each player. Itd be fun to compare performance with other players and discuss more effective ways to clear rooms.

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Suggestion from P̶A̶L̶E̶D̶R̶I̶C̶H̶#2565 (297925815151230976)

Add an Acid Launcher, it would work similarly to a C-Foam launcher, shooting globs of contained acid that explode when enemies pass through, causing damage per second and perhaps staggering them, it would also cause a pool of acid with the same effects but diminished, it could even be used to "paint" incoming shadows by either marking their whole bodies or just their footprints, it should be noted that if a player steps on the pool of acid they will suffer the same effects as the sleepers, so it has some pros and cons from other options, it would be cool if the acid was phosphorescent but that's just me.

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Suggestion from Michal#4441 (224930864251797505)

Warden battle pass that gives you cool items

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Suggestion from Tayrel#4488 (628051939338354690)

alternate keyboard mapping inputs (input 2). It makes it easier when youre trying to remap important things like crouch to transition because I still hit LCTRL a lot when im in a panic, but i want to get used to using another button for it without losing LCTRL as a backup option

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Suggestion from DΛFIПKY89#8891 (479097210961920000)

At the start, the elevator thing should have skeletons or decaying bodies in place of the empty seats

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Suggestion from Seymour Asses#7279 (239229488813047808)

Ability to trade resource packs/consumables between players

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Suggestion from bloodtooth#8673 (201540600128995328)

apologies if this has been suggested already, my idea is a waypoint/marker to the map. Lets say you found a C-foam grenade in a crate, or a tripmine, or anything else useful. You could mark that crate on the map and know where you found it, instead of going back searching through all crates to find it. Or you could mark on the map what zone a door leads to instead of having to go back over and over. I know many people can just remember where exactly it was, but people like me cannot remember all the time, i thought this would be a neat little feature.

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Suggestion from Ita#7533 (142101556915863552)

C-Foamed enemies take more damage. There is very little incentive to actually freezing enemies because 1) it's inconsistent, 2) it's better to use it on doors, and 3) it only hits a few enemies at a time anyway. But there are alarm rooms with no doors to utilize, where C-Foam basically becomes worthless. Having frozen enemies take more damage can help make C-Foam a bit more versatile, since C-Foaming the floor is already incredibly weak.

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Suggestion from Exia#6463 (232977631711068161)

Currently querying boxes or lockers doesn't yield any useful information. I'd like to see what's in the locker, if it's locked(padlock or electronic).

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Suggestion from Skeeb23#3621 (122429937654169600)

Enable a check-point system that works as a 1 time use. Make this only for the host so that others will have to be in group to use it too. Not like a save feature where you would die and keep respawning, but more as a way to continue your progress should you need to go do real life things. My friends and I love this game but we know if we don't have a good 2-3 hours to play through then we won't play at all. It takes time and patience and a checkpoint would be VERY welcomed. This way you maybe clear a big alarm door, save the checkpoint right after and say you log off for dinner. come back with the group and continue on with same health/items and everything.

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Suggestion from JacobMIX#3049 (104027164143267840)

Level briefing
Some levels are way easier if you know how some things in the level work. Error alarms or events.
So having a briefing before a level. Could just a rough map with some info for the doors, alarms, and objectives.
Else something more in-depth like Ace Combat's level briefings (mainly thinking of the 2nd game)
This debriefing would have next to nothing at the start of the rundown. But as more people play/beat the level it get's more detailed.
Maybe you also need to play the level once or a few times or make it halfway or a certain percentage through the level,
open high/extreme/overload/etc bulkhead doors or such to unlock the briefing or parts of it over time.
It would be more work for each rundown. But think it would add a lot, and make it feel like everyone is working together to improve our odds.

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Suggestion from LIGHTBLADE#2693 (426799006946164748)

allowing 360 degree camera movement when downed to see what the rest of the squad are doing and pointing out zombies locations

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Suggestion from N1GHTMARE#9280 (223588135420952579)

Adding a discord channel to find static groups rather than one-and-done pug groups.

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Suggestion from Gravy#7028 (322036024668848128)

Push the "We are trying to make this look like a place people worked in" idea further

For me, GTFO is at is best when it gets really immersive. Expeditions like R2C2, every expedition like R2D1 and numerous reactor expeditions and more where it feels like the facility is reacting to your presence and actions really bring the game to a high point, and this only made better when we get to see the parts of the complex that truly felt lived/worked in. One of the best examples that comes to mind is the labs environment itself, supplies and other devices are turned over and scattered, research screens are left on, the plants are left unattended and nature is taking back where it can, this place wasn't just left behind, it was abandoned in a hurry and it shows the best there in particular.

That being said, I think it would really help if we did get to see MORE things that make the Complex feel like a place that was worked in. The best comparison I can give is the Portal franchise, especially the first one. Of course GTFO and Portal are VERY different games but I think there is something to be said about both having the same "Long abandoned facility" vibe. In Portal 1, when you get into the long abandoned halls of Aperture labs after GLaDOS tries to barbecue you, it feels wrong in the best way possible. People should be here, working, living, going about life but they're not. You know this place is abandoned, you already know something went wrong, that no one might be left, but it still feels so unsettling and that alone REALLY added to the immersion of the game. Although circumstances of the abandonment are far different from Portal's as indicated by the Lockdown procedures log pieced together during Rundown-004//:EXT, I still think it would fit GTFO to have places in the occasional expedition that show what life could of been like for the workers of all types in the Comp

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Suggestion from Gravy#7028 (322036024668848128)

---continued from last---

To give an idea of what I think could be; you are crawling through the halls of the Storage environment when a certain room catches your eye. As you explore this room, it becomes apparent this room was owned by an employee, or employees, who would take inventory of the storage items around you. On a table sits crates, some opened, set up in a way that would have been neat and organized to keep track of the contents of the storage crate, but left in a state of disrepair. A nearby PC keeps track of the local stock. It's nothing special, it's just someone's workspace in a not so exciting job, but it lets you know that someone worked here, and did so often, and it's easy to imagine someone standing at that same workspace.

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Suggestion from BigDatez#3239 (272923835848982539)

Fix the cheese that is b-hopping. In real life, a soldier jumping multiple feet in the air & landing with gear on will be EXPONENTIALLY louder than one running on the ground. This ABSOLUTELY NEEDS to be simulated properly in game. Jumping ANYWHERE within 10 meteres of a sleeper should wake them up IMMEDIATELY, forcing the cheesing b-hoppers to get a PERFECTLY timed charge & swing on the head to avoid aggroing the whole room. Why do you guys reward cheesers while punishing us trying for a survival experience?

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Suggestion from meisterburger#9747 (375027076492820482)

Overhaul of reactor levels

I think that a cool new environment could be called "Powerstation", featuring multiple kinds of new reactor objectives. One idea that came to mind would be an objective involving stabilizing a reactor that is melting down, or intentionally overloading a reactor to destroy or distract a biomass (could have a timer to extraction before it sets off). With this, I think that a cool new mechanic would be radiation, represented through sound by a geiger counter that gets louder or quieter depending on the radiation level. The level of radiation could depend on the state of the reactor, and the amount of coverage and distance you have from it. A new style of enemies could also be introduced with this as radiated enemies, featuring more bizarre mutations. Radiation could also be used as a shield from normal enemies which would slightly avoid it, although the radiated enemies would be immune. This would be a good strategy point as a trade-off, risking either many enemies, or more radiation damage and potential radiated enemies.

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Suggestion from Aaron#3736 (100719978252079104)

More control over movement when climbing up the ladder.
At the moment, when you reach the top of the ladder, you are locked into a 1 second animation of movement. This is particularly troubling when you have sleepers waiting at the top, because even if you slowly inch your way up, if any of them are scanning during that 1 second you're in the locked animation of reaching the top of the ladder, they will see you as moving and trigger.

I've had a couple of runs get screwed because my team and I got seen getting off the top of the ladder because when we started moving, they weren't scanning, but while we were transitioning, they saw our movement.

I think a good fix would be to either give us full control over that transition, like "continue pressing Up to continue the transition, release button to stop moving, you are fully off the ladder when your equipment is shown." Or make us "invisible to scanning" during that transition portion so we don't trigger scanning sleepers when we are stuck in that animation.

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Suggestion from beep#8478 (224172089693831169)

Cap menu framerate to 60 FPS.

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Suggestion from McBreezy#7540 (611684216983388221)

Don't know if this is just because small bulkhead doors rare, but they are missing the invisible barrier that the large bulkhead doors have. If they decide to make the smaller bulkhead doors more common in levels, they should have a similar invisible barrier like how the large bulkhead door does to prevent people from abusing a potential "Cheese" spot.

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Suggestion from Kerse#9037 (663189296995369002)

EMP Door - Make it so the biotracker cannot see enemies behind the door, will be more of a surprise for players instead of expecting certain enemies.

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Suggestion from quinoa#9190 (366044037284757514)

idea for reactor shutdown: malfunctioning reactor that emits an emp every x number of seconds until reactor is shutdown causing tools to get knocked offline for a few moments between emp waves. biotracker/sentry/mines will momentarily be effected. you can play with the idea, the longer you take to shutdown the reactor the more frequent the emps become which cause the tools go offline

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Suggestion from batyskaf67#0120 (511242927566094339)

Add some kind of endless mode. The it will be like a procedural generation of all levels. You will find things such as ammo and meds less frequently the longer/further out your expedicion is (or maybe keep it at the same low rate).

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Suggestion from KoiFuzen#8580 (556955183414902784)

when someone lags out like i do alot make it so they spawn at the door of the room they entered or out of danger when they spawn back in

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Suggestion from raDiaNCE#8362 (394947270409453597)

calculate noise made when landing after jumping/falling with movement speed alongside height. Literally this is all that's needed to fix bhop-stealth while dropping from small ledges in stealth remains virtually unchanged.

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Suggestion from Nothing#3083 (437347023784509441)

Change the mechanic where you swap to your primary after emptying your six slots. I just game-ended a 4 hour D1 Ex run after throwing my last c-foam grenade, because I thought I was gonna start charging my melee weapon, but I fired my weapon instead. This is a stupid mechanic that should've been fixed a long time ago. Yes, it was an avoidable mistake, but it is still a common sense game mechanic that it should hot-swap you to your melee, the SILENT weapon after you empty out your fifth/sixth slot of equipment.

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Suggestion from ℋ.#6869 (678951189248999424)

Android or iOS port of the game! Even better if cross-platform can be achieved.

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Suggestion from An Lemon#5121 (273936786512805898)

in an audio log terminal one audio log should have complete silence that gets cut short by a scout scream scaring everybody listening, because that would be funny.

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Suggestion from Exia#6463 (232977631711068161)

booster to reduce fall dmg please

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Suggestion from Çaptain Ålpha#6344 (208401169108828161)

Instead putting everything in locker and boxes, have resources(ammo/med/tool/disinfect) and key/bulkhead spawn outside in 1 of the world spawn while can still be pinged by terminal. This would make the game more "immersion" and 3 same items can spawn in 1 locker/box for more media and fan art stuff.

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Suggestion from GumPum#1216 (486987911951286272)

in future rundown d lvl let a tank sleep in the spawn and waik up when the people hit the ground

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Suggestion from GumPum#1216 (486987911951286272)

for 1. april add a 5. seat in the dropdown where a random enemie,
even a boss can be and you drop down together and be attacked by that enemie,
as soon as you reach the spawn.

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Suggestion from Moss#5746 (660969894506135573)

make baby's do less damage and maybe some shooter baby's

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Suggestion from Hinode,works for the sleepers#7720 (329338497049690112)

an area heavily modified by the "sleepers" like the living celings and brown pods we see from time to time, but a more advance stage of that

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Suggestion from Moss#5746 (660969894506135573)

querying security doors will tell you if they're opened, or iif the have an alarm and if so, the alarm's class

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Suggestion from seaN#2231 (200430197126725632)

scans that move around the room while you’re standing in them, forcing players to be on their toes while paying attention to the incoming enemies.

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Suggestion from Windows XP#1160 (265601376225198081)

New Enemy: Shadow Shooters

The ranged counterpart of the regular Shadow and the Shadow version of the regular shooter. Has the same stats and attack as a regular shooter, except it's a Shadow variant. This means that it's difficult to see them (especially in the darkness) without the use of Long Range Flashlight, Bio-Tracker or getting close to the sleeper.

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Suggestion from quinoa#9190 (366044037284757514)

for a level design idea, imagine a level thats got minimal lighting (think Extreme zone ine in R4A3) and there are long range flash lights to be picked up such that it would be easier to see if one of the team mates is holding it out for the others to see, but this would be for most of the level. I'm trying to give gimmicky ideas to give each level it's own sort of flavor kind of like the donkey kong country series

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Suggestion from quinoa#9190 (366044037284757514)

can we have a level where you need to traverse the level vertically as the fog rises from below? kind of like the first 15 mins of R4E1 but for an entire level except it's not as brutal as R4E1. You'd have to move fast enough to get resources and push the objective.

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Suggestion from quinoa#9190 (366044037284757514)

for an objective: containment, a blood door is weak/losing power and a the warden detects a breach is imminent. the prisoners have 10-15 minutes to get to a terminal by the blood door to enter a command something akin to activate_backup_security_generator before time runs out otherwise the door opens and bunch of enemies that may end the run starts spawning from there infinitely until the command is put in. The prisoners can pause the timer for a few minutes by inputting a terminal command to reroute the power from their current zone to the security door that will be breached but it will cause their zone to lose light and they can't input the command again from the same zone.

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Suggestion from Deadly#5442 (474367426738388992)

Make breaking parts of an enemy off affect the actual enemy but not in the way that it did in r1
Critical changes: (fixes really game breaking/immersion breaking issues)

  1. Breaking the arms off of a giant/hybrid/charger will make it stop meleeing or drastically lower the melee range. (it makes no sense for it to melee you when it has no arms and is very immersion breaking/frustrating especially for newer players. (will additionally make them more consistent to melee kill).
  2. Breaking one arm off of a giant/hybrid/charger will half the melee damage.
    Possible changes: (not as necessary as the previous but would be nice additions)
  3. If both legs on a sleeper are broken it will become somewhat slower (will not be as big of a problem or as abused as in r1 as shooting the legs out of a normal sleeper is not practical). The slowdown will also be less severe and will only reduce the speed of the sleepers to that of a shadow.

NOTE: these affects will not affect enemies like fathers, who are immune in areas of their body.

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Suggestion from Exist☩#1337 (281532598268723200)

Sprinting and reloading.**

I presume you cannot sprint and reload due to balancing, this game isn't supposed to be very forgiving to my knowledge, but the lack of the ability to sprint and reload does make this game quite a pain.
I believe that you should be able to sprint & reload however there's a drawback to sprinting and reloading. These drawbacks could be but not limited to
● Your reload is significantly slower

● When reloading there's a % chance at fumbling the reload, thus canceling the reload entirely or losing that mag and thus losing the
ammo that came with it

● Your sprint is significantly slower

Or whatever else you could come up within the dev team. Also being able to cancel reloads would be very nice as switching weapons does feel really unnatural. If you felt so incline you could add drawbacks to canceling reloads

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Suggestion from quinoa#9190 (366044037284757514)

a syringe that allows you to see enemies though walls for 15 seconds

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Suggestion from Aaron#3736 (100719978252079104)

Reduce Shooter/Striker movement speed when they're sidestepping or moving backwards.

Considering players get reduced movement speed when strafing sideways or moving backwards, I think enemies should also have that restriction. It feels really bad when I'm chasing a shooter, only to have them turn to face me and run backwards at the same speed as I am running towards it, losing my hammer charge, wiffing the attack, and having them shoot me in the face.

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Suggestion from Cenon#5982 (151412266590273536)

Stack similar types of consumables and resouce packs.

To minimize generic resource pack shuffling and backtracking, give players an option to stack and combine same type of resource packs and consumables into inventory. While limited inventory space is part of the experience, the current design promotes too much on returning to fill up the inventory. Even just doubling the consumable stacking (2 grenades instead of 1, 20 glowsticks instead of 10) would streamline the experience without making it noticeably easier. And since we see refill packs of 5 naturally, I'd see it just natural to combine smaller packs as well.

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Suggestion from Moss#5746 (660969894506135573)

get rid of the fucking invisible walls please

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Suggestion from Moss#5746 (660969894506135573)

being able to drop items like resources and consumables on the map which would be very useful for B1 overload

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Suggestion from FourierXform#2024 (273293340383117313)

post game trigger reasons
I don't know how difficult it would be to code, but I think it would be very helpful for the learning process of noobs (especially 4 man teams of noobs) if there was a post game summary that briefly told us why a room or rooms was/were awakened. Obviously ignoring alarms. If there was some sort of console output after mission wipe that said something along the lines of "Mission Time: 01:34 - PlayerXYZ touched a scout tentacle" and/or "Mission Time: 07:19 - PlayerXYZ attempted a stealth kill while a sleeper nearby was listening." Getting a little bit of feedback like this with a timestamp (where mission start is 00:00) would be incredibly helpful. Had I not watched a guide (and regrettably seen spoilers) so that I could explain to my friend group what they were doing wrong, we wouldn't be playing still. Our first 7 or 8 tries at A1 were incredibly frustrating (yet still somehow really fun) because we had no idea what was happening when we woke up a room and thus had no clue how to fix our strategy. I think minor feedback would help the new player experience a lot without changing the overall difficulty of the game. Organically learning a game imo is the best part of games. Don't get me wrong, we figured out quickly what the pulsating meant, but had no idea what the glowing meant nor to even look for glowing of others while making stealth kills.

TL;DR: New player experience is flawed because it relies on watching a guide or having a teacher. Not everyone wants a guide or teacher. Having limited post mission feedback would fix this because new players would have some sense of an idea of what went wrong.

Thanks for reading. I love this game.

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Suggestion from Unidragonbob#2029 (406969581052231691)

I don't know if this has been a said idea before but I really thing that there should be gun customization. The twist to it is, like the perks, you have to find them in the zones. Same with the weapons.

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Suggestion from Moss#5746 (660969894506135573)

if you solo a level and provide evidence like a full video, you should get a rank like "Warden's Pet I" and the more levels you solo the higher the tier like soloing 1 level would be tier 1, then tier 2 would be something like 3 or 5

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Suggestion from Prof. Hanaguiri#8941 (495016725893611523)

prisoners are able to drop medis, ammo, tool, etc in any boxes that have free space to drop em in

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Suggestion from Kaneki#1345 (593407017478258720)

A channel dedicated to answer some of the most frequently asked question by newcomers.

I feel like this would be of huge help to new players who have just started the game and have no clue as to what they're getting into.
Instead of having to answer the same question 10 times on a daily basis, we can just refer them to the FAQ.

This can include:

  • A brief - or detailed - description of the types of mobs that currently exist and it's variants. (How to counter them, their attacks, their weak spots, etc..)
  • Some of the basic game mechanics. (Stealthing, how to set up for alarms, etc..)
  • Highlighted tutorials made by the community. (RandomKenny, RawrChickenNuggie, Professor scaler and more amazing content creators.)

A small change like this would make it more likely for new players to stick around longer instead of dropping it because of their lack of knowledge.
This suggestion can be refined of course to the liking of the devs. :GuraShrug:

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Suggestion from Cao Pi#2127 (408749691610857474)

Hive Areas (Dedicated Spawn Areas):

As Error Alarms kinda became a common mechanic since R4 it would be nice if it got some changes.

As you know there are some annoying things with this mechanic:

  • Pulling large rooms
  • Triggering Scouts/Birther/Tanks/Big Charger without you being able to do anything
  • Spawning on top of players, when split (how the mechanic works)
  • Not being able to prepare for anything else
  • Destroying vital doors for harder alarms

My solutions would be Dedicated Spawn Areas:

  • Special Areas in Zones
  • Players cannot enter them
  • These rooms look infested (mainly aesthetic)
  • enemies can only spawn from these
  • You can have multiple per zone

Would improve:

  • the strategic element of this mechanic
  • no spawning on your head anymore
  • Better approach possible with Scouts and such

Example:

  • Zone 1 has these rooms and enemies spawn there
  • Zone 2 has Scouts and other enemies but non such rooms
  • Players can defend in Zone 1, while others deal with the Scouts
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Suggestion from ABC_squid#8368 (437419839976636417)

Cocoons should have an audio queue play when they re spawn the sleepers. It’s kinda weird that they don’t have one.

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Suggestion from Exia#6463 (232977631711068161)

buff biotracker to be able to see artifacts

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Suggestion from _n#1111 (96642719270600704)

The player rarely has enough information to make an informed decision, leading to success or failure be largely up to chance, or requiring knowledge of the level
(e.g. should I keep the fog repeller or the glowsticks?)
You must give the player more information on the challenges they are about to face, before they have to face them. There is no "difficulty" in forcing the player to learn the challenges in advance by losing the level, it's needlessly frustrating and a waste of the player's time.
(e.g. the rooms have symbols left by people who have come before, showing potential challenges like heavy fog or no lights)

The feedback given to the player on why they failed or succeeded is not clear, or simply not present at all, leading to players being unable to learn from mistakes
(e.g. why did this sleeper which was further away get awoken by this kill, when this sleeper that was closer did not?)
The player needs to be given more feedback on their actions, and the consequences that will ensue. This is incredibly difficult to balance correctly, especially when trying to maintain a horror atmosphere, but I feel that the current balance does not give the player nearly enough feedback.
(e.g. make enemy detection states / ranges more clear, especially things like line of sight, and the current detection range. This needs to be done subtly, possibly with lights on the ground, visible spore radius being released, or some sort of "detector")

The game desperately needs quality of life features. Why can't I easily see what other player have picked up? Why can't I combine consumables? Why can't I tab autocomplete on the terminal?
There's nothing "hardcore" or "difficult" about wasting the player's time. As it stands right now, the game isn't very (systemically) difficult if you know how the game's systems work. This is the exact opposite of what you want, b

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Suggestion from WeebNeet#1919 (201304430321074176)

For future Rundowns/Expeditions, maybe have a few of the optional objectives merged into the main objective. For example: Extreme objective is to find some PIDs, but you can already find some in the objective room from the High objective and some more in the room that leads up to extreme, which would also be needed for High (keycard/cell in there)

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Suggestion from Moss#5746 (660969894506135573)

for something like A1 extreme, you don't just list plant e_194 etc. you have to find a log on a random terminal that's like a letter from one scientist to another that says how many plant samples are in one zone and there is more than 3 terminals so it could be different scientists writing to the same scientist and one letter per zone

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Suggestion from ski11az#9082 (188748785474732033)

Variant of the objective to power up a number of generators like in R4B1 that would integrate the terminal more. Instead of being told immediately when you start the mission which generators you need the level would be filled with generators and you only know you need to power some of them up. You would then have to use the terminals to list generators and the status column would tell you which ones are unpowered allowing you to find out where they are.

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Suggestion from Exia#6463 (232977631711068161)

Ability to ping items that are just laying around. Syringes, grenades, tripmines, etc

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Suggestion from meisterburger#9747 (375027076492820482)

See number of level attempts, and best time from rundown menu

I think it would be nice if we could see how many times we have attempted a level, so that I can look back on all of my hours of suffering in the complex. And best time on the main menu would probably please the speedrunning community.

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Suggestion from quinoa#9190 (366044037284757514)

in matchmaking perhaps if someone leaves when everyone has already joined the lobby, allow the lobby to keep queuing for a fill rather than have everyone leave lobby and re-queue individually

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Suggestion from Moss#5746 (660969894506135573)

being able to trigger alarms for security doors, alarmed or not (you would think that every door would still have an alarm but you would be able to turn it on for any security door whether it's opened or closed). If it's open, you could trick enemies through it and then be able to shut it on them which could be an optional objective like the opposite of B3 Extreme and you would have to use security doors and alarms to lure like a tank and lock it in a specific zone and then there would be sensors on doors to see how many things have gone through it which would just be a normal number for players and enemies and it could be reset back to 0. and if you turn on the alarm for a closed door, it would just lure all the enemies to one room and then just make like a summoning circle or some weird shit

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Suggestion from Amputret#9028 (348627535929540609)

Allow easy multiple keybindings for the same action: I just want to easily bind C & L-Control to crouch at the same time.

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Suggestion from Banana#5384 (217497946218954752)

Iterate some kind of photo-sensitivity mode to make the game more accessible. Things it would include would be removing/reducing muzzle flash, reducing rapidly flashing lamps, etc.

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Suggestion from The_Voidrunner#7021 (387769584830119938)

so this idea strangely enough came from a dream I had where in part of it I was playing gtfo? But anyway, I’m the dream I entered an area that was completely in the dark, I cleared some rooms then had to do a series of scans that once done turned the power back on, and when the lights turned on I could then clearly see that the whole level was covered in like a covering of like skin flakes, that looked like snow. Then cause the power was on I continued exploring through the facility and came across a huge bulkhead door, that when I opened went into a subway system. I explored through that and eventually made my way out of the subway into just the streets of some city. The dream ends there but it had some cool ideas, I like how goopy and biological everything looks in game, and I think a “snow” could be really cool. The whole go to surface idea ain’t new but it could be a cool change of pace.

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Suggestion from quinoa#9190 (366044037284757514)

tileset idea for immersion and building the horror aspect of the environment, add blight infestation and decay throughout some levels, we have a living ceiling in some levels, what if it spread to the walls and ground depending on how deep you are in the rundown. for example, the A tier would have minimal amount whereas a D or E level would have significant amounts.

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Suggestion from Moss#5746 (660969894506135573)

giant strikers and normal strikers that have started to turn into chargers and the parts that are covered in black slime take less damage where some have armored heads already or strengthened chest or legs

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Suggestion from ZenTori で↗ち↘#4857 (58740542359474176)

When accessing a terminal, have it tell you what zone you're currently in. Like yeah you can remember what zone you're entering in, but sometimes you'll forget and you'll either look at the map or just type Ping to quickly see what zone you're in. Having the terminal just tell you where you are currently would be a nice, convenient thing

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Suggestion from Hinode,works for the sleepers#7720 (329338497049690112)

I just got done reading voidrunners "idea" and thought to my self, why doesn't the complex have a subway or transportation system . With how big it is, it wouldn't make sense that people travel by the lifts we see in the level intros. Not to mention all the vehicles and cargo. Would be cool to see a dilapidated transportation as a new area, you could even add new obj's using the machinery there.

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Suggestion from Enigma#2285 (318910687583928321)

Destructible environment elements.

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Suggestion from スペック “specs”#2700 (482348104646131727)

bullet wounds from friendly fire and or cuts from grazing them

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Suggestion from JD#2221 (175419391373082624)

Queue times are HIGH, most matchmade lobbies don't use mics and most of those people are browsing the internet in the meantime.. Add a noise that plays when a group is found, flash the task bar like OW, anything to signify a group was found. Even now as I type this I'm worried I missed another silent text-only group so I'm constantly alt-tabing in and out.

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Suggestion from スペック “specs”#2700 (482348104646131727)

noise maker grenade or device

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Suggestion from לידת בית המשפט מחדש#9379 (219315274342596608)

I'm sure this has been suggested in one form or another, but still:

Add a consumable biotracker (like mines, etc.)

it should have 2 to 3 charges
it should mark moving sleepers and scouts 1 min~ (same as bio tracker), but it should mark moving shadows within 40 seconds (more than a regular biotracker)

What is the purpose of adding something like that? Because right now, if this is you are playing a level for the first time without bio, and there are shadows in the middle of the level, that means you are dead, you are losing. I suggest something (like a consumable biotracker) to give at least a small chance of winning.

For example - the current D1, if you do not have a biog thracker for extreme objective, your chances of success are very low.

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Suggestion from AGnar0k#0521 (295933629153017857)

you should have the option to self-revive if you have an I2-LP syringe on you when you get downed. Should get back up to 20 HP but more infection than normal usage for balancing perhaps.

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Suggestion from Moss#5746 (660969894506135573)

you should also be able to instantly revive downed team mates

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Suggestion from timetoe#9553 (382046852926799874)

Let me ping anything, anywhere? And if I happened to ping an object, make that object highlighted so it is easier to spot. It hard to communicate to a friend that i'm going to kiss sleeper and you kill that one

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Suggestion from TheOnlyAce#8573 (380572197913362433)

Allow for finer control of what maps and tiers to include/exclude from the matchmaking selection. For example, someone might not want to run A levels or might have had enough of B2 for a while and may want to unselect them. I feel a lot of people end up leaving a matchmaking lobby because they got a map they didn't want.

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Suggestion from Solar Flare#9882 (167072841802448896)

An additional rare pickup: Special Ammo. Ammunition of various types dependent on your equipped primary weapon. For instance, if someone with a DMR picked up special ammo, they might load their weapon with armor-piercing rounds, whereas if someone with a shotgun were to pick it up, they might have their weapon loaded with dragon's breath rounds. Would add to the sandbox and also add reasons for wider weapon variety since underused weapons might get really good special ammo types, which would likely increase loadout experimentation. Can be found as individual magazines (rare) or an ammo satchel that can be shared (Very rare, but always loaded to 100% to make up for it)

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Suggestion from TheOnlyAce#8573 (380572197913362433)

Booster condition 'In Bioscan (circle)' should be reworked to be 'During Alarm' so that it is less niche and works more often in its intended role.

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Suggestion from Moss#5746 (660969894506135573)

I like the auto equip for weapons but can it go back to a double click for boosters so I don't waste another aggressive?

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Suggestion from Moss#5746 (660969894506135573)

a level with multiple turbines. not like 4, but 2 so you can split up

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Suggestion from Twinkletoes#1648 (464662830130397225)

A booster that allows you to move slightly faster while an object is being held i.e. turbines, cells, and cargo boxes

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Suggestion from Moss#5746 (660969894506135573)

guaranteed c-foam nade in the first room of b1

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Suggestion from RIPepperoni#7714 (224230580248772609)

Future Enemy Idea: Mimic

A special variation of a sleeper that gives off the audio cue of quiet whimpering or distorted and incoherent whispering that can be somewhat heard
through closed doors if close enough. Upon getting alerted, the mimic would instead run away from players whilst distortedly yelling vaguely human speech such as "Please someone help me" or "Please don't hurt me" and path to the nearest adjacent room with sleepers and begin to breakdown the connecting door and run inside, waking the next room up.

For balancing purposes the mimic would run slightly slower than players at full spring and only break down 1 door to an adjacent room.
This is to ensure that players can still hammer a mimic and that a cascading effect of >1 additional room pulls does not occur. Mimics would also be quicker at breaking down doors compared to other sleepers, requiring half as many hits (from 7 and 12 hits for small and large doors respectively to 3 and 6 hits respectively).
If the mimic successfully wakes up the adjacent room, it will find a random spot and curl up and repeated say "make it stop" or something along those lines,
but would not be aggressive towards a player.

Why Mimic when we already have the Scout? Apart from contributing to the horror ambiance of the game, this mechanic would require special consideration when mining a door and setting off a room since the Mimic would appear as a regular sleeper on the bio-tracker, unlike the scout. Additionally if players are not careful, alerting multiple mimics may result in the loss of doors that may increase the difficultly for alarms later in the expedition.

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Suggestion from Dickchess#5107 (200417579091623937)

HEL shooters

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Suggestion from Dickchess#5107 (200417579091623937)

hovering over boosters shows their effects. Right now you have to equip them to see what they do

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Suggestion from TheOnlyAce#8573 (380572197913362433)

Rework bonus (starting) ammo/tool boosters to increase max ammo/tool to make it a more useful and viable booster.
Right now it makes little sense to use this, especially if it comes with a negative effect.

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Suggestion from Naki#4554 (479465515589435392)

an option to pick a specific color for in game if we know each other

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Suggestion from Moss#5746 (660969894506135573)

being able to crack glowsticks in your hand for non waking light light and if you switch to your hammer with a cracked glowstick, there's just a circle of green light around you

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Suggestion from FourierXform#2024 (273293340383117313)

Rework the machine gun special weapon to work more similarly to an M249 SAW. As it stands now the Machine Gun does not have a niche, there is a better gun for the job in every scenario. The damage on the Machine Gun is mediocre at best, the clip size is underwhelming, and the reload time is too long for how long you can actually fire the gun. The M249 SAW, boasting a 100 round clip, is primarily used as a support weapon to suppress enemies 60+ meters away with sustained gunfire.

The Machine Gun could be reworked to have a high stagger rate and a large clip (75%-150% larger) for sustained fire. It's niche would then become crowd control enabling your squad mates to land fatal shots before the wave closes the gap. The charge up time could remain and the damage could be nerfed (though it deals so little damage already idk if this is necessary). Ways to balance the sustained fire could be A) A very long reload time such that it's not practical to reload during an engagement or B) The player can only hold one clip extra on top of what is loaded into the gun. Ammo packs could refill said clip, but reloading disposes of the remaining ammo in the current clip or just swaps the clips out. e.g. If the clip in the gun has 25 bullets and the back up clip has 75 bullets, reloading will swap the clips such that your extra clip has 25 bullets and the gun is loaded with 75 bullets. The ammopack resource would only add to the extra clip so some consideration has to go into their use.

I will note that I don't know if the game needs more crowd control or not with the c-foam and mines being balanced as they are.
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Suggestion from quinoa#9190 (366044037284757514)

bio sentry, it tracks longer than the standard bio tracker but at the cost of only being able to scan in a more narrow cone than the standard bio tracker

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Suggestion from quinoa#9190 (366044037284757514)

allow interaction between tools, allow the cfoam to be used to glue the sentry to a player when its deployed so you can have a portable turret on your back while kiting

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Suggestion from quinoa#9190 (366044037284757514)

allow an in game voice reader to be enabled on the terminals to read out the contents of the lore logs. think of it as an accessibility option for the game.

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Suggestion from SeñorTacoTruck#0753 (536709835178377238)

remove invisible walls.
In R1, there were almost no invisible walls, now, levels like ||A3|| and ||C3||have so many invisible walls that it's not even funny. I want to jump around like an idiot and if I fall? It's my fault. Who cares. just do what you did in R1 and have them go back to where they jumped from with a bit of fall damage to tell them to not do it again.

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Suggestion from Moss#5746 (660969894506135573)

headshot multiplier for shadows please

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Suggestion from スペック “specs”#2700 (482348104646131727)

can be knocked/thrown by giants

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Suggestion from Apollo#8111 (410526893914324993)

Large strikers, chargers, and large chargers should not have a ranged attack. Whenever I encounter them I want to be scared of a strong melee hit, not a long range tongue attack. I feel like this fits better for chargers since they are heavily mutated and have armor on their heads, making it impossible to send a tongue attack out but still possible to scream.

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Suggestion from Apollo#8111 (410526893914324993)

Customizable weapon attachments which you unlock for getting a certain number of kills with given weapon (larger/more difficult enemies count for more) and/or for completing a certain level x number of times for a new attachment on certain weapons (cosmetic, limited time to get)
e.g at 150 kills with the HEL Rifle, you get a less damaging, higher piercing ammo type.
or
e.g you can complete R6B2 3 times for a different scope type with a customizable color for the HEL Rifle.

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Suggestion from YoonaIsQueen#1111 (399687196581298196)

Not sure if this has been suggested already, but perhaps it would be useful to add a little notepad in the corner of the map screen where you can write down codes/numbers ect... Similarly to how you draw on the map but it stays around?

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Suggestion from Moss#5746 (660969894506135573)

a bit more tool refill on E1 or at least 1 more grenades before the [REDACTED] room and then another 1 for the [REDACTED] room. (your welcome for no spoilers)

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Suggestion from Dex#5623 (111032239541747712)

show artifact progression in the rundown/lobby to see how much more you need to get boosters prior to starting an expedition

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Suggestion from Moss#5746 (660969894506135573)

team extraction scan. not an S1, just a normal team scan with an error alarm

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Suggestion from quinoa#9190 (366044037284757514)

rebind the use command for resource packs from "e" to left click (use on self) and right click (use on team mates) so we dont accidentally climb a ladder or open/close a door while trying to divide resources. left and right click so we dont accidentally give ourselves resources when trying to give team mates resources.

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Suggestion from quinoa#9190 (366044037284757514)

rebind the "e" key for the mine deployer/trip mine/cfoam tripmine to left mouse click to deploy, that way you dont accidentally open/close a door while trying to put mines down on a door frame. you can probably retain using "e" to pick up mines for the mine deployer, this would also help if people are trying to stack mines and dont accidentally pick up the mines.

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Suggestion from A.D.C.#9995 (597885542071271435)

This might be just a me thing but for B4 (Ext) while I like the mechanics/the way the level works. In my opinion, once you understand how it works, it is too easy for a B level simply because there is no punishment for ‘going loud’, which is where most level difficulty is found when punishing mistakes. I think you either need more there to make it harder or – This next bit is my suggestion – it should be part of the A levels as an initiation for new players and a warmup for older players to get them into the new rundown.
So please thumbs up if you agree or thumbs down if you found it about the correct difficulty for a B level. Or suggest something else if you want a different take to this suggestion.
Have fun everyone 😊

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Suggestion from Enigma#2285 (318910687583928321)

Most sleepers should have melee attacks like the chargers, however they only swing at you if come within very close range.

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Suggestion from Night_Slayer42#8773 (757569002045440052)

Hey, I have two ideas I would like to share, if you want to add to the game.
My first idea is that we add drones, this could be awesome as they would fly around and shoot enemies like the sentry, It can move a lot but has a small ammo space, and when it runs out off ammo, it disables itself and can’t be used again.
Another idea is adding Mega-perks or basic perks, that last a lot. So when you go into an extreme area, you can find either basic perks, that will have a lot of uses, like increased damage in glow stick proximity or so on, or mega perks, which are really good perks that can only be used once, like you can have two tools, like a bio tracker and c-foam or have doubles reviving and double scan time.

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Suggestion from ShmeeGrim#2776 (224350348205228032)

Map editor pls

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Suggestion from ShmeeGrim#2776 (224350348205228032)

Added clarification: add a map editor/mod tools that allow for full custom built levels using assets packaged with the game, or with custom created assets.

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Suggestion from スペック “specs”#2700 (482348104646131727)

throwing glowsticks alerts sleepers but they only stay focused on the glowstick for a short period around 20-25 seconds depending on how far or how short you throw them

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Suggestion from Dex#5623 (111032239541747712)

additional small boosters (or call it something else) within the expedition. They can be applied like a consumable and expire when the expedition ends.

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Suggestion from A.D.C.#9995 (597885542071271435)

Optional Exits from each level, which allow you instead of exiting the level continue to the next level as a seamless transition instead of going back to lobby and starting the load process all over again from scratch. You might need an antechamber between the two levels to allow equipment changes and restock but I think it would be nice to continue on with some groups especially when you are on a roll.

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Suggestion from Malange#4546 (153616705766031360)

Tinnitus/High Frequency Hearing Loss setting: Some people like myself have high frequency hearing loss, and it makes the pings either impossible to hear or in my case painful. There's various other high pitched noises that trigger tinnitus or cause pain. The setting would simply lower pitches of everything or specific sounds.

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Suggestion from MrFangZy#5613 (386061788103311362)

Stackable refills/glowsticks/C-Foam grenades.

It's quite annoying to find two separate. medipacks with only 1 use each and not be able to combine them into a single 2 use medipack

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Suggestion from popayes5#7378 (383484779888115732)

able to pick up mutiple seringes

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Suggestion from CaptainAhAb346#2829 (567038068754874390)

be able to double click on item such as boxes, or doors while viewing map which then puts a ping on the item for others to view and find while running around. This would be super helpful because people can be very far apart while playing.

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Suggestion from TheOnlyAce#8573 (380572197913362433)

Change booster 'melee damage penalty' to 'increased melee charge time'. Melee damage penalty can be too crippling to use due to how finely balanced the melee damage is in relation to certain enemies hp.

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Suggestion from D0VAHKlN#9859 (325085305361399809)

An Aggressive Booster that increase the Bullet Count by One (negatives can be included)

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Suggestion from Clan Dragonclaw#5215 (212046399972311042)

protect passworded computers better.

Was just playing A3 with the boys and as a joke I decided to guess the passwords before opening any of the doors. I guessed both passwords in 5 tries total.

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Suggestion from Yamashiro#4418 (274670954066477057)

Playable mini games at the terminal. Something like Snake or so

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Suggestion from Onikage-056, God of Animatronics#3798 (216351462068846593)

A silenced pistol with near-zero damage (but lethal to Scouts), so gun-happy teammates won't alert the entire complex when they start shooting a Striker that got too excitable.

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Suggestion from Cami11e#7297 (217785522536448000)

An audio option to disable the jumpscare/scream in the opening sequence/loss menu

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Suggestion from rokao#4419 (440525789637640192)

A new type of infection: mental disorders
Prisoners see sleepers that do not exist. Infected prisoners will wield their hammers and hit the floor to kill the illusion. Even in gun fights, illusions and real sleepers mix to confuse the prisoners.

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Suggestion from Night_Slayer42#8773 (757569002045440052)

What if you had a consumable that can be found in lockers and such, that attracts basic enemies, but not scouts or larger enemies. It lets out an audio noice for a short period of time and can be handy for security doors or heavily populated areas.

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Suggestion from Onikage-056, Blast-Happy Bunny#3798 (216351462068846593)

Sentries! You know 'em, you like 'em... but they can't aim worth a damn, and they have this relatively slow turning rate and small fire cone. So, an idea for the masses of Sentry carriers the world over... Either as a general improvement, or a booster: Improve the fire angle of the sentries from what looks like a 90-degree cone to a 100-degree cone, and reduce the turret traverse and target acquisition times by at least a third. I get that they're intended for chokepoints, but more than one security door has been in a large room where enemies can just run past it for the meaty Tootsie Roll beyond, so this "software update" to the automated guns should help without being overpowered.

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Suggestion from Mike the Acid Cat#0001 (274664662404956160)

jumping is loud enough to wake sleepers in close proximity. This will prevent players of all skill levels ruining the tactical experience and atmosphere of the game. 'Slow and steady wins the race, folks.'

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Suggestion from Realistic Glass#1799 (690501956782915625)

since at the end of R5E1 we discovered a new set of elevator. So maybe for future rundown we can play as two different groups of prisoners; one is the current squad which drops down from the surface. Another one is the new (KDS-deep?) squad which starts from that E1 ‘drop-point’.

There will be more total levels such as ABCDEFGH where

  • the first squad can only do A to D, with E to H grey-out

  • the second squad reversibly can only do E to H while cannot play A to D.

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Suggestion from a trash panda#6647 (300076100673994763)

Power Mechanic in GTFO

Some rooms could have no power when entering the rundown and have reduced functionality.
To activate power a Circuit Breaker could be used to switch power on / off in zones or rooms.
In some zones this could be dependent on generator status first, before allowing function of circuit breakers.

Turning power on to rooms could do the following:

  1. Turn on primary lighting in the room/zone. (some lights may be broken).
  2. Activate fans/vents to remove fog in the room. (fans will jam for some rooms where fog is emphasized and will jam for rising fog objectives)
  3. Turn on computers and terminals. (terminal may require power for use).
  4. May sometimes activate an emergency/fire alarms left that were activated when the rundown was evacuated.
  5. Turns on door panel functionality. (unpowered area doors can only be hammered open).

By turning the power on you gain functionality of the room at the risk of waking enemies.

  1. sleepers in areas that are right under the lights will be woken.
  2. emergency/fire alarms may be unintentionally turned on waking the room.

Mitigation:

  1. light bulbs could be removed/broken, cfoamed to dim or just clear some sleepers prior to switching power.
  2. alarm speakers can be found (next to a door and unplugged/hammered).

Turning power off does the opposite.

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Suggestion from Exia#6463 (232977631711068161)

Remove glowstick dependant aggressives boosters. Aggressives should only have defense reduction or regen reduction. The strongest passives in the game should not be item dependant.

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Suggestion from GumPum#1216 (486987911951286272)

Higher up default field of view. It's disgusting.

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Suggestion from GumPum#1216 (486987911951286272)

Consumable infrared like flashbang to stun enemies for a short time.

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Suggestion from Larra#9842 (441609175013785600)

Do something about character interaction with sleepers when you "stealth" kill then. Because now it's just ridiculous: you bash open an enemy from head to hips, it dies with the very loud scream and unawared sleep in less than a meter away seems to give zero 💩 about.
Even so he will wake up and call an emergency meeting if you made few steps without crunching on the other side of the room.
It kinda kills all immersion, instantly reminding you that you sit in front of your computer, wasting time on a video game.

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Suggestion from Toastii#4984 (377623003837628416)

Subtitles for when the characters make little bits of dialog.

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Suggestion from rokao#4419 (440525789637640192)

For newbies, we want sleepers spawned by the Scout to be pinged upon spawning. We also suggest that you give the Scout 10-15s of preparation time after awakening and show this on the HUD.

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Suggestion from F in chat#2255 (517072889783255061)

A new type of enemy, that is kinda the opposite of a scout. The enemy cannot hear, but can see and move slowly. It would have to be placed in spots where it wouldn't be instant alert by opening a door. If it sees you, it alerts all enemies like the scout. Makes different noises to tell the players it's not a scout.

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Suggestion from スペック “EmptySmoke”#2700 (482348104646131727)

if we bash a sleepers head but they manage to still be alive without a head can’t shout to alert others

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Suggestion from F in chat#2255 (517072889783255061)

Allow players to turn off Motion Blur in settings.

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Suggestion from Larra#9842 (441609175013785600)

Some way to mount the Long Distance Flashlight to create a static cone of light. It's kinda weird you cant lay it down while it's turned on to create a good static light source

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Suggestion from Brisingr#8262 (362635458888335362)

A tool that is a silencer, but has super low durability. Call it improvised silencer and the lore would be that the warden wouldn't approve a normal one so you use like putting a bottle or can on a pistol to quiet it. Make it like a starting 5 use with a max of 8 tool you carry in over a normal tool or a utility item you find very rarely with between 1-5 uses. Won't help for much except scouts, but when you find it, it'd be handy for making crowds and scouts easier.You could also have it wake enemies if you use it within a certain distance of them similar to how a hammer does, but it would be a larger circle than the hammer strike. Again... very rare to keep it from being an overly used item.

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Suggestion from Leon Kennedy Sperm Respecter#9295 (828969603181969479)

slightly increase ammo cap of sawn-off shotgun. allow toggle for all three barrels to be fired at once.

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Suggestion from Realistic Glass#1799 (690501956782915625)

make the Warden during certain mission send down another elevator cargo when it/they discover the prisoner squad find certain issue that require extra equipment to fix it.

E.g. Prisoners send down to a quadrant to investigate an unexpected black out with unknown cause. After prisoners find out that one of the generator cell out of battery (lol). Warden then send down an elevator cargo containing cell(s) to fix the issue.

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Suggestion from Pedekele#2950 (482933180442345493)

add alarm doors to the game that can be sabotaged to bypass the alarm.

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Suggestion from Pedekele#2950 (482933180442345493)

Expand on the kind of boosters we can get: enemy proximity requirement, terminal proximity requirement, requires hammer equipped, reqiures main ammo <10%, requires infection >50%, increased run speed, increased glow stick and fog repeller duration, increased syringe effectivity, increased ammo capacity, increased health capacity, increased infection regeneration cap, increased artefact yield,

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Suggestion from GumPum#1216 (486987911951286272)

Make hitboxes and enemies client side to get rid of high ping penalty. Watching Kenny with a 500 ping makes me feel sad for him :/

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Suggestion from Dino#7846 (138354506185441281)

A toggled mini map always on the screen because it gets hard navigating through stages you don't know without spamming map

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Suggestion from Chancho06#1926 (384019164974546946)

Added Stealth Mechanic. It should be possible to cause monsters to lose line of sight but remain alerted. Could create some intense moments when low on ammo and desperate attempt to recover. They shouldn’t go back to asleep. It could help bring some horror back into the game while trying to survive while being hunted.

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Suggestion from The Notorious Guy#8465 (234720060353019904)

Rooms containing terminals that can activate holographic replay logs that can provide lore visually and providing a better understanding of what went on in the various facilities.

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Suggestion from Cat Muncher#2014 (224670634980933632)

The game is too time consuming, normally a team takes between 40 and 70 minutes to complete a "normal" difficulty level, taking even more time when one wants to try "extreme", "overload" or "efficient". I can't speak for everyone here but i and some other players think that it takes too much time to play a single level. I would really like for a "normal" game to take 20-40 min to complete and take advantage of the difficulty selector to expand on that and really make the players decide if they have enough time and the energy to complete side objectives.
TLDR: The game has too many blocks to get to the objectives which take a lot of time and make the level extremely long, please shorten the time-length for the levels.

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Suggestion from Hinode,works for the sleepers#7720 (329338497049690112)

A enemy that works similar to dead space prowlers, they are melee enemies that try to flank the player when not being focused on and will attempt to use cover to hide, like chargers you wont encounter these everywhere only in scripted rooms and events. The idea is an enemy that requires the team make call outs and fight together.

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Suggestion from raDiaNCE#8362 (394947270409453597)

small change to make matchmaking better for both experienced and new players. GTFO should track what kind of objectives and levels a player has completed, even across rundowns. You don't have to tell players these, but the matchmaking system should take that into consideration when finding people to match up. By adding a "ranking" system to players, new players matchmaking don't have to worry about being put in "carry lobbies" with 3 veterans and lobbies where veterans trying to complete a difficult challenge like PE or D/E levels get placed with a total newbie, making them frustrated/angry at the new player for literally no fault of their own.

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Suggestion from Hellraiser#4853 (301805206004563968)

let us sort the boosters and put them in any order we want on the lists

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Suggestion from Çaptain Ålpha#6344 (208401169108828161)

The devs should put what "type" of error alarm on doors like, what the error alarm will spawn, to let the player know what they up against like the normal alarm.

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Suggestion from The_Voidrunner#7021 (387769584830119938)

I see that the idea above this isn’t getting so well received, I think that if there should be a way to inform the player of the error alarms, it should be code based. Could be error alarm, code-725 or something like that, then maybe have either a terminal in the mission that says what it does, or have them be consistent so you can tell on sight.

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Suggestion from Glowdude#4073 (515690091469864960)

I think after seeing how many people complain about the RNG with boosters that an idea should at least be proposed. This is a bit of an... unorthodox approach to it, but I think it could be neat if instead of having 3 different types of boosters that determine the strength of the effect, I think maybe there could be instead a rarity system, where you have common, uncommon, and rare artifacts that reward points upon collection (artifact heat would still apply to the points collected). Then these points could be spent in some kind of skill-tree like area in the menu, like the bloodweb in Dead by Daylight, where players could unlock boosters, with the more powerful ones costing more points. There could be other stuff available here too, (these are just things I'm throwing out there) like unique name/ping colors, or like a unique title underneath a player's name, but I think it should just stick to boosters. Also I think boosters should have more interesting effects than just some stat changes. Like, maybe you're immune to fall damage on a cooldown, or you can see lockers and boxes closeby you, or even like you could see enemies who are breaking doors in the same fashion that you can see your teammates in the dark. There's so many possibilities for little but interesting effects of gameplay that would spice it up. Also, I'm not a game designer. I have no idea if this would completely break the game. I just think that boosters are a little bit bland as they are right now.

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Suggestion from Windows XP#1160 (265601376225198081)

Mystery/Hidden Alarm

Basically, a type of alarm that is hidden. It could be any type of alarm such as Cluster, Regular, S, and Surge. However, the type of alarm it's going to be is hidden in a error text message. This creates some hype and tension because the players are left with no clue of what type of alarm it's gonna be. This forces the players to strategize with various contingency plans and figure out what type of alarm it's going to be. Only spawns in specific expeditions, especially in deeper levels of the rundown.

Example
//:CLASS IV CLUSTER ALARM DETECTED!///

Instead we got this:

//:CLASS [ERROR!!!! ALARM TYPE CANNOT BE IDENTIFIED! *&£&$(%@ ERROR MESSAGE: 2738954]//!!"

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Suggestion from Windows XP#1160 (265601376225198081)

Small Quality of Life Improvement.

If the person is suffering from connection issues. There should be a small text at the bottom right of the HUD which says "Connection Problem - Reconnecting".

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Suggestion from Çaptain Ålpha#6344 (208401169108828161)

Make broken doorframe either solid/have collision or not solid and don't block shot

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Suggestion from Apollo#8111 (410526893914324993)

Lower the range of small striker attacks

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Suggestion from 「Neetralius™」#9379 (219315274342596608)

I'm 100% sure this has already been suggested, but:
add a volume slider for ambient (complex sounds, distant screams etc.) Separate from walking, shooting, etc. The ambient in this game is one of the best in the industry, and I want to enjoy it without losing my ability to hear after 1 year of playing the game, ty.

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Suggestion from TheWrong1#3809 (534031436504760324)

z1 difficulty

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Suggestion from Mr. Anderson#7012 (357260636767649792)

when you run out of consumables, instead of automatically switching to your gun it should either switch to your hammer or nothing in your hands. If you are throwing glow sticks to light up a room with sleepers and you run out of glow sticks unknowingly, then you’ll likely shoot accidentally and wake up the room.

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Suggestion from Bubu#0499 (305833177472303105)

an objective where we have to physically break something or bring an explosive to destroy it. An example is that we need to find and destroy a terminal with our hammers or mines.

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Suggestion from GumPum#1216 (486987911951286272)

After remove c-foam from a door, let us be able to open the door again

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Suggestion from Pedekele#2950 (482933180442345493)

i assume a big part of the game is meant to be played stealthily. but the stealth mechanics are very basic and could use some expanding. for example when player 1 wakes up an enemy and gets downed, the enemy can walk all the way though the entire map to player 2 because they somehow know exactly where he is. but it would be way cooler if that wasn't the case and awake enemies would instead just start looking for players. this would cause a fun new scenario in which you can avoid the roaming enemies and hide in a meaningful way.

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Suggestion from Pedekele#2950 (482933180442345493)

it would be nice if there was an extermination objective in some missions. it could be "kill the mother, to stop the infestation of zone x" or "clear out all enemies from zones x y z to make the lab accessible for the scientists" or "destroy the infested 'kronenberg' thing before the hsu cluster gets compromised"

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Suggestion from Pedekele#2950 (482933180442345493)

change the lock melter into a nitrogen canister that freezes the locks. the reason behind that is that it makes more sense as an item found in lab/construction environments and it could have additional purposes like as a weapon that might freeze a small enemy for a moment or make a shadow visible for a moment or even as a fire extinguisher if you'd decide to add more hazards to the game. People ain't excited to find lock melters - this could change.

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Suggestion from Pedekele#2950 (482933180442345493)

add a dedicated key to use consumables. most FPS have a dedicated key to use grenades. and in gtfo we already have a key that let's you instantly switch to the hammer and do a shove. a key that switches to the consumable and uses it would be simple to add therefore

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Suggestion from Squid Faced Man#9295 (828969603181969479)

Add a shimmer effect (think Predator) to Shadows when you shine a light on them instead of making them completely transparent. Make them quieter as a balance. Just seems arbitrary that they are so difficult to see. Maybe even make their pulses faintly bio luminese so they are more deep sea transparent than spooky ghost transparent.

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Suggestion from Hazmatsuit#4615 (337975918461190145)

A grindable incentive for players to sherpa others. An example from another game is Destiny 2 whereby someone that sherpas 10 players through a raid is rewarded with a vanity emblem they can display on their profile.

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Suggestion from ✈ HuggieBear ✈#7508 (223938140291858441)

Consumable and or tool night vision Goggle balanced by distance visibility. Could have a max run time of say two minutes, or a longer run time with a power drain cap of turning them on and off. Using them could increase infection as a balancer as well. In game NVG would be comparable to Crummy 2001 Call of duty night vision goggles that could only see 20 feet infront of you. Meaning it isn't that much better than your traditional light, but slightly better clarity.

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Suggestion from Daddy RoBoNox#4240 (342960873712779264)

Fix clipping issues, and make models feel more solid.
I feel like the enemies and even the players could seem much more alive if the clipping in the game was fixed. I.E. enemies don't clip some limbs together in hoards, players don't push their weapons into walls when facing one, etc. etc.
This could also fix cheese spots where enemies parts clip through walls.
The basic concept would be, that when a model gets too close to a surface or other entity, certain body parts would be able to move a bit closer to the body, or the bodg could tilt away, preventing clipping.
This could also make giant hoards terrifying, as the enemies could bump into eachother, push and maybe even knock over others, making space by tucking their arms in, or something else.
It would make the enemies feel more alive, and by extension, much more terrifying.
Bodies could also have collision with other ragdolls/sleepers, getting kicked around and stacking up before despawning.
It would probably be pretty resource hungry to implement, but it would add so much to the feel of the game that I'd say it's worth it.

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Suggestion from Podrick Equus#0134 (157376373944614912)

I have no idea how this could be implemented or if its even possible, but for the longer levels it would be neat if there was a dedicated "checkpoint" of some kind where once you reach it, you could save, quit the game, and come back to finish the level another day. Many levels already stretch past 90 minutes in length if you try to do all the objectives, anyways.

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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, ruining runs and such.

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Suggestion from Squid Faced Man#9295 (828969603181969479)

QoL add a scale slider for the terminal ping.

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Suggestion from Nicholas#9885 (230721149779050499)

i dunno if this has been said or if it is already something in progress, but you know how there's always the decoded subsurface transmission at the start of creating a game? What are the chances of those being voiced? I'd love being able to hear it as you know you open up, you get a little game immersion as you can hear the frantic cries of what others have encountered. Things like that really add the oomph.

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Suggestion from F in chat#2255 (517072889783255061)

Make the flashlight battery limited, where the battery decreases as you use it. You would have to make sure it lasts for the whole level.

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Suggestion from Shadow901#8175 (387622666351280129)

Make an animation for sleepers when they get out of the black cocoons, i know that the animation could be buggy at first but i think it would look really creepy and it could be a cool event maybe on a level exclusively

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Suggestion from GumPum#1216 (486987911951286272)

Cocoons have the potential to get more horror elements into the game, but for that they need changes.

Make it so that enemies can randomly hatch from the cocoons at an given time. Imagine a sleeper gets dropped from the ceiling and lands right infront of your face.

1 Cocoon should only hatch ones and should be then switched into a model that is opened up.

Sleepers also need a creepie animation when the hatch out of a cocoon.

Some cocoons may hatch only after the players went outside the room, if you want to keep the existing mechanic for some of them.

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Suggestion from beep#8478 (224172089693831169)

A child striker variant, low health but fast, that emits fog similar to the birther, but with lower density and a smaller aoe. Would largely affect visibility during combat, but easy enough to deal with that it isn't impossible to prevent the variant from emitting fog in the first place.

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Suggestion from Whitty#9999 (534915909605654538)

A somewhat fast variant of the Sleeper which is a mobile and more deadly version of the Spitter enemy. Could possibly do more damage and infect the player more, but in return can easily be killed, and maybe damage other enemies around it too.

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Suggestion from Herobrine817#0570 (228217367325442049)

The ability to remove a bulkhead key from the DC if the scan has not been completed, possibly locked to host usage to prevent trolling in public games

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Suggestion from UnrealisticYT#2153 (531988938148151296)

have a VR version of the game. I feel like many people would like it

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Suggestion from Hinode,works for the sleepers#7720 (329338497049690112)

You can scroll up to past messages on the terminal with the "pg up" key

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Suggestion from Dreamspan#8899 (252024550764576768)

Having sectors or objectives in the game in which restrictions are imposed on the player. For example: The warden sends the prisoners down into ventilate an area of the complex after a fuel shaft/generator leakage. The warden has deemed the usage of weapons to be too dangerous due to the possibility of ignition underground causing explosions and destruction of the facility. Prisoners are requested to have their gun remain on safety for the duration while they clear out this sector or until they achieve the objective.

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Suggestion from beep#8478 (224172089693831169)

Ammo and tool ammo boosters should affect your ammo cap and not just your starting ammo and ammo tool.

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Suggestion from Sike#9711 (688810777791954973)

introduce new environment with flooded areas. In this zones shallow waters are present. It is possible to walk in this zones, but the movement is slow and jumping is not allow. Of course, together with common enemies, new kind of monsters will be interesting.

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Suggestion from Nitro#5432 (143015617287421952)

shadow boss type enemy to be included in a future D-tier level
Has three heads like the tank to tongue players but one extra head that shoots a set of 6-8 projectiles like a hybrid. Can produce a horrific scream that slows players movement to walking speed for a duration of 5 seconds if too close to boss.

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Suggestion from F in chat#2255 (517072889783255061)

Change the lighting, where the deeper you go, the darker it gets. For example, a level in Zone A would be brighter than a level in Zone B.

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Suggestion from TheWrong1#3809 (534031436504760324)

make the light logo bigger so we can really see if your flashlight is on or off

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Suggestion from WaterPistolLul#2891 (865652596974551080)

Allow us to buy boosters via microtransactions. Some of us through virtue of hard work have more disposable income but less time due to the importance of our jobs. Therefore I'd recommend adding microtransactions so we don't have to spend hours trying to get the boosters we desire. Perhaps even have loot boxes at a lower price. This could help create a "unboxing" community for the game therefore increasing visibility and marketing potential.

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Suggestion from Relicanth#8004 (181560740556046336)

New terminal category for lock melters, glow sticks, fog repellers, syringes, cfoam tripmines/grenades, and tripmines called "Consumables" or something along those lines. Being able to locate specific consumables on levels using terminal pings and querys would be nice

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Suggestion from Windows XP#1160 (265601376225198081)

Add some extra lines of dialogue for the main characters, commenting about the special sleepers (with humor and puns of course) to add some immersion and make the game a bit more alive.

Example:

  • Better not piss off that Mother there, it certainly doesn't wanna give us a hug or love us.
  • That Tank is surely worse than an abusive father.
  • Better not get beaten up by those nasty Chargers
  • Be careful. Cannot see Sleepers! (referring to Shadows)
  • You either die a coward or get screwed over by the Sleepers (referring to a heavily-infested stealth zone)
  • I hate those Spitters. I wish there is something we could pop-out these tumors. I hate them all.
  • That's a one angry Charger Scout here.
  • Shooters? More like Chickens to me
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Suggestion from Hinode,works for the sleepers#7720 (329338497049690112)

A type of sleeper that you encounter as commonly as regular strikers, Not sure what it would look like, but instead of screaming and waking the room when it wakes it discharges an electrical pulse temporarily disables your electronics and does a bit of damage. This pulse also makes sound so it can wake other sleepers if they are close enough.

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Suggestion from Moss#5746 (660969894506135573)

fixing the glitch where enemies wake up randomly and end runs

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Suggestion from ZeroJazz1#9049 (397812131820732427)

add an render scaling option in game, if it is possible

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Suggestion from MasterBuilderMAC#0001 (393875609408897026)

mimics

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Suggestion from Night_Slayer42#8773 (757569002045440052)

Hey, I just had an idea for a type of sleeper that can occur. The sleeper is call a grounder, and what it does is hide in small holes underground and occasionally pop it’s head out in which it can be killed stealthy. When aggravated, it can’t leave the hold, but while poke it’s head out, and either shoot you like a shooter or hit you like an average sleeper. These can be found in any tier and more will appear in certain levels like mines or deeper down.

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Suggestion from Project Zaero#9999 (358577849411567616)

Currently (most notably on strikers), the size variance of enemies affects their moving speed, attack wind up speed, actual attack speed, attack cooldown rate, stagger time, etc.... It would be interesting if their max range of their attacks were also affected.

This would make smaller strikers have reduced range to compensate for their rapid speeds, and bigger strikers would have an extended range to account for their sluggish speed. This would be a healthy balance change to strikers as well as adding a bit more flavor to variance in enemies. As it stands now, in a defense the #1 target is small strikers because they move at god speed and will zerg your team down, and big strikers are so slow you can ignore them.

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Suggestion from Kythe#5838 (265846475861393408)

I was thinking of ways to incentivise stealth gameplay, I have a few ideas for how to do this, but I will stick with one for now.

I know how silencers have been suggested In the past, but what I am suggesting is a more realistic silencer, which would not completely muffle the gunshot sound, maybe have it alert sleepers that are close by (say within 10 or so metres) and all others just go to the glowing stage (or pulsing)

I think it would definitely enable players to strategise how best to take on a room, and dispose of more problematically placed sleepers, the silencer itself would most likely be a consumable slot, it would be compatible with all primaries, but obviously some guns would benefit more i.e. single shot high damage(I say only primaries as a silenced hel rifle or sniper would be ridiculous)

I wouldn't say it could last forever, maybe 10 shots or so? But I feel like this would definitely add variety to the stealth gameplay while not breaking it completely

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Suggestion from Mit#7801 (294764458067099648)

show how many uses consumables have remaining when looking at them in lockers, like how resource packs state the number of uses left

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Suggestion from ChrisFe#6715 (328688861620338698)

Sleepers that get up and quietly sleepwalk around the room for a short while, should happen very rarely. Them bumping into you would wake them, to compensate they won't react to the flashlight when walking. This could increase the tension even more during stealth because it eliminates any possible safe areas and forces you to move when you might be surrounded by other sleepers. Again should be a very rare event.

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Suggestion from F in chat#2255 (517072889783255061)

Add a way to stop those stupid infection eggs for longer periods of time. One way I would suggest is that if you use C-foam, they would be inactive for a long time until the C-foam wears off.

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Suggestion from Jawn Blue#3386 (219566092199133185)

If you happen to play this game with a main group long enough, you've probably had some game nights being limited/cancelled because of a couple of your friends had schedule conflicts.

Instead of being delayed a few days/week(s) until the next session, what if there were small party missions of size 2 that served as an artifact gathering hub? This will encourage those who have more playtime to gather artifacts that may synergize well with an individuals existing inventory, or bolster the odd's of completing future missions when the squad eventually returns to full manpower.

Better yet, it would present a reward to break out of a friend group if the opportunity to trade artifacts with other prisoners in the community (in addition to the mission). The only catch is: you each begin the mission at separate entry points, and must make your way to one another to complete the trade, and extract together.

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Suggestion from Night_Slayer42#8773 (757569002045440052)

Hey, I don’t know if this has been suggested or not, but what if you have different drop animations for different tiers? Like say for A-Tier, it’s just a nice drop, whereas E-Tier, you could drop very hard, and say clip something on the way down making you land not so peacefully. It’s really up to the devs how they would want each animation to be like but I thought it would be cool.

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Suggestion from UnidentifiedMale#4990 (518173199389818905)

What if your teammates showed up on the bio tracker as small green dots or something similar to that. I think it would help give a sense of distance by providing points of reference and I think it would make sense for the bio tracker to detect humans.

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Suggestion from Blackknight95#3682 (418550037530935296)

Make it take longer to repeat the threat level indicator sound byte. it was funny the first few times but its getting annoying hearing Warning: Threat level: extreme every 5 seconds

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Suggestion from GumPum#1216 (486987911951286272)

Make the dropdown how it is in the trailer so you can see the hole you are dropping in and make the dropdown sequence look cpreepier aswell.

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Suggestion from Skyrope#8741 (266345176967020545)

if your standing near the entrance shaft during the expedition, have a chance to see the cage dropping another set of prisoners farther beneath you. this can only happen once your drop cage has returned to the surface, for obvious reasons.

You could even add more drop shafts through the level, and when you walk past them, it triggers one of these events.

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Suggestion from TheWrong1#3809 (534031436504760324)

make a respawn unstuck button in case we keep finding places so many ppl keeps getting stuck into

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Suggestion from FLQNadeau#4079 (339133477830000640)

Stop putting some really hard part at the end of a 2h00 + mission it get really fustrating to fail after such long time when you have few hour to play in a week.

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Suggestion from GelfChief#6960 (203230872277614592)

How about some rarely spawning cosnumable, that could permanently inhibit or destroy spiters?

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Suggestion from NA infini#6457 (358807393422934016)

create a new type of boss enemy that spawns in the level, and prisoners have to lure it into a zone to trap it in order to get the password/data core for lower level terminals which contains the (design) of a weapon/syringe(ammo) that could damage/kill it and come back later to kill it dead for sure.

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Suggestion from ZGaming#2021 (703015972348493914)

Dedicate a whole update to optimizing GTFO for better performance. As of right now, GTFO is poorly optimized and runs like a bag of chips. I can run other games great, but I can barely run gtfo at 40/50 frames. I can run other games like valorant, deep rock galactic, and minecraft (with extreme shaders) all at or above 100 frames. I know this might be low on your priority list for gtfo, but it's becoming a serious problem as more and more features are introduced.

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Suggestion from Skyrope#8741 (266345176967020545)

Use Bulkheads less
I would say remove bulkheads, but lets be real, that's not gonna happen.

Since the addition of bulkheads in R4, the game never
played the same. I got used to the clutter of 3 expeditions in 1, but recently I played B4, which contains no bulkheads.

I wondered why B4 felt better than previous expeditions, and came to the conclusion it was because the level had one possible objective, to escape. You didnt have to worry about other objectives, and the level did not have any un-necessary clutter.

I get why the devs implemented layered difficulty, but bulkheads ruin the flow of the rundown, skew the story, and make the expeditions feel cluttered.

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Suggestion from TheWrong1#3809 (534031436504760324)

put motorcycle we can ride

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Suggestion from TheWrong1#3809 (534031436504760324)

another new melee weapon, a squishy dog toy

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Suggestion from wWild#9334 (294543740394012673)

Since GTFO happens in a mine, how about a pickaxe melee weapon?

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Suggestion from Glowdude#4073 (515690091469864960)

I think voice lines should be used more generously! Maybe even give players a TF2-esque style system to give specific dialogue queues, maybe like you can give a positive or negative reaction, request ammo/health/tool, directional commands (i.e. Go right, Go left) or stuff like that. There's some lovely voice actors for the game and some voice commands could add some charm as well as a quick way for non-mic players to communicate!

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Suggestion from A.D.C.#9995 (597885542071271435)

Rats and maybe other animals if the environment suits it. I think they would need to be rare since, I would like them to be able to wake up rooms, though the enemies would chase the rats rather than the players, unless the players are closer to the enemies or seen by the enemies. I would suggest, the rats are interactable so you can kill them, pick them up and release them for more interesting dynamic choices.

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Suggestion from A.D.C.#9995 (597885542071271435)

I’d like the mission exits to be more realistic, you can still have the scan but if the scans could do something like shut a massive bulkhead door or activate some auto turrets attached to the wall and kill all the enemies. Basically, just something to indicate why the scan saved the survivors rather than we could hold or just about hold the exit until a certain timer ran down.

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Suggestion from GumPum#1216 (486987911951286272)

Change bulkhead doors to a creepy looking, big gate like door and remove the "warning thread lvl..." sound.
Instead give this gate a creepy typical "door opening sound".
That way you have more the feeling that you enter a new more brutal area of the complex.

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Suggestion from A.D.C.#9995 (597885542071271435)

Bunny Hops: I recently played with someone who was really good at the game and so good at bunny hops he carried me and two other players through a high run on C2. I have no issue with doing the high run that way but as a group we literally did everything wrong and it should really have been a wipe if not for the fourth players skill level. This however, did make me feel like bunny hops is really just an extra life/continue mechanic. The three of us just waited for the fourth guy to finish the enemies and 1up us all/hit the continue button. I did not mind finishing a high run in this way but I would have preferred to have felt more useful during the run.

Based on this and assuming that bunny hops are fulfilling a mechanic the developers want in the game. I would rather the bunny hops were removed and instead an extra life system was used. I do not really mind how the lives system would work but a possible working scenario could be:

  • 4 lives each for High;
    Remove 1 life when the extreme bulkhead is activated – 3 lives each for extreme;
    Remove 2 lives for overload – 2 lives each for overload;
    Remove 3 lives for PE – 1 life for PE (I mean NO extra lives at all by 1 life)

It just my take on bunny hops have experienced them from an extreme situational example.

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Suggestion from A.D.C.#9995 (597885542071271435)

environmental noise that keeps enemies alert in certain rooms, like the sound of a waterfall/water flowing through pipes or the hum of machinery.

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Suggestion from Nomad#7094 (223817950388420608)

remove boosters

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Suggestion from NA infini#6457 (358807393422934016)

An armoury deep down in the facility extracted a data core that holds stuff (the good stuff, like 69 Terra byte worth of anime) right before the outbreak and tried to upload all its content back to surface, but before the upload could finish, the stationary turrets outside of the armoury were shut down in a power surge, and when the power came back, the turrets were set to eliminate all moving bio signatures including securities and researchers. eventually all the guards died, sentries ran out of ammo, the armoury was overran by sleepers and the upload was paused from the surge. Now the warden wants the prisoners to sneak by the sentries on the back side of the armoury which still have ammo, reset all the turrets and refill them (high allows turret ammo, extreme locks out ammo maybe but who am I to tell, im just an idiot). then the prisoners could either extract the data-core from the deepest part of the armoury for full research recovery or finish the upload from a terminal to recover partial research,( but if the prisoners choose the data core, it will enter a lockdown state which forces a terminal uplink.)

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Suggestion from thefinallonewolf#6346 (243095251617579008)

Allow sacrificing boosters you don't like to add charges to boosters you like of the same tier. This could be a full 1-1 say you sacrifice a 2 charge aggressive booster to charge up your 1 charge aggressive back to 3. It could also give half the charge from sacrificed boosters if full transfer is to powerful so 1 and 2 charge would give 1 charge, 3 charge would give 2 charges. This system would be nice to help remove some of the rng of finding anything you like and frustration from always finding boosters that are completely worthless for you all the time

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Suggestion from Nitro#5432 (143015617287421952)

weapon boosters such as increased reload speed or recoil reduction

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Suggestion from WaterPistolLul#2891 (865652596974551080)

As a proud supporter of the LGBT community I find the lack of diversity represented in the main cast slightly concerning. No females, trans or people with either physical or mental disabilities are present. If this game wants to appeal to as wide a demographic as possible it really needs to consider expanding its cast and bringing attention to the issues these groups face in real life.

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Suggestion from Clay#1854 (97053039499673600)

Daily artifact heat on top of your current heat for a specific random floor, the level is the same for all players.
the boost is a static flat increase to your current heat for that floor. your heat + flat increase. your heat goes down as normal. New floor chosen at 0:00 UTC, previous floor looses its boost at UTC 4:00.

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Suggestion from JoeJoe#4854 (855554003353600031)

Glow Spray Consumable. Sprays a glowing liquid on sleepers that stays for 30-45 seconds. Counter item against shadows.

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Suggestion from Glowdude#4073 (515690091469864960)

So it seems like the devs were trying to nerf long kiting at least somewhat with the addition of the cocoons. What if maybe we got an enemy that would help with this during door alarms? Maybe call it the "Snatcher" or something like that. It's a pretty simple premise and it wouldn't have a huge effect on "Normal" gameplay (Playing without long kiting). Basically, it would spawn in the room where the sleepers spawn, and would be a giant with multiple heads or something that has no weak point. So, how do you fight it? Well... you don't. The snatcher would stay in the room where the sleepers spawn and slowly patrol around, and if any player entered the room it was in, it would send out long homing tongues that would (in the same way we saw the tentacle do at the end of the World Premiere Gameplay Trailer) that would latch onto the prisoner's face or something idk, point is it downs them either instantly or very quickly. At the end of the alarm they despawn (they could simply walk away or maybe just dissapear, idk) So basically, it's like a barrier wall. Don't stray from the group, or the snatchers will find and eat you.

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Suggestion from Exia#6463 (232977631711068161)

update terminal:

  • Commands should list and display shortcuts when you look at the commands menu. Things like zone aliasing should be explained in the menu
  • Disinfect should auto complete fully, right now if I auto complete "Disinfect" I have to type _p then tab again to auto complete pack even if there's no station on the map
  • tabbing should add the _ for you when there is one
  • if a locker contains a consumable (grenades, glowsticks, etc) it should tell you that when you query it
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Suggestion from F in chat#2255 (517072889783255061)

I doubt this will ever happen, but screw it GTFO animated series.

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Suggestion from Night_Slayer42#8773 (757569002045440052)

Hey, this is just a random idea that I somehow had in a dream... The idea was that in some rooms, or outside (at the entrance door) of a large room that can be accessed and connected to some facility's in the room. There could be things such as fog removers that can be activated to remove the fog, lights to turn on, or even diffusers that cause sleepers to stand up and move away from an area to get better access to the area. one catch can be that turning on lights will wake sleepers, and say there is a hacking like thing to start up the facility but if you get it wrong, a small or beep goes of in the room waking some or all sleepers. It's really random but I think it's cool.

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Suggestion from margwa#1987 (286639707318648843)

make a level similar to doom where the main objective is to kill as many enemies as you can within a certain limit. Maybe something like you have to collect 40 sleeper souls and each sleeper you kill as a 25% chance of dropping one

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Suggestion from Moss#5746 (660969894506135573)

I know it's too late for this rundown but for future rundowns make it so you don't have to do extreme to do overload like B2

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Suggestion from NA infini#6457 (358807393422934016)

The lab at the surface is in need for more edited demon tick samples to reverse the study and gain knowledge to edit the DNA of demon ticks again. Before the outbreak, warden's researchers managed to alter the DNA of the demon ticks to avoid the spread of infection by lowering their comfy temperature. which made any temperature above -100C lethal to the ticks. this specific type of demon tick was stored in a highly secured lab in the facility, but due to the fact that the extraction of this type of demon tick was never considered, the prisoners will have to carry a special storage cargo to keep the demon ticks alive, (optional: but be warned, the storage unit will consume electricity so frequent recharge is advised. so a hisec_cargo that you have to baby sit?)

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Suggestion from A.D.C.#9995 (597885542071271435)

level completion consequences / rewards. I am up for many variants of this idea but essentially as an example: When you complete levels on PE for earlier floors like for instance this runs A2 or B1 and B2, this makes mechanics on the later levels easier – Potentially making earlier levels easier to by applying the same reward to the early levels.

An example of this would be if poisonous fog was not just toxic to a minimum health level but lethal within 30 minutes of exposure (as an example) and when completing one or more of the earlier levels (A2, B1 and B2) causes you to cure the lethal aspect of the fog (as part of the PE objectives) and only leave you with the toxic effects (the way the poisonous fog works now). This would reward players for completing PE and give PE runs a more meaningful progression affect aside from just unlocking E levels after completing one PE run.

Note: By lethal I mean permanently dead and non revivable (not able to be picked up by team mates) even when disconnecting and reconnecting to the same lobby until it has been restarted.

I do quite like things to flow together in games and intricate mechanics like this I think would work well in this game.

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Suggestion from Skyrope#8741 (266345176967020545)

All forms of kiting are affecting the game negatively, especially circle kiting. Kiting is a fun skill to master, but lets be real, it takes to much away from the GTFO horror experience.

A good fix for kiting might be Enemy collision.

Enemy collision will not allow players to run through sleepers, making all forms of kiting harder to preform. This will not eliminate kiting completely, it will just make it harder to do. I don't think it will impact the game that much, because no new game play features/ loops will need to be added in order to implement this change.

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Suggestion from Realistic Glass#1799 (690501956782915625)

4+ prisoners squad for the very final rundown of the game? (Squad send to do one last ultra hard level such as clearing a giant biomass)😆

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Suggestion from R5E1milia Scarlet#3246 (313012100551409665)

uplink_cancel in C3 objective

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Suggestion from pheelingkewl#3080 (97125066990440448)

Add an enemy that hunts players like a Mountain lion, the creature is well versed at hiding and stealth kills, but they'll have a scream that will make the back of your hair stand up when it's nearby, but not within the same room as you.--- Also, the enemy has multiple lives, like a cat has 9 lives, so when critically injured the creature will flee until it recovers a certain amount of HP. The creature can be trapped however to prevent it from recovering and hunting the players again.

PATTERN
The creature’s attack pattern will be based on hit and run if there are 2 or more players together, however, it can also grab a player and drag them away from the team where the creature can kill the player. -If the player is found completely isolated, the creature will do another scream before it pounces and pins down and maul the player - to nerf the pin-down attack, the creature can only use it during surprise attacks, however, if the player turns their back on the creature, the attack can be executed again.

COUNTER
If the player has a quick enough reaction, the player should be able to dodge the incoming attack. If the player is able to dodge it, the creature will be in a stunned state for a few seconds, giving the player enough time to regroup with their team or engage the enemy. The main counter for this creature will be FOAM, disabling its movements then unloading on it. A soft counter would be a MEDUZA turret.

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Suggestion from NA infini#6457 (358807393422934016)

access to lower level of the facility is blocked by a large biomass with heavy armour, the only weapon known that could potentially damage the the biomass (without the need of explosion or heavy construction equipment) is a prototype plasma cannon somewhere in the facility, It could penetrate the armour of tanks and mothers but in exchange for this power, a special type of power cell is required for each shot. Warden wants the prisoners to extract the cannon, as well as the power cells. If possible, experiment the weapon on tanks to collect additional experimental data.

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Suggestion from A.D.C.#9995 (597885542071271435)

A competitive mode – I know new modes are not popular but having a good competitive mode can really help a game and game community. So, I figured I would suggest the below:

The idea is 4 teams of 4 players would drop into the same level (the same or different areas) and compete to complete objectives (there would be lots) the reason for dropping them all in the same level instead of having them play the level separately is to allow cheeky ‘FF’ like it works now, guns and turrets but no melee and a bit of competition on resources when they are limited.

That said there would be nothing to stop players working together either in sections (Could even make some obstacles require coop). I would suggest permadeath should be a thing for this mode since then remaining parts of teams could join up to finish the level (You probably need complicated comms to make it work well though).

The other advantage to having everyone in together is if one person causes an alarm or wakes a room it affects everyone.

The reason for lots of objectives is to determine who wins if no one finishes the level or if everyone finishes the level.

Hope you like this idea or inspired with a better one prisonerefficiency

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Suggestion from Hinode,works for the sleepers#7720 (329338497049690112)

make a gtfo battle royale

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Suggestion from 𝓯 마약#5624 (426350968007819267)

scout variant
it looks like a normal scout and acts like a normal scout, but it’s roar color is greener than normal, and a more low pitched roar.
After its roar, instead of acting like a big shooter, it doesn’t attack, but sticks to the middle of hordes of enemies, keeping distance from players and staying close to sleepers. When any form of sleeper is in proximity with the scout, they’ll receive a regenerating effect. The closer they are to the scout, the faster they regenerate HP. sleepers receiving maximum heal effect will regenerate hp at 5 per second.

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Suggestion from MasterBuilderMAC#0001 (393875609408897026)

a new semi-common enemy that actively avoids player line of sight and tries to get behind them

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Suggestion from A.D.C.#9995 (597885542071271435)

(I suspect I regret this one later) Having found a way to cheese the Overload on C2 yesterday I think the spawn cap for enemies should be more flexible to ensure some or all of the waves expected for objective alarms and activities can spawn in to prevent this particular exploit.

I am kind of looking forward to all the in-game pain to come wallsack

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Suggestion from .Oblivious#0420 (864174364341960726)

add an unready button

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Suggestion from ZGaming#2021 (703015972348493914)

increase the spawn cap :ok_champ:

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Suggestion from GumPum#1216 (486987911951286272)

Separate the spawn cap for each enemy so that people can't cheese hard alarms by spawn capping the alarm with the easiest enemies.

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Suggestion from GumPum#1216 (486987911951286272)

Remove the flashlight indicator it's useless.
When people don't notice that there is a big bright circle in the middle of their screen they will not notice everything else.

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Suggestion from Mendinae#5954 (279644000745684993)

I dont think this has been done yet. But a level that makes the team complete two different parts of the objective at the same time, spliting them up. Counteractive to the point of staying together as a team

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Suggestion from F in chat#2255 (517072889783255061)

With the in-game voice chat if people are too far apart, make it harder to hear them. The farther you are, the more choppy the signal gets. This would encourage everyone to stay together and communicate better.

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Suggestion from UnidentifiedMale#4990 (518173199389818905)

what @compact osprey said but have it as a toggle option

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Suggestion from Trie Biskiel#3944 (355206566682558464)

permission to get a unstuck button, we need it

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Suggestion from Kazuma#9434 (664092123636695062)

Gun silencers. But every weapon has its own silencer that only fits on the weapon that is suitable for it. the silencer is there to kill enemies with weapons quietly and inattentively

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Suggestion from RIG#2223 (469329940144324608)

A new type of sleeper called the deep sleeper. This sleeper has been down for so long, and never woke to the point where it doesn’t stretch to check its surroundings. It will take more to wake it up or to get it into the normal state, and it takes 10s to fully get up. But because it hasn’t wasted its energy moving all the time, when it does get up it can run much faster, it does 12-20 damage each hit, and it can’t stagger. It dies to a fully charged head shot but only to the head meaning you will have to hit it more if you can’t hit its head. Anything that would wake up others instantly just gets it to the throbbing state. Also shooters deal 6-12 damage each shot. This enemy would just be sprinkled in with the normal enemies and alarms, it would be its own mini boss room thing cause then it could just be stealth super easy.

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Suggestion from Whitty#9999 (534915909605654538)

A Shadow variant of the Scout. It would be more expected to be located in Extreme/Overload bulkheads in D or E sectors. Long range flashlights can have the ability to spot the feelers as they're deployed, as well as make the enemy's silhouette more visible, but are nearly impossible to see without a flashlight (as Shadows normally are.)

They can still be scanned with a Biotracker, however, making it a useful tool against them.

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Suggestion from JoeJoe#4854 (855554003353600031)

Can the Titans/Franks/big bois whatever you call them lose the ability of doing their melee attack with non-existant arms or at least decrease the range of this attack. Invisible non-existant Arms prevent players from measuring the Safe distance between the threat and themselves giving an unfair advantage to the enemy.

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Suggestion from NA infini#6457 (358807393422934016)

Also please delay the melee attack hitbox of the giants a little bit, because you take damage before the animation starts.

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Suggestion from F in chat#2255 (517072889783255061)

Add more types of music for different situations. More battle music and ambiance music.

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Suggestion from JoeJoe#4854 (855554003353600031)

More water.

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Suggestion from mccad00#8360 (161610519546036224)

Couldn't find it when i searched so hopefully nobody has suggested this already, but it would be really cool if we could have a mission that forces the team to do different parts of the objective at the same time, that way your team would be split up and you couldnt help eachother

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Suggestion from Moss#5746 (660969894506135573)

F tier

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Suggestion from F in chat#2255 (517072889783255061)

Little mini-games you can play in main menu and lobby. One example would be Galaxiga.

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Suggestion from TheresMoreThanIPinged#3315 (278029453014335488)

charger surge alarm, works same way but it's just chargers

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Suggestion from TheresMoreThanIPinged#3315 (278029453014335488)

surge error alarm, surge spawning but it never stops.

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Suggestion from Larvar#2636 (269906898730483712)

different kinds of alarm sirens/sounds in the background depending on what kind of alarm you trigger, like a surge alarm having really loud and frequent sirens or electrical noises while a diminished alarm plays a different and more suppressed version

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Suggestion from Moss#5746 (660969894506135573)

hands other than Dauda's for every person

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Suggestion from F in chat#2255 (517072889783255061)

Different character models that make each person stand out in game. Add both male and female models would increase variety.

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Suggestion from Blackknight95#3682 (418550037530935296)

replace bio tracker with Mapper

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Suggestion from Çaptain Ålpha#6344 (208401169108828161)

Add password for lobby or at least give request to join in lobby through steam message to counter trolls ruins game.

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Suggestion from {CAP}Radeon#7661 (215251472114384896)

Have a level in a rundown with a High Security Zone objective where there are AI turrets that defend it and you have to either sneak passed or disable them through some process that might involve bio/security scans. If you chose not to disabled, and to sneak through, settings off the turrets causes a waves.

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Suggestion from Blackknight95#3682 (418550037530935296)

remove the invisible wall in C-3 Zone 375-F

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Suggestion from {CAP}Radeon#7661 (215251472114384896)

Have a different type of game play, where instead of fighting sleepers and opening doors, maybe a containment protocol is needed where you have to close bulkhead doors to stop the mutants from getting into a certain zone, or from reaching the extraction point.

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Suggestion from Hinode,works for the sleepers#7720 (329338497049690112)

more multiple leged or twisted sleepers. The mother is cool but that's about it. At the least scarier looking sleepers if they are still walking on two legs.

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Suggestion from GumPum#1216 (486987911951286272)

At the end of a lvl you have to activate the elevator to come back and pick you up.
You have to defend and fight enemies, the deeper the lvl is,
the longer it takes until the elevator arrive.

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Suggestion from GumPum#1216 (486987911951286272)

In addition to my last suggestion, we could have a half transparent end screen. That way we see the end screen information while seeing the moving background because we are driving back to the surface.

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Suggestion from ABC_squid#8368 (437419839976636417)

Having to re charge power cells.

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Suggestion from Glenny#1973 (566792266467770369)

just a thought but have you ever considered adding game modes into GTFO? Having a mode where there’s two or more teams racing to complete an objective while dealing with the sleepers would be so cool and intense imo

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Suggestion from Glenny#1973 (566792266467770369)

and/or having a versus style game mode, with the sleepers included as obstacles in the fire fight which could make it more interesting than your typical team death match, ie more stealth based and tactical fights would be required

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Suggestion from Night_Slayer42#8773 (757569002045440052)

Hey, if you want, you could have a new sleeper, which is like a centipede. It kinda is a boss thing, so it can be found in overload or in lower levels naturally. The centipede can crawl on floors, walls, and roofs, and have tumours on it’s back. Shooting these tumours and popping them all, kills the centipede. The centipede’s attack can be a form or melee tail swing, or spitting some form of goop at you that will cause up to 15 damage and give 5% infection, making it important to move.

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Suggestion from NA infini#6457 (358807393422934016)

The warden wants a reactor started, the previous group of prisoners have gathered all the codes but have failed to finish the last reactor test before fully restarting the reactor. All the zones are respawn zones,so with all the security doors opened, it is impossible to finish any of the testing phases. that is why the warden is sending down prisoners with a limited number of cells to close certain doors. Prisoners get to choose which doors to close, but the opened zones will keep sending out enemies including tanks and mothers during the testing phase.

Prisoners also have the option to open closed security doors to a terminal containing a data-core by using a few cells, of course, the cells could not be retrieved so the prisoners have to deal with extra enemies during the restarting of the reactor.

another optional objective for the prisoners is to finish a computation on a supercomputer. The doors to the supercomputer will be locked once the reactor is fully started since the whole zone is in lock down mode, but finishing the computation will use up the remaining energy of the reactor from the previous testing, therefore turning off some of the lights and ventilation, creating infectious fogs in certain areas.

best of luck prisoners if this actually make its way into the game, because it will be literal hell.

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Suggestion from Yuvide#4431 (557647829749727234)

instead of having ammo boosters giving you more ammo to start with, have them increase your total ammo capacity. it feels as though nobody finds the current version useful enough to ever use

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Suggestion from Windows XP#1160 (265601376225198081)

Baby Striker Alarm Wave

Basically any kind of alarm wave, but instead of regular sleepers, we have Baby Strikers spawning instead. (Mothers' are not included lmao)

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Suggestion from Moss#5746 (660969894506135573)

baby shooters

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Suggestion from Yuvide#4431 (557647829749727234)

a booster that speeds up hammer charge, but maybe a decrease in how long you can hold a charged hammer

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Suggestion from Barghest#1635 (241220248206966784)

More combat music!

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Suggestion from OutVaded#2162 (318882657813397514)

GTFO should add voice recognition in their next update. It will make the game more difficult and possibly a whole lot of fun.

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Suggestion from Kaneki#1345 (593407017478258720)

weapon inspect animation

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Suggestion from Nada Wolf#6618 (700631734093348944)

This may be planned cuz it seems so fitting but I'd love the "connect to rundown" screen be where you choose between all the previously released rundowns and then go into the level sub-screen.

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Suggestion from Healyhatman#3734 (448391025787142156)

PLEASE for the love of GOD a /stuck command! Just wasted nearly 3 hours of my life and a D1 Ex run is ruined because the host got stuck under some stairs in some boxes.

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Suggestion from GumPum#1216 (486987911951286272)

The sounds that enemies make are mostly not creepy enough,
or not creepy at all.
Adjust or change some of them.

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Suggestion from GumPum#1216 (486987911951286272)

This could end up being annoying, or funny, or both.
In rooms with spitter, some spitter grow on the skin of a sleeper and are attached to it.

Imagine a spitter growing directly in the face of a sleeper,
the sleeper gets triggered and run to you and spit on you.

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Suggestion from Hinode,works for the sleepers#7720 (329338497049690112)

Im pretty sure I heard this one, but a sleeper were when you pop its head, the tongue extends out and takes the place as the head hit box. also gives it close ranges attacks

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Suggestion from OutVaded#2162 (318882657813397514)

You know how when you wake up one of the sleepers and all of them chase after you? The Devs should make it to where some sleepers can climb on the walls.

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Suggestion from Sen#5139 (313248767610454017)

Sleepers can also bhop to avoid being detected by prisoners

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Suggestion from VAFA12155#2996 (340980640147177472)

When you punch/blow a hole through the chest-stomach area on any creature that uses a "tongue attack" there should be a new "tongue" attack that comes from the hole.

This alternate attack would be avoided via strafing rather than crouching.

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Suggestion from 𝓞𝓶𝓷𝓲𝓬𝓲𝓭𝓾𝓼#7356 (661296553436381204)

the ability the shove with weapons but on a short cooldown and obviously does no damage

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Suggestion from GumPum#1216 (486987911951286272)

When you sneak between sleeper and they constantly throbbing, that throbbing sound gets very annoying very fast.
In my opinion it should make a deeper tone and should be a little bit less loud.

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Suggestion from Relicanth#8004 (181560740556046336)

Shadow Tanks and Shadow Mothers : )

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Suggestion from STGMOTU#6652 (416308447219417108)

a shooter variant that can projectile vomit an aoe damage puddle at the prisoners which inflicts 10% damage on impact and 5% per second

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Suggestion from Diddley4209#1756 (119164150130671618)

an extremely rare spitter esque monster that functions similar to barnacles from half life, only spawn on the ceiling. Rather than spitting, they suck you up to your death; shining your flashlight works to prevent them from triggering, only way to break out of the trap is c-foam

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Suggestion from STGMOTU#6652 (416308447219417108)

an enemy with very low health who hangs out in the backlines and has no attacks but will slowly fill the room with fog (like 30s or a minute to fill a room) that spawns during waves . When it is killed the room defogs at the same rate

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Suggestion from Yuvide#4431 (557647829749727234)

a touch up on the visuals for bullets shot by others players, just so they are more accurate to where they are actually shooting, so its easier to coordinate with others where every one is shooting instead of guessing where someone isn't already shooting

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Suggestion from GumPum#1216 (486987911951286272)

Teammates should see the impact decal when your hammer hit the wall or ground and also should be hearable (sorry for who wants to troll mates by abusing that).

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Suggestion from Blackknight95#3682 (418550037530935296)

full credit to Xello#1674 I’m just putting it as an idea
“So... here is an idea.... for the next rundown... wouldn’t it be cool if during the cage drop... the cage BREAKS. Sending the 4 survivors to 4 different parts of the map.”

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Suggestion from Rusty#5404 (549650835769131026)

timer before a security alarm goes off and triggers something fucking big

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Suggestion from Rusty#5404 (549650835769131026)

tentacles that grab you like in certain japanese animated movies

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Suggestion from EverStayx#0001 (488208900101767168)

team scan but the circle split to four small scan and one person required for each circle

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Suggestion from F in chat#2255 (517072889783255061)

4K Option

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Suggestion from NA infini#6457 (358807393422934016)

remove spitters

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Suggestion from Obi#9931 (545601101483999235)

What if the HQ or whoever is sending the team had random thing to say about the area your in or the monsters you ping telling you about them

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Suggestion from Mrbunkbunk#1683 (378717367980523521)

let players ping anywhere so that you can point out sleepers

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Suggestion from kyan#1000 (462022006737600533)

pin code locks, pop lock styled locks, and also safe style locks would be cool

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Suggestion from Aaron#3736 (100719978252079104)

New enemy type: Suicide Bomber
This enemy is like a charger, where it runs with reckless abandon at the players, and self-destructs when they run into the player. It has a "hardened/tough" head and a "bloated" back/belly (where the bile is stored), doesn't strafe, but runs straight towards the player. When they "hit" the player, they explode and anyone nearby gets damaged and infected. The dmg would probably be a combination of the dmg of a charge strike and a spitter exploding.

Headshot on the Bomber (while it's charging), they'll fall down dead. The bomb isn't triggered, but since the head is "tougher," you use more bullets to kill it.
Bodyshot on the Bomber, they'll explode and injure anyone nearby. If they're running straight at you, the head most likely blocks most of the body, but it leaves it open to the teammate on the side to get a better shot, and potential to hurt the enemy before it reaches you.
While they're sleeping, their "bomb" isn't prepped, so if you headshot them via shooting or hammer, they just fall down on the ground dead.
If you hit the body, they die but the "bomb" pops like a spitter, infecting players around it. Like spitters near sleepers, the pop doesn't affect them.

I'm imagining the bile "bomb" to be like greenish bubbles on the model. When enraged, it has a red glow inside to indicate the "bomb" is primed. Maybe like a Charger model but sleeps crouched like a Hybrid.
The idea could be scaled up or down. Down to small babies that run up and explode to to spitter dmg. Up to a Big Charger size that increases range of explosion and infection amount. Although, if you do scale up to Big size, might need to balance it with how slow it moves and how much dmg the "bomb" can take before exploding.

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Suggestion from Saint-Funky#3625 (208595588709613569)

Levels where optional objectives could trigger an event that blocks access to the usual extraction point (could be about restarting a generator cluster that ends up not working correctly and close the sec doors leading to extraction for ex), thus redirecting the players to another extraction point.

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Suggestion from kyan#1000 (462022006737600533)

more movement methods to make it more of a stealth game and to remove the dryness of crouch walking every stage. things like ziplines running through very open rooms, the ability to vault stuff rather than just jump over it, the ability to repel down surfaces with a new tool/item, the ability to ping items, mark enemies (not tracking them but marking danger on a specific spot that stays still), and also wallbanging, however wallbangs would be only possible through specific surfaces such as wood or plastic rather than a door made from steel.

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Suggestion from Saint-Funky#3625 (208595588709613569)

New enemy type : Jammer
Appearance : the head would look like a tesla coil, no idea about the rest (maybe elongated arms & legs). Its size would be that of a giant, or even greater.
Stats : Similar to scout regarding weakpoints multipliers, but approx. twice as much HP.

Concept of the enemy : Its purpose would be, as its name implies, to jam our electronic materials so they either work partially or don't work anymore. By electronic material, i include :
-At least biotracker & all sentries. For cfoam & mines i don't know if the tools use an electronic or mechanical system to place them, but :
-If mechanical : mines can be placed but won't trigger if an enemy passes by and cfoam shouldn't display the gauge when loading it.
-If electronic : can't place any.

  • Any non-iron sight.

A way to show its jamming range (which i think should be spherical) is to display a spherical electrical field centered on it.

When idle, it'd be immobile but the electrical field will always be on. In that case, either the field is large but it doesn't trigger if anyone comes in or the field varies between sizes and sometimes goes off (at specific intervals) but it'll trigger whenever someone goes in. The jammer could trigger after a set amount of time in the field (2 or 3s).
Considering it is a gigantic sleeper, its sleeping animations should switch between hybrid (crouching) & striker (praying).

When triggered, the jammer will first release an electromagnetic wave to locate the players and their tools (if sentries are deployed). It will then try to approach the players as much as possible so a maximum of sentries & players get in its electrical field. It doesn't have any attack (at least not a single that comes to mind), but is better at spatial awareness so it'll avoid bad spots as much as possible.

In my opinion, that will make players have to deal in particular situations,

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Suggestion from kyan#1000 (462022006737600533)

add SCP-999 as an easter egg, you should be able to find a plush version of it hidden on some stages lower in the complex, or maybe on every stage and offer a custom gun charm of it as a reward for finding all of them, of course this should only be for one rundown, so maybe rundown 6 could have this

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Suggestion from DΛFIПKY89#8891 (479097210961920000)

possibly add throwable explosives (unlike trip mines) , such as grenades, C-4 or flash bangs

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Suggestion from DΛFIПKY89#8891 (479097210961920000)

Flamethrower?

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Suggestion from bradmo#6969 (184778292761591808)

player characters start quietly sobbing at random while stealthing :)

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Suggestion from GumPum#1216 (486987911951286272)

An enemy, when alerted, it sends out an emp and temporarily disable all you weapons which should based on electronics beside the hammer.
Then your only option is to run or meele.

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Suggestion from JoeJoe#4854 (855554003353600031)

Make the Scout scream some kind of EMP scream. Mostly esthetical. when a scout scream it will glitch out most electronics for a very short period including : Doors , Map , Bio tracker , deployed sentries , flashlights and terminals

The scout scream would also prevent Mines from detecting enemies and make light flicker (or turn off the same way as R5A2 extreme just temporatily)

This Suggestion is to increase the impact of the scout scream and being scarier than just waking everything up and bringing in another wave

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Suggestion from Neo-Twilight#6828 (549080312039342081)

Replace text values of weapons with their numerical values.

Why?: "High" or "Low" damage doesn't really make sense. People can see the damage values and RPM on the wiki so why are the weapons actual stats obscured in-game? People won't play with "low damage" weapons if they're unaware of how close the numbers are between each tier and they don't look at the wiki.

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Suggestion from Boostio#4694 (424269479720124417)

Bringing back my old suggestion that I would still love to see. Expedition scans should be faster but have a wait time for the cart (that fills in the time the scan would normally take) that you spawn in to drop back down (maybe show how long it takes to drop back down with a status message with "Expedition scan complete, cart sent to acquire remaining prisoners. Drop time Appx. 85.00 seconds"and return to the position it was at spawn and hold E on any of the open drop seats that says something like "Hold 'E' to GTFO" and it takes you out then up as you can see just how many were coming after you in the last seconds you were there and take you up and away I feel like that would be a bit more immersive and satisfying end than sitting in a circle until 100% then a sudden black screen. Maybe even add voice lines for people waiting in the cart like "Trains about to leave the station get your ass in here now!"

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Suggestion from sandman#4364 (400801369499631628)

maybe make weaker versions of tools find able . patrolling enemies . dirty visor that needs to be wiped with hands , cold freezing foggy area . enemies on wall . audio records on dead bodies that recorded their last moments .

arm , leg damage that makes prisoners unable to aim down sight or unable to shoot stable way . visor damage that makes prisoners more vulnerable to infection can can be fixed with found tool refill .
bleeding effect that slowly eat away health until downed or healed with meds .

Med station . bandages or fast aid boxes that gives health as well as infection .

new variant of same enemies , except those enemies can be alerted by the sound of breathing , so prisoners need to hold their breath so that they can take out the enemies quietly .

also remove that glow by which enemy can be seen in complete darkness when enemies are really close , instead , prisoners needs to use certain type of glow stick (remember that red glow stick we all miss ? ) that can be found on that map to get that glow , also , how to glow works depends on which area of the body or weapon prisoners decide to hang their newly found glow stick . also , make so that not all enemy glows red, instead prisoners have to rely on only sounds .

make weapons with tracer rounds , or just give full customization . make the hel ammo on sniper leave a noticeable bullet path .
fog reacting to explosion and bullets , if it is possible .
make prisoners fix their guns or change part of it completely to avoid weapon jams and miss fire during mission . yeah , add miss fire and accidentally gun being fired when held and doing certain actions , if not maintained properly .

enemy that becomes invulnerable when being looked at , so prisoner has to block visor with something use scans . the scans on them last few seconds and needs to be looked to be scanned
.make some enemies not dete

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Suggestion from TheNinjaOnFire#1059 (414405169376395265)

There should be 2 different ways to carry out the expeditions. 1 option focused on assault and another focused on stealth. This could be achieved by having more options to customize the equipment before going down to the mission. For example, have the option to choose if you want to carry more protection (which will make you go slower and make more noise in exchange for more life) or have stealth focused tools such as instead of carrying a bio tracker, you can carry a device that allows you to open doors with alarm without activating it through some hacking minigame. Other tools that have occurred to me (mostly focused on stealth as it is the part I enjoy the most in the game) are :

  • A weapon that launches a taser dart to shoot unalerted enemies (except the giants or bosses).
  • A noise device launcher that attracts enemies without alarming them.
  • The aforementioned door hacking device with alarm.
    And as a last point perhaps the possibility that using the terminals there are more options available such as exploding something in another room to attract enemies, or the possibility of activating fog extractors.
    Best regards
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Suggestion from DΛFIПKY89#8891 (479097210961920000)

It would be nice if you could queue for uncompleted expeditions in matchmaking

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Suggestion from TheNinjaOnFire#1059 (414405169376395265)

Proximity voice chat? It would make the game scarier

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Suggestion from The_Voidrunner#7021 (387769584830119938)

was messing around with the hud options, and i would love to see a deep rock galactic type ammo counter. Where you can turn off the hud options but on the gun it would say how many rounds it has. Would make playing with hud off an better option, and it adds to the emersion.

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Suggestion from Yuvide#4431 (557647829749727234)

a gun efficiency booster, slight increase to speeds to reload, switching to said weapon, recoil, accuracy, and maybe scope in time, but only a small increase

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Suggestion from sandman#4364 (400801369499631628)

show ping and NAT type

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Suggestion from sandman#4364 (400801369499631628)

maybe a difficulty that becomes available after completing PE ? I miss how unforgiving GTFO was used to be in R1 R2

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Suggestion from Moss#5746 (660969894506135573)

make the fans on cells spin to match the noise and in foggy areas it would look awesome if they made little tornadoes

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Suggestion from DΛFIПKY89#8891 (479097210961920000)

…or you could flip a switch that turns the fans on and clears the fog

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Suggestion from F in chat#2255 (517072889783255061)

Make all the levels randomly generated. This would make it unique every time and make it more replay-able. Main objective would stay the same for each mission.

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Suggestion from Moss#5746 (660969894506135573)

logs on terminal that specify a locker or box with a foam nade, foam mine, or trip mine on levels that only have 1 or 2

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Suggestion from Mr_FluffyWaffle#1999 (255079780381097985)

Small accolades/badges for completing previous/current rundowns.

I believe players would appreciate something that proves they have played old Rundowns as new ones come out. This would make for a little "progress tracker" that is displayable to other players, like in the Rundown lobby. There should be one badge per Rundown that also says the deepest level you completed in that Rundown. Maybe it could read R005 - D for completing the D level of Rundown 005, for example. Of course, these badges will have no in-game impact. The only purpose is to record and display Rundown progress.

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Suggestion from d.h.suh#1595 (133069506858844160)

bigger resource ping hitbox and map markers for resources. first of all, the in-game pings (the middle click) for specific resources ("ammo here") seems to never work unless i ping a very specific corner of the resource, so the hitbox for the resource-specific ping should be modified so we can actually use it. secondly, i think it would be helpful to have map marker (or at least permament ink to write on the map) so the team can keep track of resources left in earlier areas. I don't think memorizing resource locations or having to go ping them again in an earlier area really adds to the difficulty, its just more annoying.

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Suggestion from GumPum#1216 (486987911951286272)

At the moment when a sleeper screams and get smacked with a hammer at the same moment then the room doesn't wake up by the scream.
Adjust it a little so the scream of a sleeper stops when it get hit right,
which then would makes sense that the room doesn't wake up.

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Suggestion from Toxinist#5763 (342691165079994383)

This is really 2 ideas. The current booster system is kinda random. You walk around picking up some artifacts that someone left for some reason and then get random boosters which little less than half of them are bad. I propose that prisoners go around picking up some currency, whether it's money or anything else, and then with that currency prisoners can buy the boosters they need. This would remove the unnecessary time waste of playing easy levels, getting boosters and then deleting them because they are too bad to use. But who used boosters anyway, this is a half-ass idea, the one I have below is better imo.

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Suggestion from Toxinist#5763 (342691165079994383)

(Read idea above) Let's say hypothetically there is some currency, it would act as a way of showing how much you play the game but most wouldn't even care. But what about anti-boosters which reduce your chances of survival by lowering default stats such as regen speed, resource efficiency and stuff. Ending the expedition with those anti-boosters equiped would reward you with currency and they would serve as an extra challenge to complete the levels with anti-boosters

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Suggestion from Skyrope#8741 (266345176967020545)

New Tool: Flamethrower

This new tool can be used as a weapon and as a tool. The flamethrower can be used to deal damage to enemies, and to destroy the cocoons to prevent sleeper respawns.

The ammo balance and damage will be up to the devs to figure out. This is just to suggest an idea for another tool since we have not had a new tool since rundown 1.

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Suggestion from Brisingr#8262 (362635458888335362)

A fog dispersal unit as a tool you carry into a map that pushes fog away from your front in a 35 degree radius of about 10-20 meters and works similar to the large ones you carry, but makes it so you can use them at normal walking speed instead of carrying the large ones. Would help with speedrunning the most, but requires tool ammo and that person will be at the rear without a weapon out like the turbine carrier usually is anyway. The only difference is they could activate it faster and be able to assist more when things go wrong in fog. It does also protect about a 1 meter radius around the user as well. Maintaining an area uses less ammo than the initial clearing of the area because you can charge it like the c-foam launcher to instantly clear or hold and slowly clear or just tap once it's largely cleared to maintain the area.

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Suggestion from Brisingr#8262 (362635458888335362)

A thrown lure utility item in cabinets that allows you to draw a group away from you while you are scanning or picking up downed players. Could also be used to bunch up waves and create places where mines can kill spawned waves without doors more easily and efficiently. Doesn't explode or anything. Just makes a loud beeping or other noise that causes the ai to bunch up on it up to a set number like 14 spawn points or something and lasts 5-10 seconds. Killing those attracted doesn't allow it to draw extras. Only 14 spawn points total

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Suggestion from sandman#4364 (400801369499631628)

you see other team doing their missions , maybe there are levels where you have to work with random team

also people that can be saved and escorted back to safety while fighting waves of enemies , escorting a bot that do some stuff or drill something , mission to start to drill , then defending wave , then after finishing the drill , you chose to get in the new area for overload or escape .

mission where you are made to test a cure or poison on sleepers , which seems to work in that mission , but next mission on rundown , that cure or poison just made the sleepers harder . using that cure of poison is optional for prisoners to chose

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Suggestion from R0K3TC4T#1535 (317173276541583361)

new tool: Short Heating Active Radio-Thermater (S.H.A.R.T)
This tool fires wide bursts of heating radiation at a medium distance and
medium cool down between bursts. The tool is not used to directly harm sleepers, but rather to prime an area as a killzone for sleepers. The S.H.A.R.T would be fired by the operator at the ground surface or door, to heat that surface to scalding temperatures, sleepers walking over this surface are staggered and scream in pain more often, making players more efficient at killing. Heated surfaces would not glow, but do deal small amounts of friendly fire.
Common uses would be: Heating the area outside a door to hurt, but not kill sleepers before they breach. Or rapidly heating a patch in front of a risky scan.
I know this idea is kind of weird, but I think GTFO could benefit from new tools as the types of tool are pretty stagnant. Exact properties and stats subject to change at dev discretion.

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Suggestion from Hinode,works for the sleepers#7720 (329338497049690112)

The complex is a big place that conducted secret research, but we never see former security, maybe in doors and terminals I guess. The idea is a new floor plan like the labs or refinery, themed around monitoring the complex and maintaining commutations. When we drop into levels we get a subsurface transmission and the warden seems to have some idea of the current state of the complex. It would be cool if this floor plan gave us some insight into how we receive these transmissions or how the warden knows that reactors are still operational or where to locate a specific cargo

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Suggestion from Rapture#4749 (171696920324997121)

Make lock melters able to be placed on players that are steam friends or creatures, and it just straight up kills them 10% of the time(creatures 100% of the time silently), the rest of the time they are able to pull it off before dying. Purely for comedic value. - My friend whos not in this server suggested this so here I am

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Suggestion from Twinkletoes#1648 (464662830130397225)

Game QOL: Please add an anonymous vote kick system. This should work by having anyone be able to initiate the vote kick, however don't show the name of who initiated it, and don't show it to the one who is potentially being kicked.
The host could also be an option to kick once the host migration issues are sorted.

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Suggestion from GhostAgainstTheMachine#6889 (856686300789866496)

Just something I thought of, make a more advanced dismemberment system. We can already remove/wound enemies in different ways by attacking them in different areas. But allowing the removal of some extremities will make the game a lot more interesting and invoke more factors during combat, especially with tougher enemies. Firstly, shooting or hitting a limb with enough force may completely remove it and have specific effects on the enemy that was on the receiving end, like taking all of the legs off of a charger and it will have to crawl and attack like a shooter. Or removing it’s arms and causing it to only be allowed to attack with its tongue based moves. Beheading a shooter and it will cause it to make less accurate shots, and beheading most strikers and chargers will cause them to only be able to attack and move based on sounds or some kind of the sixth-sense that they normally have. Or maybe shooting the skin off an enemies chest area and exposing its internal organs where attacking specific ones (Heart, lungs, etc) will have fatal effects on them.
Now, I don’t know how well this will work, considering that a whole inside area of every enemy will need a rework, or how well our computers will handle all of this bloodshed and gore, but ya know, like I said, just a thought.

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Suggestion from Lobster Lord Supreme#0753 (536709835178377238)

more realistic gunshot sounds

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Suggestion from Blackknight95#3682 (418550037530935296)

a dormitory/residential themes enviroment, the Personnel have to have slept SOMEWHERE right? would be cool to have a set of levels themed around a relaxation/non-mining enviroment

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Suggestion from NA infini#6457 (358807393422934016)

What if a map editor is added to the game like in mario maker and starcraft. It would save so much time for the devs from making rundowns so that they can work on optimisation and more concepts, devs can still release official (hardcore) rundowns and give people awards (title) for completing them to satisfy their urge of suffering, but having a map editor/arcade would create so many fun maps for all skill groups and draw in so many more players. not everyone has the skills/time to complete a C/D/E level in the official rundown. People have proven that they can make a rundown even without any official editors and those rundowns look promising. cough cough lockdown. So why not invest some time on a map editor now to save time for the future, and let the veteran players do the job instead. Of course it will face some consequences but I believe with moderate management from the devs, the benefit is greater than the consequences.

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Suggestion from Mrbunkbunk#1683 (378717367980523521)

make c-foam grenades pingable

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Suggestion from Mrbunkbunk#1683 (378717367980523521)

hotfixes

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Suggestion from Moss#5746 (660969894506135573)

for the normal shotgun, be able to switch between buckshot and slugs. slugs would have slightly more range before a damage drop, do less damage, but they would have a higher headshot multiplier and switching between ammo types would be set to something like T or another button close to R as a default

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Suggestion from Mees20#9973 (358261463212883968)

Add an option to bring a gun mount as a tool. Once placed, it can be accessed by you or your teammates with the weapon they want to put on it. Which this basically does is seriously reduce recoil and make reloading a little faster, but restrict your firing angle. I bet that this could make defences look even better and improve teamwork as you need to prevent the gunman from being licked.

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Suggestion from GumPum#1216 (486987911951286272)

Being able to shoot mid air.
Like when jumping or falling down.

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Suggestion from GumPum#1216 (486987911951286272)

Separate configurable keys for using resource and medipacks on yourself and on others.
It happens so often that you want to share something and it get canceled because you come near a ladder, a door button or something else.

Make sure that you can set it to mouse 1 and 2 because that would make the most sense, or to let it on e for both, for those who want to keep it.
(when holding a pack in your hands:

  • mouse1 to use it on yourself
  • mouse2 to use it on others)
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Suggestion from mccad00#8360 (161610519546036224)

an invincible boss enemy that can only be stopped temporarily by freezing it with c foam

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Suggestion from Mrbunkbunk#1683 (378717367980523521)

at the end of an expedition have a stats screen that shows sleeper kills for each player, total kills, times downed, scouts killed etc

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Suggestion from bro#1094 (138802036035551232)

Tech environment E1, so far 3 out of the 3 E levels we've had, have been in the mining environment

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Suggestion from The DM#0536 (235605696228360192)

booster for flashlight power

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Suggestion from Mrbunkbunk#1683 (378717367980523521)

Bright Influencing Tactical Chargeable Headlight (B.I.T.C.H) placeable lights that lightly clear fog and shine nicer long range quality lights so that during events like an alerted scout or security door it is easier to see enemies

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Suggestion from Late#3220 (697919545482018838)

an option in the lobby to make it so the enemies hear your microphone so you have to speak quietly, adds to the immersion

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Suggestion from Shadowdra#1675 (75230920428224512)

The concept of cell skip in R5E1 is interesting, so maybe make other levels with that in mind. Levels where there are multiple ways of finishing the objective, one is long but more stealthy and chilled, the other is shorter but harder.
an example would be you have a cell but two doors you could go through with it, both lead to the final objective. One turns the lights out and has scouts and sleeping giants along most of its route, the other is less populated but starts an error alarm for the rest of the level.

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Suggestion from Moss#5746 (660969894506135573)

terminals that have status logs that aren't automatically generated

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Suggestion from GumPum#1216 (486987911951286272)

I found this idea somewhere else: Being able to move the fog from one room into an other room. Not everywhere, only where something like a ventilation mashine between the rooms is installed.

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Suggestion from chae#6666 (470191731934232578)

Default to something else other than a gun after using all of your glowsticks to avoid alerting the entire room full of giants by shooting your teammate with a Hel Rifle

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Suggestion from hubnob#4242 (251011225700401152)

your idea What if we have a button we can press so we can clean our Vision AKA Remove blood from visor

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Suggestion from AGnar0k#0521 (295933629153017857)

They should try making tank as a charger.
It should move slowly like it always does, but sometimes charges at you, and does big damage but can be dodged.
Tank fights would get a lot more interesting than they are right now.

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Suggestion from GumPum#1216 (486987911951286272)

More dynamic lvl elements like small rocks crumbling and falling down from a broken ceiling and moving things that causing moving shadows.

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Suggestion from Moss#5746 (660969894506135573)

bio tracker pings on the map

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Suggestion from bro#1094 (138802036035551232)

Cavern environment, the prisoners have gone even deeper.

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Suggestion from Skyrope#8741 (266345176967020545)

more confined environments/ rooms. I wanna fight sleepers in a maze.

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Suggestion from SingingRain#1964 (174301425587847168)

you can place the long range flashlight

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Suggestion from SingingRain#1964 (174301425587847168)

you can give allies items

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Suggestion from rokao#4419 (440525789637640192)

The New Way: Terminal Alarms
Just like Uplink, one prisoner operates the terminal to trigger an alarm. The difference is that the prisoner operating the terminal can use the terminal to help in battle. (e.g. keeping a door closed for a while that the Horde cannot destroy)

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Suggestion from Jthw#5231 (101426128803086336)

Add a special weapon that isn't a gun, specifically a riot shield that can reduce melee damage from the side you are facing and eliminate ranged damage from that side.

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Suggestion from GumPum#1216 (486987911951286272)

A new horror and surprise element: Small darker holes and cracks in the floor, walls and ceiling where single enemies can spawn behind during an alarm, scout wave and after a room got alerted, then crawling out for a surprise attack.

That would add more dynamic to the gameplay and forces you to have more focus on your surrounding area even when the main horde hasn't broken the only door to the room yet, you are not save!

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Suggestion from GumPum#1216 (486987911951286272)

Enemies should use an attack animation when knocking on a door.
At the moment they just standing still and staring the door to death while a knock sound appears for no reason which makes it feel cheap for me.

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Suggestion from GumPum#1216 (486987911951286272)

Add more hammer models to choose from.

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Suggestion from Hinode,works for the sleepers#7720 (329338497049690112)

a type of scout that moves between rooms and zones, and only spawns in respawn zones

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Suggestion from Sen#5139 (313248767610454017)

Scout can now pull enemies from different areas, not the only area scout standing in.

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Suggestion from Mrbunkbunk#1683 (378717367980523521)

maybe a crab enemy or some sort of crawly doo that has more than 2 legs

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Suggestion from The DM#0536 (235605696228360192)

glowsticks help see shadows

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Suggestion from Windows XP#1160 (265601376225198081)

Password-Protected Security Doors.

We usually find a keycard or a cell when we are trying to unlock some security doors. What happens if there is a door that requires the prisoners to input a password to grant access? That random password is similar to the password we use to unlock a terminal or a reactor sequence.

It could be like this:

[SECURITY DOOR IS PASSWORD PROTECTED. PASSWORD CAN BE FOUND AT TERMINAL <TERMINAL NUMBER>!]

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Suggestion from Windows XP#1160 (265601376225198081)

Security Doors that Requires Admin Access (via Terminal)

[SECURITY DOOR REQUIRES ADMINISTRATIVE LEVEL PERMISSION TO ACCESS! ADMIN PERMISSION CAN BE FOUND AT TERMINAL <TERMINAL NO>!]

A variant of a locked door. To unlock a door, you must find a random terminal that has admin access & privileges (containing the command "LOGS", "READ" and the new "UNLOCK" command). The person must input the command alongside the door that's required to be unlocked. A password may nor may not be required to unlock the door. A scan may be required or a random alarm may or may not trigger if an error has occurred:

UNLOCK SECURITY_DOOR_556

//UNLOCKING//
//UNLOCKING//
//UNLOCKING//
//UNLOCKING//

SECURITY DOOR UNLOCKED!

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Suggestion from black-pug#0646 (537386068517847073)

revolver with 10 chambers

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Suggestion from GumPum#1216 (486987911951286272)

Change the bright triangles of the biotracker to an effect that highlights the silhouette of the enemies after they got marked by the biotracker.

For my taste it would fit more into the atmosphere.
The problem I see with that is then they could be still not better to see in some areas, that could be fixt by adding another effect that gives the highlighted silhouette a surrounding shadow.

(A simplified example would be the white text under your windows icons on the desktop which are always visible even in white backgrounds because of the additional shadowing effect.)

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Suggestion from Caac#9671 (663926956173164544)

Bring back the Hel revolver in the form of an 1858 carbine style weapon

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Suggestion from ABC_squid#8368 (437419839976636417)

More audio options. Like alarm volume, ambiance, ect

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Suggestion from chae#6666 (470191731934232578)

bring back R1-2 combat music

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Suggestion from Caac#9671 (663926956173164544)

A sort of magma level design, pipes melting from the ceiling, new sleeper variants, flames for ambient lighting, mayhaps even a new weapon

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Suggestion from Hinode,works for the sleepers#7720 (329338497049690112)

Allow sentry users to modify sentry targeting priority, such as aim at closest first, furthest, or target giants first

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Suggestion from Droni#6152 (186090371552509953)

add Quality of life changes to the console, having a Clipboard locally on the terminal being able to mark text and jump around with common keys like end home CTRL+Left Arrow / Right Arrow

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Suggestion from Moss#5746 (660969894506135573)

being able to sort boosters so you can have your 4 bold infection resists next to each other

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Suggestion from Caac#9671 (663926956173164544)

Changes to the movement system like sliding or vaulting, and actual animations for unlocking storage containers or opening doors

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Suggestion from Blackknight95#3682 (418550037530935296)

fog transparency booster, make it easier to see through the fog without a fog turbine/repeller

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Suggestion from ABC_squid#8368 (437419839976636417)

Make the warden evac scan more unique looking

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Suggestion from Kamusta#0077 (181886543751806976)

Rapid terminal uplinks, but with more codes. Current uplinks make the terminal guy to twiddle their thumbs waiting for the next code. Rapid fire codes would make the terminal uplink more proactive for the player doing it and allow for some skill expression with getting the codes done quickly as you wouldn't be as time-gated.

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Suggestion from ABC_squid#8368 (437419839976636417)

Each gas mask has a unique hud. This could be for the ones the characters wear and for new ones

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Suggestion from GumPum#1216 (486987911951286272)

Make everything we wrote in the chat disappear after some time and being able to see the entire chat with a scroll up option when we open the chat again.

After 10 or 15 text messages it takes over the screen and even with less text it's annoying for some people like me.

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Suggestion from GumPum#1216 (486987911951286272)

Until full release give us mini rundowns that changes fast when you devs want to test new mechanics out so we can all see the pros and cons about mechanics that people often suggested.

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Suggestion from GumPum#1216 (486987911951286272)

Change it like it was before so you need to complete the whole stage before you have access to the next one.

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Suggestion from Mrbunkbunk#1683 (378717367980523521)

a tutorial in an isolated environment so new players dont end up going into a1 blind without a chance to figure things out, you guys can call it a basic rundown

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Suggestion from Mrbunkbunk#1683 (378717367980523521)

increase the fall damage tolerance

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Suggestion from Mrbunkbunk#1683 (378717367980523521)

make a way for regular locks to be lockpicked to provide a way for players to silently get through doors even if they dont have lock melters. Maybe a fallout/skyrim esque lockpicking scheme

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Suggestion from MasterBuilderMAC#0001 (393875609408897026)

give some sort of indication of which order to do optionals like a log or something so levels are more oneshot-able. Like when the extension released on A3 if you did extreme first it made the level significantly harder

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Suggestion from waterbird#1337 (276962124708970496)

Don't use invisible walls to block ledges that user are expecting to jump on, but can't. It is just poor game design. Either remove it completely or add a blocker like visible glass, if you can make it work without looking out of place on the map.

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Suggestion from Caac#9671 (663926956173164544)

A 300 meter deep section of the complex that is heavily irradiated and corroded. This sector was used as nuclear waste disposal while the complex was still in use. Noxious and acidic fumes in the air make gas masks a necessity. Sleepers are mutated beyond recognition here, and identifying markers for most things have been eroded away. Local ionizing radiation is interfering with your hud, optics, and comms. This should be without a doubt your worst challenge yet. Good luck prisoners.

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Suggestion from Night_Slayer42#8773 (757569002045440052)

What is we had a thing called, “Warden’s Challenge” where it would have one or two levels which would be very hard with difficultly but has a high booster chance all the time. It could pop up randomly for one or two days and disappear for a few more so people don’t endlessly grind it for boosters.

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Suggestion from Aaron#3736 (100719978252079104)

Electronically "dead" area, or a "blackout" zone.
Not sure how well or useful this could be, but the idea is like certain areas are like "dead" zones. Electronics don't function properly here, so tools are either glitching out or not working, and radio comms are not working or inconsistent.
For example, say tools aren't working. You can place the sentry, but it doesn't scan or shoot anything. The C-Foam gun can't charge up to fire foam. The Biotracker is blank and can't sense or mark enemies.
If the tools are glitching, maybe the sentry will have trouble differentiating between friend or foe, shooting teammates. Biotracker might not see/mark all enemies and accidentally see/mark teammates instead. C-Foam might short out and just not fire any foam? Not sure how C-Foam would glitch...
Comms would be the most interesting, because it could really lean into the horror factor if the team splits up and someone ups and disappears. You can't reach them because they're in a "blackout" zone, or if they try to communicate, their communication is choppy and incomplete. Are they down? Are they in trouble? Did they alert a horde? Without comms to relay info, it would really drive up the intensity.
...however, I'm mostly playing with friends with voice over Discord, so while I think the idea is cool, it might not have as large of an impact. Could be something to consider.

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Suggestion from suchi#4226 (263567848754905088)

I would love like a system which would adapt the difficulty considering the number of players. For instance, a 2 players’ game would be much easier and shorter than a 4 players’ one. Of course, it would be optional, like an option you can select, and people who wants to play with the hardest difficulty while playing solo or only with 1 friend could still do so, but I think my idea would help beginners and players who don’t have 3 friends to play with. Like it would avoid the discouragement, and make them want to play more.

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Suggestion from rokao#4419 (440525789637640192)

Adding special elements for each map type
(Example: Refinery: A pipe that releases hot or poisonous gases when fired. Lab: A barrel that explodes when fired. Prisoners can move it.)

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Suggestion from GumPum#1216 (486987911951286272)

As an april fool add a sentry with a hammer attached to it for 1 week.

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Suggestion from Ice Cream Scoop#1988 (493890608533078017)

Add a boss type "enemy" that is maybe like an entire room or a massive wall of just flesh and meat

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Suggestion from Sussy_Baka486#2661 (352136377951059970)

Hello, I've just recently started playing GTFO for the first time and the game is amazing, I've been playing it with my friends and beat A1, and me and my friend's have been thinking of cool features you guys should add. I don't know if anybody else suggested these I have checked the search and I found none nor I know if these are blacklisted or already planned but here is what we came up with...

1: Classes
We've been thinking that classes would be a cool idea like an Assault, Medic, and Engineer or something like that. Medic carries a medkit, engineer carries a tool ammo pack, and assault carries ammo. I believe classes would be pretty cool and helpful and makes everything easier.

2: Weapon customization
Customizing your weapons is amazing, adding all of your desired attachments to tune your weapon and make it a nicer feel to use, I feel like we should add a good gunsmith that can customize your already existing weapons to tune it to your liking that would be amazing.

3: Character customization
As a Halo: Reach player I love character customization because you can make your character unique and attractive and just look cool in general. Things you can change are like helmet, gasmask, bags, vests, pants, shirts, stuff like that it would be pretty cool.

And of course no leveling system or needing to unlock attachments and accessories.

4: Start with full ammo on all your tools.
This one might not be liked by some of you but I think it would make things easier and make you feel prepared and set. With most equipment starting at 60% it feels fast to shred ammo since you'll be having to kill hordes most of the time so it would be nice if we were stacked at the beginning.

5: C-Foam usage percentage
Pretty simple; just have a percentage for how much foam you are outputting and choosing how much you will launch it will be helpful.

And that is all I think should be added

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Suggestion from ShadowsNight#0285 (112484859024314368)

FSR for some people who have older systems, i have a friend who plays at 20fps on her 840m on the lowest settings XD any but would help :p

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Suggestion from BruhBruhBruh'sBruh#3315 (278029453014335488)

giant charger surge alarm

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Suggestion from Sen#5139 (313248767610454017)

Can we have a talk show between devs and players ? It can be an event where players can express their ideas toward this game which is recorded and posted publicly on youtube.

The idea behind a talk show is sometimes, i feel like writing down suggestions is not enough. A direct talk can have more meaningful and ideas can be exchanged faster, easier to reach and discuss.

Types of player i think we can invite falls within 2 categories:
+Dedicated/Veteran player: player who has more than 300 hours and has a very solid basic knowledge of how this game works.
+Fairly New to the game (20 < x < 50) where x is the number of hours player have spent on the game

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Suggestion from Sam007Yeah#9043 (698044725524955186)

We could ping sleeping enemies which are in our sight for a short time to let the others know

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Suggestion from TheWrong1#3809 (534031436504760324)

adding a survival game mode with shop and points system

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Suggestion from R5E1milia Scarlet#3246 (313012100551409665)

except Giant Charger Surge alarm

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Suggestion from Relicanth#8004 (181560740556046336)

Mini-Charger surge alarm

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Suggestion from GhostAgainstTheMachine#6889 (856686300789866496)

allow Acid Pods to be used against sleepers. For example, shooting them will damage nearby enemies. Stuff like that.

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Suggestion from Ninjaguy1002#1002 (689242093788463136)

birther error alarm

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Suggestion from aylaa.xo#8791 (720468919340498984)

more wall panels/various platforms to increase opportunities for parkour movement

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Suggestion from TenguKnight#6404 (215135833378914304)

Make the map display walls of rooms more clearly so that areas with multiple small rooms and corridors close to each other don't look like giant halls. It is quite confusing at the moment.

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Suggestion from TenguKnight#6404 (215135833378914304)

Add security turrets to some levels as part of the complex, and allow players either to destroy them or use terminals to control their state. Depending on their state, these turrets can fire on everything (including players), fire only on enemies or be offline, or out of ammo.

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Suggestion from TenguKnight#6404 (215135833378914304)

Allow players to leave permanent notes on the map, and display small icons next to opened boxes/lockers to show what is inside them, or open a list when hovered over on the map.

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Suggestion from FreneticBasher#6950 (228667524009426955)

Some sort of Decontamination Chamber? I'm thinking some sort of small room that would require a generator... it'd serve as a way to relieve the party if they've accumulated way too much infection for Disinfection Packs to help. I'd expect there to be some sort of trade off... something like; the door closes behind your party, the decontamination starts, the loud whirring of the barely functioning machine attracts a horde and they start pounding on the door behind you... or maybe the room takes so much power that it causes some lights in the area to shut off. you could get creative with whatever blight comes from it.

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Suggestion from F in chat#2255 (517072889783255061)

There are vents the enemies can come through and attack

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Suggestion from Realistic Glass#1799 (690501956782915625)

security & apex doors can close again after open (this can be done on a terminal or game events)

  • A level where the Warden opens a bunch of doors that create a way for prisoners to reach extraction, but it will close gradually or close after a time limit. The extraction scan requires full team somethin'.
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Suggestion from bro#1094 (138802036035551232)

Master volume

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Suggestion from TenguKnight#6404 (215135833378914304)

Add a short solo level to all rundowns that serves as a tutorial for new players to get the hang of the game mechanics. The level would have a single basic objective, a single relatively easy security door and would also require using the terminals to locate or activate something to teach players about using terminals.

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Suggestion from TenguKnight#6404 (215135833378914304)

Make jumping and falling down make lots of noise. I know some people won't like this because of bunny hopping, but to me seeing the prisoners just jumping around looks extremely dumb, completely ruins the atmosphere, and to me it also feels like a cheesy meta that just skips most of the actual stealth and thinking with a rhythm game.

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Suggestion from TenguKnight#6404 (215135833378914304)

Map improvements:
-When a player joins mid-game, give them the map that's been explored by the others, possibly in a different color to indicate an unexplored status. Alternatively areas that have been discovered the player could be colored with a different color in contrast to areas where other players have been but the player hasn't.
-Show height differences on the map with different color brightnesses
-Display walls of rooms and obstacles more clearly on the map.

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Suggestion from Rusty#5404 (549650835769131026)

split player extracts

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Suggestion from TenguKnight#6404 (215135833378914304)

Allow the biotracker to tag sleeping enemies with a mouse click if the tracker is pointed at an enemy. Sleeping enemies should have a different marker above them than moving enemies, which have the orange triangle.

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Suggestion from Twinkletoes#1648 (464662830130397225)

Have a button to be able to rotate your head freely to look around, like in Rust. Its a horror game, so wouldn't it be more suspenseful to be able to see the enemies chasing you?

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Suggestion from Gar#0590 (216438385894490113)

5th player but they are overwatch. Observes the other 4 players via the map, maybe a body cam feed. But has a permanent root access to consoles and can ping medkits, storage, keys, etc.

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Suggestion from Wheatloaf#4302 (124937491617677313)

Hanaway special weapon. I want the longest gun you're willing to give us.

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Suggestion from t5gy5#3826 (691947789453885470)

Objective specific weapons/tools

Certain scenarios are impossible (or close to) without a specific weapon/tool, but this weapon you bring with you to the level was recently developed, so there is no way there is ammo for it in the complex; therefore all the ammo it requires is given to the prisoners at the beginning (like how cells or nframes are given at the start).

The ammo for the weapon/tool is expensive, thus the warden is not keen on letting prisoners use it. Hence, it lets you use it in only the levels where it is necessary.

Weapon/tool ideas: boss monster that has way too much HP to be dealt with normal weapons/tools and needs high power explosives (grenade launcher) to kill it; or the only effective way to kill it is with fire (flame launcher). Another idea is to have enemy waves be way too large and frequent, that with the weapons so far is impossible to deal with, so permission to use powerful crowd control weapons is granted, for that level.

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Suggestion from Jthw#5231 (101426128803086336)

booster that makes it so enemies marked by biotracker take extra damage

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Suggestion from Tyler.Durden#3528 (440175297581547531)

Statistics and match history should be added in the game.

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Suggestion from Spectral#5466 (530395834202980363)

I need a Key ingame to make Screenshots without Hud and Weapon, so that you do not always have to regulate it invisible and visible again yourself.Or the annoying hiding of the weapons. So much more interesting wallpapers would come to stande, out of the moment.

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Suggestion from Ninjaguy1002#1002 (689242093788463136)

decrease the fall damage to half of its current value

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Suggestion from Windows XP#1160 (265601376225198081)

Special Enemies start spawning in the lower levels (mainly B-tier, some at A-level) since we are going even deeper in the complex and Rundown 05 being a Charger-majority rundown.

Examples:

  1. Tank as a boss at A-level (similar on the Birther boss at R5A2 Overload)
  2. Shadow (Standard) Error Alarm: 3-4 Shadows with one Big Shadow as a rare wave
  3. An optional objective at B-tier level which involves a more easier version of a dark stealth room that contains Shadows, some Big Shadows and two Shadow Scouts
  4. Maybe the future Rundown (006?) could be a Shadow-majority level similar to the Charger-focused Rundown-005.

(This is of course adjusted on the difficulty level of the lower tiers)

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Suggestion from TenguKnight#6404 (215135833378914304)

When rewarded boosters exceed the player inventory capacity, allow players to choose which boosters they would like to discard instead of automatically discarding the newly gained boosters.

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Suggestion from Stranded#3421 (260827213128007680)

upon the release of V1.0, I figure it would be nice to have all the rundowns available from a selection menu of sorts. E.g. where the current ‘connect to rundown’ button is, there could be a ‘list’ of buttons like ‘connect to rundown 1’, ‘connect to rundown 2’ etc. This would undoubtedly increase the size of the game by quite a bit, so perhaps it could be implemented through the Steam Betas system.

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Suggestion from Rey Jones#8228 (569403083038392343)

put more animations of sleepers celebrating when they down you (if you dont know the big strikers put there 2 hands up like HEY LOOK MOM I DID IT)

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Suggestion from Mrbunkbunk#1683 (378717367980523521)

have a specific range in which strikers can hit you, too many times have i been on the other side of a room and a striker hits me from around a corner. same with big strikers

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Suggestion from Renegade#5524 (358695954196463638)

make the game less miserable and tedious by 1) reducing poison and fog utilization 2) allowing for more room for mistakes in a run 3) removing trinkets 4) reworking or removing cocoon rooms 5) don't implement any anti kiting measures one of the few ways a run can be saved

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Suggestion from Windows XP#1160 (265601376225198081)

New Weapon Idea:

Shelling S70 Heavy Pistol

A "heavy" version of the regular pistol. Strong damage and firepower in exchange for less ammo capacity.

We need to complete the "heavy" family of weapons boys. 😛

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Suggestion from FistFace/Deicia#5689 (234537996253134849)

I didn't really know where to put this, and just figured this might be the best place. To be honest, I wasn't even sure if I should post this for alot of reasons. In the end I thought I should, despite if it gets flamed or whatever else might happen. It's going to be a little lengthy, which ... sorry about that.

I just want to start off saying that this is just my, one person's opinion. We are all entitled to our own, and I realize that many will probably not feel the same way as me, and that's ok. I just wanted to give my perspective on this. I've been playing since Rundown 3, which to some may not be too long. I feel like it's long enough to have a certain amount of where with all to start making more grounded opinions, and to gain a few insights. I have to say, that I wasn't very pleased with this Rundown, in fact I haven't touched it much. The issue for me, was that it seemed really sloppy. I didn't really like the amount of Error/Constant Alarms, I didn't like that a lot of levels you couldn't chose in what order you wanted to do the optional objectives, and there were a few levels that i thought felt off. I think the real kick in the pants for me was doing C-1. When doing the first terminal uplink, i got the one on the west side of the map. We prepared the doors, and got everything ready, but then the mobs spawned on top of us. This could have been a bug/glitch, but after looking at the map I noticed that where the terminal was, there was never 2 rooms away in the zone. I tried that terminal several times (before any patches for Rundown 5 came down the pipe) and got the same result. I could be wrong, but it seemed like the spawning rules were being broken (not having 2 rooms from the player, so they can spawn anywhere) which just seemed a little unfair. (Part 1)

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Suggestion from FistFace/Deicia#5689 (234537996253134849)

I'm ok with hard/challenging games as long as it feels fair (doesn't mean it has to be, but as long as it feels that way), and in that case it just didn't. The amount of Respawn rooms before the patches was just crazy. I get it's a new mech, and you wanted to show the players but it just seemed heavy handed. The misplacing of the B4 Disinfect station, that couldn't be accessed is another example. All I'm getting at is that all the issues that happened felt like they could have been addressed during play testing. Maybe they were, I don't know. There aren't many people in this Discord that are in the same room as you making this experience, so it's hard to tell. I just really hope this isn't a common trend with the Rundowns moving forward. It's just a concern I've had on my mind with the announcement of R6, and seeing how this Rundown went.

I don't want to sound too critical, because I do really like this game. I think it's awesome, unique, and just a lot of fun. I think everyone on your team has made something really special here, and I'm happy to support it anyway I can. I've even bought copies to gift to friends, and I really look forward to Rundown 6. And really, thank you for taking the time to make this, and all the effort that everyone has put into this project. (part 2)

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Suggestion from MasterBuilderMAC#0001 (393875609408897026)

make more optional objectives that are short, but modify the main objective like A2 ext

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Suggestion from MasterBuilderMAC#0001 (393875609408897026)

make a D/E tier level that is shorter, but is difficult the entire time instead of having a long level with 1 or 2 "choke points"

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Suggestion from Quilmeshou#3011 (339016466298830849)

being capable of mixing boosters of the same type, being for one use but with better stats

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Suggestion from Dex#5623 (111032239541747712)

audio level/indicator for each person speaking in a lobby to see who is talking with in-game voice chat. Seeing the text on the bottom left isn't ideal.

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Suggestion from Repow#9243 (141295619745644544)

change the button for using mine deployer to left click or another button (no more accidentally opening doors when trying to mine)

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Suggestion from rokao#4419 (440525789637640192)

A few things we hope to add to the official release

-Many consumable tools
Dealing with sleepers with just a hammer is no different than doing tedious homework. Add stealth tools to give prisoners a variety of trials.

  • Reduce mission time
    .During missions, prisoners are wasting time unnecessarily. Prisoners spend too much time recovering leftover resources or dealing with unnecessary sensitive sleepers. Even the most extensive expeditions should not exceed an hour and a half. How about dividing like d1-1, d1-2?

-ping system
Please don't tell me to use a mic. It's really tiring and painful to only communicate with the microphone during a long and long expedition.

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Suggestion from GelfChief#6960 (203230872277614592)

Customizable melee. So you could pick from multiple sticks and heads for the melee weapon to combine.