i've had an idea about possible season updates/biomes i'd love. Hoxxes 4 has a lot of moons, right? how about instead of a new biome on Hoxxes itself, we'd get to go mining on one or more of its moons (not on their surfaces of course). having extreme environmental hazards and/or radically different wildlife that evolved separately from the glyphids, or having one moon that's been taken over by the rival robots making it into a fortress city the size of a moon
I believe the buff beers still double their listed buff. Making it not double and putting random food buff choices to go along side the beer could create interesting pairings, and perhaps need minimal balance changes.
Adding an underwater cave biome I believe, other than the swimming, would not be that difficult to implement. You already have the oxygen system of the low oxygen caves, just make it to where you can go to molly or a resupply pod etc to refill your oxygen tank. Yes, you would definitely need to implement new creatures but I think they could reuse some from the dense biozone as it is seemingly a coral reef type of biome. They would need to work on balancing things underwater and lighting etc but the necessities and basics aren't too difficult to implement and some are already there or have been done before such as adding new enemy types.
@@annihilator_ron7691 That sounds like an interesting mission type that would be unique to the biome, and I also think they could find a way to implement all mission types except maybe industrial sabotage to the biome (robots don't mix with water). Same with escorts as doretta is a robot, except what you said sounds like it could be the underwater version of escorts, and you defend the submarine version of doretta inside it in a sort of barotrauma fashion or on the outside as normal, staying close to replenish your oxygen and of course defend doretta. I believe staying on the outside instead of inside would be the best choice because DRG is a mining game, and you can't collect minerals and other things for the secondary objective while inside a sub, unless of course you can enter and exit it but that seems too complex for DRG. Not in a difficult to implement way but in an unnecessarily unique way from the original escort missions. Another thing, molly is a robot, so she wouldn't mix with water, however I think R&D can come up with a waterproof version of molly. (sorry for uploading paragraphs) tldr, you can turn the submarine idea into the escort mission for the underwater biome just being on the outside of the sub as you can't mine minerals inside a sub.
For the next season i want drg to focus more on the enemy sorta genre, by adding new dreadnought types to make elimination missions more fun, a new mission type where you defend a mine head base against swarms, and add a "glyphid territory" warning where glyphid enemies are more likely to spawn in bigger bunches.
True. Though the idea of let's call them "Megafaunal Surge" and a "Grunt Herd" modifier. The former increasing the density of special enemies like grabbers, praetorian, Rollers, mini bosses, bulks, so on, but with less normal swarmers and grunts/mactera along with all their variants. The other being less of those special emergencies but way denser swarms (as well as more frequent random enemy wave spawns) Also I agree underwater wouldn't work but flooded caves with ankle to waste deep water pools in and flowing between caves in isolated pools and streams could work. The actual water would be like deep snow or slime, slows dwarfs and reduces fall damage but with a smaller impact then deep snow. they may also be able to add some new or interesting enemies like having aquatic mactera larva that couldn't leave the water maybe, adding more danger to being in the water, or add a aoe to lightning damage, you could electrify yourself if carless but you could also electrify a near whole swarm.
Personally, I do think that a *bigger* dreadnaught *could* be possible... if it was its own mission type and was a singular boss like the caretaker. It'd be unique, we'd see what adult dreadnaughts look like, and so on. And it doesn't even have to be different adults for each dreadnaught variant. It could be completely unique. Then they could let the absence of the adult dreadnaughts tell the story for us. Its far more feasible than stuff like a 5th class, more than 4 players, etc
Yeah, only issue with it is obviously with its size you wouldn't be able to kill it, but they added something like explosives to the mission and a large arena in some sorta glyphid nest where you dodge phases to go closer and plant bombs on the queen to then explode armor so you can damage it normally on weakpoints could be rlly cool and make sense
They already stated that they wouldn’t do anything like that, as they would have to make it the strongest enemy, and therefore limit their creative freedom.
Honestly, I think a Water-**themed** biome is far more likely than a water biome. Could have a name like..."Iridescent Aquafer," and place it between Glacial Strata and Dense Biozone. The lore could be that water is melting at the edge of Glacial Strata and watering Dense Biozone. As far as decorations go, there could be streams of water coming out of holes in the wall and flowing into pools. It could have a deep sea theme, with flat sandy floors, slimy walls, and deep trenches, and a few unique passive mobs that resemble deep sea creatures or schools of fish. I think it'd be fun!
@@supercharged5-39 Not really? The idea is not to have a one made of water, but to have a one that is very moist. The game's already got that low-poly look to it, so I don't see any reason they can't just build low-poly water assets and give wet spaces a nice sheen. Then, add some simple splash sprites around the player models with some basic wet footstep sounds. Voila! Moist dwarves.
@@smailik6322 That's fair, putting in puddles of water *would* be quite the undertaking. But what I'm envisioning for the Iridescent Aquifer is that it simply *look* like the bottom of the ocean, with no actual water physics involved. A waterfall could have a tube in the wall, like the vents in Sandblasted Corridors, with a wiggly, collision-less, translucent tube hanging out of it. A splashing animation with accompanying sounds at the bottom could sell the illusion. A stream could be a sheen effect on the floor, programmed to only draw downhill. A pool could be a collision-less plane with a sheen and perlin noise applied to it. They could make environmental objects that *look* like water, but are really just translucent objects. If they get blown up by driller, they could explode, like the air geysers in Dense Biozone, or just cease to exist, like the thorns in Hollow Bough. I think this is entirely within the realm of possibility for Ghost Ship. It would absolutely be a lot of work, but I have no reason to believe they couldn't make this concept work.
Judging from how game balance has shaken out in some modded lobbies, I think that an 8 player mode would be more viable than a 5 player one. They'd need to tweak nitra and resource spawns, and enemy spawn behavior, but if they really wanted to make huge missions work, they *could* but it's another unlikely thing.
@@wert1234576 Probably never, the devs of DRG are pretty ideologically committed to avoiding PVP as much as possible and are dedicated to making a purely co-op experience.
Don't add classes, add "sub-classes" by giving the dwarves newer and more different guns. Most people who are used to "hero shooters" and the LoL style of games always want more and more characters added to a roster, but that is never a good idea, because it makes previous characters less interesting and it is a pain to balance properly. Do it like Team Fortress 2 did and just add weapons that completely change how you play certain characters. Me personally, I'd add the option for ACTUAL melee combat by adding cool Melee Weapons that fit every class, and which would sort of use the Vermintide series mechanics for it, with the DRG blend.
I'd love vermintide style melee but it wouldn't work at all for current DRG, maybe in Rogue Core, but the whole game is based around keeping the bugs away and they have fast, high damage attacks if you even touch them
@@poggestfrogthe pole-arms and halberds are sitting right there on the rack in the corner... Hell a whip would be fun too. I mean we have to remember that we live in the future, who knows what kind of armaments they made. Maybe new secondaries?
I’d like a Glyphid hive biome, where you have to crack into it with Doretta for an elimination mission where fight dreadnoughts and cap it off with fighting one huge Glyphid Queen. We get a bigger bug, but just one that’s easier to balance the game around. Maybe you can only access it at the end of maximum danger level deep dives. Pack the hive with valuable minerals to boot and you could have something really cool for Greybeards to try and an endgame activity for green beards to work towards. Limit how many times the dive appears, the community would get alerted and flock to it when it drops. Maybe completing the dive 3x let’s you just pick an overclock as a reward. Higher spawn rates for gold bugs and the like. Just an idea I had.
That would be fun. Minimum requirements for promotions, or EDD completions, drop it once every month or 2 months or something.... Some of my most enjoyed moments in DRG are in the quieter biomes on lower difficulties where you just get extended chances to explore and feel the vibe. I love that. Just looking for minerals.
Out of all of this list the food at the bar seems the most harmless / really fun world flavor idea. Monster Hunter World and their black magic 3d anime food was supernaturally drawing.
Ive always wanted grenade mods. But unlike weapons, grenades would only get 1 mod at a time rather than 5 total. Each grenade would have up to 4 different mods to choose from and every grenade would not have the same mods. Examples of mods could be: +1 grenade Tracking module Damage Throwing distance Heat damage Effect duration
Grenade overclocks Scout Ifg. Radiator field. Grenade now does damage over time to bugs and players less slow but chance to stun 30% fear chance from Grenade Cryo. Flash freeze. Decrease Grenade area majorly massive increase to freeze power enemies stay frozen for longer Pheromone. Paralitic additive. Bugs hit will slow down and not Atack other things but will attract 2 more bugs each Boomerang. Ultra conductive rangs. Will only hit 4 enemies. Each enemy is stunned for 20 seconds and will arc electricity between them while taking electric damage for 15 seconds electric arc depends on distance New Grenade Repellent. When thrown emits a high frequency with a small gas, all creatures in range will flee even big creatures (acts like shield) will only last for 5 seconds anything hit by the gas will be stunned for 20 seconds. Warning Repellent doesn't work against projectiles. Bonus. High frequency will harm small organisms or fry low-level technology. Instant kills swarmers shredders larvae or infected larvae Repellent. Damaging frequency. No gas frequency is much higher creatures will flee but slowly and take damage as they flee. Big creatures take no damage, which lasts five seconds Amount carried. 4
All we need is equipment overclock. Example : scout's hook shot can defibrilator a fallen team mate. Less range and limit revives stocks. Scouts flare can shoot a fear pulse for a few seconds on the innitial shot. There is so much potential with just equipment o/c. Faster zipline or that it can be shot vertically. Driller drill are faster with momentum or drills has a mini dash when used. Platform effects or shape changes. Turrets oc for shotgun or flamethrower short range or sniper long range shot.
replace the turret with a close-range "bugblender" defense system which consists of an immoblie beacon, and 3 small hovering robots with spinning blades, the robots macerate any enemies that enter the beacon's detection radius.
My idea for other movement / utility was to have a whole new mechanic that essentially works the exact same way, just different in its own way Scout Mini flare ejector. Charge up shoots a burst of 5 small flares can stick into walls or enemies when in enemies they glow red and have a 1 percent damage increase per flare each flare lasts a minute but has way less light in enemies they only last 10 seconds Propulser. Point in a direction get an arc that appears showing your trajectory. Charge increases arc size, decreases fall damage while flying, and can be used mid-air doesn't rely on Range Gunner Energizer banner. Instead of shield, it increases Atack power while in the Barrier and instantly applies fear to all enemies except massive type faster pick recharge better melee health regen on kill banner lasts longer time but doesn't protect and fear only lasts half the time Elevator platform. Simple shoots a mostly up zip line with a platform on it can call Elevator and can jump from Elevator easily doesn't protect from fall damage but goes much higher and faster but only one platform so no being a troll Driller Dynamite stick launcher shoots Dynamite and can trigger all at once on reload doesn't do much damage, but pairing Dynamite together makes more damage and works better with the movement tool Arc cutter. Makes a concentrated stream of plasma that can cut through walls with a thin cut (doesn't count as melee) at the end is a much wider arc of plasma allows you to cut out squares. single holes made with this tool or the gunners rail gun can be filled with Dynamite to cause a bigger and better explosion that loosens material Engineer Mini turret. Yes, I know it's literally just tf2. Can place 2 upgrades to place 4 or stronger works like snipers and only fire 20 rounds before automatically returning better ones last for 30 shots cannot be reloaded only picked up to reload or replaced auto aim for weak points and can be placed on walls but low damage and low fire rate C foam blaster. Shoots a stream of foam, losing pressure and distance will stick to walls and slowly grow out to form platforms can be jumped up almost vertically and will stick too also slows bugs no Repellent additive can be shot on bugs to slow them
The problem with that is you lose a lot of team identity/team comp especially when playing with randoms, and the team balance could get upset, so the devs have said this isn't happening
Well, if DRG does get cross platform play then I hope at the same time it would also come onto the Nintendo Switch or their next counsel. I have an image in my head of seeing players on each system followed by a person snapping in a joycon into the Switch and we hear Mission Control say "Dwarf inbound".
@@chester7521Because your friend on PC is playing the version from Xbox game store. It shares the same network backend as with console so that way its possible to play crossplay. Steam version has its own network backend and those players play in their own pool and does not share the experience with anyone who is on Xbox (PC or console) ecosystem.
It’s honestly better they don’t have a medic class. Support characters in other video games are majorly influential on the battlefield but most people don’t like to play them. By splitting support tools among the 4 combat characters, everyone shares the burden of supporting the team rather than it all being funneled into 1 character.
just give the pickaxe more upgrades and ppl will already be more happy about it, like more diverse options for regular swings and more kinds of power attacks and some gimmicky stuff with it would be nice to see rather than just more power swing dmg, faster recharge, or larger AOE.
For the "adult dreadnought" I don't think a bigger and badder dreadnought boss would work because it conflicts too much with regular elimination. Rather what I think would work and fit the game would be a raid boss style where you progress through a fully developed glyphid nest and then fight and kill the queen. Around 3-4 large rooms would be before the Queen that each have a good number of pre-spawned bugs (to prevent skipping through) as well as 1 swarm per chamber (and only one). Each chamber would only have passive bug spawns once it is cleared, allowing for easy mining of the large amount of nitra needed for the final chamber. Once you reach the Queen's chamber it becomes a constant onslaught (with ups and downs in glyphid spawns, think of it like payday's police spawning mechanics). You would have to work together to kill the queen with some kind of heavy weaponry that mission control would send down for you. Plausibly the heavy weaponry would be single use turrets that mission control sends down every minute or so, which you have to keep bugs off while it aims for 30s or so (the projectile fired could be some kind of bore drill so that it can pierce terrain logically and not be restricted by cave gen). It's single use so that when another turret is dropped players are forced to move locations and create a better dynamic for the fight. The queen wouldn't just sit idly by either, it'd be this huge glyphid visible from across the room who doesn't move but spits fireballs at the players forcing them to pay more attention to where they walk. The queen's attacks could take inspiration from dreadnought fireballs as it is a grown version with versions of the fireball fan, fireball barrage, the shockwave ones, and if it can be balanced, the queen might also be able to spit fire or do slam attacks that create shockwaves. Optimally the swarm chambers should take about 1-2 minutes + mining time depending on swarm length and the queen fight should take around 6-10 minutes depending on how many turrets you fumble, resulting in a roughly ~18 (at best) to ~35 minute mission type. *TLDR gameplay loop is: go through 3-4 large chambers, 1 swarm per chamber, reach queen's chamber, fight constant swarm of enemies while defending single use turrets that drop around the cave while dodging the queen's projectiles.*
If you came to the replies for a "lore dump" well congrats. If you came to give feedback, even better, I enjoy getting it (non toxic feedback) and it helps me improve. A Glyphid Queen isn't a singular entity that rules over all glyphids of Hoxxes IV but rather are a more territorial bug that sits in it's chamber laying eggs to birth more glyphids that will deal with intruders for it. I also like consistency but glyphid tunnels and glyphids eggs conflicting with this and thus I have an explanation. Dreadnoughts (default dreadnought specifically) can spit out a "fireball" that is filled with swarmers (and pheromones) and regular dreadnoughts actually move about and sometimes hatch early by accident (dreadnought swarm) so they could be the culprit of glyphid egg laying outside of completed glyphid nests. (why fungus and dense biozone for glyphid eggs, idk, idc, this is good enough for me.)
It would take too much resources from coding to art to voice acting, but I'd love to see an Evacuation mission added. Something like a Salvage mission, but with survivors that you have to protect. It'd be fascinating to see the dwarves interact with someone other that MC or their robots.
I doubt management cares for all the teams lost underground. Although it would give it a lore friendly explanation why you wake up in a hospital bed after a teamwipe.
I feel like having an overclock for the boltshark that heals anything it hits, similar to the crusaders crossbow from tf2 could be a decent way of adding healing to drg and would make the scout even more powerful supportively to the team, especially in higher hazard mission where perpetually being at low health is common. Also being able to heal Steve would be pretty rock and stone.
I think your idea is great, but I feel like it wouldn’t really fit the mechanics of DRG. Unless the overclock added healing bolts as special bolts, it would make the boltshark pretty much useless for damaging enemies. I can’t imagine something like ana(overwatch)’s weapon, which hurts enemies and heals allies being added to DRG, where friendly fire is a prominent mechanic. It would also lower the value of red sugar/supply drops and lead the players to act more recklessly, since they’d have more healing options. Again, great idea, but I don’t see how it could be well implemented in DRG. Rock and stone
Nah, that would mess the balance to hard and become a must pick meta, unless they make it unstable with a significact nerf to ammo or ordinary bolts' damage, and even then it would remain extremely powerful.
6:50 I think the balance problem can be solved by mission control support. For example, throwing radio washers at a Big momy bug so that drilling missiles from a space station hit it, or other support like supply turret.
A fossil biome would be really neat, since each biome has 2 weird little extras, this one could be oil geysers or stains on the roofs or walls, that blur your vision. And weak stalagmites that fall when shot. It could be named “primordial sinkhole” or “prehistoric domain” It offers tan brown caves with dripping stalagmites. Skeletons on the floor and ribcages on the walls. And certain walls or floors have little fountains of oil and some walls even have stains from the oil. Stalactites will line the floors.
Medic class is just quick revive and shield boosting perks, anyone complaining about getting medic when those 2 is doing all you need , cause technically allowing shield recharge faster is a sort of healing and giving 400 shield overcharge is all you need.
Hear me out what is the fifth class wasn’t a minor but an enemy? You could basically set it up as a PVP game mode where the four dwarf minors go do their casual thing in their mission, but there is a fifth player acting as the attacker setting up certain types of units for them to attack from, even being able to control certain variances of grunts? It can simply just be a narrator, kind of style, and basically target certain players by marking them I feel like that would be a cool concept
Maybe a mactera dreadnaught could be interesting. Aside from the prospector, there's not really any flying boss type enemies, not to discount elite variations. I don't think this would be popular, but perhaps there could be a variation on the korlok as well. Going forward, one or two more mission types, and a new biome would be really great, along with any additional endgame/progression content to add more things to work on as well.
Similar to your "Ability rework" I was thinking more "Ability overclocks" for example Jet fuel drills, which like snowball would allow driller to shoot his drills (probably on reload like snowball overclock) as a sticky DoT projectile if it hits something, but at the cost of 5 fuel liters. Or "Auto-builder module" which made engineer's turrets build automatically at the cost of bullet damage. "battery overcharger" for gunner which would basically remove recharge delay instead of creating a shield field for several seconds if a dwarf would walk past it. "Glimmer light flares" for scout's flaregun that would lower the brightness size, but highlight ores like Nitra through walls.
I’ve always wanted more assignments and particularly Equipment Overclocks. Perhaps mild buffs, like less overheating for Power drills, or more range on Scout’s harpoon
Bro, imagine a full-grown dreadnought busting out of its cocoon, and it's a massive behemoth that requires 8 dwarves to handle. And because it's so big, the generated biome would be massive and would make for a great deepdive, where it's just one massive location the size of 3 deep dives, and we have to physically make our way down into the depths to the final boss room.
5 Player mode? we already have 8 player lobbymod: more player blanaced is the mod called. just add the mod dynamic nitra cost and there you go. its my default mod setup to play with all my friends in one lobby
6:01 Maybe they could implement surface biome in missions like when they send you onto mission, something happens like you get stuck there and must repair drop pod to continue into the planet. So you partially play on the surface.
Now I'm not going to be able to stop wanting a "raid" added. After the ideas of 5 players, and the mission taking place on the surface/ underwater with full grown dreadnaughts as the boss. They could make it work like instead of killing it we just neutralize it and get hints of mission control "dealing with it" to add lore Edit: I wonder what would make for the best reward from it, maybe the ability to choose which overclock you get finally? Other new stuff?
I feel like everyone asking for a melee weapon/class has never played Cryo Cannon driller, especially with Vampire and Impact Axes (and Berzerker, Thorns, and See You in Hell could all work too if you want full melee; it might not be the most optimized perk loadout for general play, but it would definitely give you that melee playstyle). I also recommend you take the Cold Radiance mod on Cryo Cannon (this applies to every Cryo Cannon build, not just melee).
Closest thing there could ever be to a medic class would be giving one of the existing, most likely engineer, an overclock that makes it so your grenade launcher shots cannisters of healing gas which should be somehow poisonous as well for bugs cuz otherwise you are pretty much limiting yourself to just one gun, like, even with the rocket jump grenade launcher you can still do damage, you don't need to rely on your shotgun I wouldn't be surprised if *something* like that was to be done for next season, we should be getting either new weapons or new grenades, whatever it is, at least something has to be related to R&D researching rockpox somehow and since the entire point of these 2 seasons was to get rid of the rockpox, it would make sense that the idea is to create something that has the opossite effect to rockpox
I want a street fighter 6 style lobby where I can see other peoples dwarfs and not only the 4 team, cause I feel like the company is way bigger than just us 4
The sound of a stingtail dreadnought being a possibility scares me. I mean sure it’s a good idea and I’m not saying they shouldn’t implement that into the game, It’s just I’ve already annoyed enough when dealing with the *normal* stingtails. I don’t know how I’d feel if I’m running a solo hazard 3 eliminations run with Bosco and I shoot open a cocoon then all of a sudden a larger more armoured stingtail pops out with the intent of pulling me into striking range while shooting me with fireballs and smashing the ground probably creating splits similar to an earthquake or a large lithophage meteorite.
There is a mod called sanbox utilities that adds a shooting range and a lot of other features. Its easy to install and use since the game has amazing mod support
I’ve always had an idea for what I call a “Devastator Package” it’s basically the offensive version of the Cleansing Pod. 2 different heavy weapons (rpg/hmg?) spawned in pairs with EXTREMELY limited ammo. It replaces your primary while equipped like the Lithofoamer or Vacuum. They would be in tandem with some new event or boss but not 100% neccacary. I think it would be cool.
There are giant skeletons and the mission control literally say we are killing dreadnaughts "before they get to be more of a problem", or something. There better be a adult dreadnaught coming.
A smart and cool thing to do would be to take the surface biome idea, adult dreadnought idea, and underwater biome idea and put it all together to make the surface of Hoxxes a dangerous and horde infested area that has ginormous dreadnoughts roaming the land and when engage starts and epic boss battle with pillars that rise up and provide protection and areas to grapple onto with the scout and having the engineer place platforms for places to dodge the dreadnought!
One thing i think that isn't really talked to loudly about is a new infinite mission type, similar to a deep dives but it could potentially cross several biomes in a single cave system. Or perhaps have it be a survival mode, similar to cod zombies.
This is less of what they can add but what they can do with the concept of drg so I think that there could be a survival game whare you wake up in a cave bc a old run down boscco healed you but that was the last bit of power that it had before running out and falling to the ground and the entire premise of the game is that you need to get back to the hub of drg through either a broken radio that you can barely hear mission control but he cant hear you and if you find the resources to fix it it is no longer garbled but he still cant hear you and need to go to ware the other miners are before time runs out or you fix boscco and activate a beacon or something so mission control can see ware you are and need to defend against a HUGE horde of bugs until the dropship and other miners rescue you (and you might possably play as karl)
I'm kinda tired of all the new games when it can simply be a new game mode, like survival, where the transportation drill has a malfuntion and you go off course. But personally, I think a rescue mission would be better and more unique, where you're going in to save lost dwarves.
They said no water specifically because of the procedurally generated destructible terrain. However, having a fixed water level that applies a "low 02 + low gravity" effect would be neat.
A versus mode, although 100% without a doubt is not coming or will be even moved past maybe thinking about it, is fun to spectulate about how it'd play.
1:55 - Support Class 'Breaker' Utility Tool - Sugar Bomb (3) Throwable that produces a zone of Heal over Time effect and allows other players to raise downed dwarves slightly faster. Traversal Tool - Gravity Pad (3) When placed allows low gravity effect that reduces/negates fall damage and allows higher jumping. Weapons tend to focus on status effects slow, fear, electrocucted, corrosion, etc. and armor breaking. But deal lower damage
Your incorrect on the reason for the shooting range, the devs had said the reason why there won't be a shooting range is because of the way the space rig is programmed, it would take way to much effort to be able to use guns on the space rig for not enough reward.
I'll add one to number 9: we had a drink with food on Octoberfest. So, it's techically there. Also, I think they might give us a beers, which gives us bonus to mining minerals or nitra. But to balance it, they must be REALLY costly on barley bulbs (for example, +50% mining nitra might cost up to 3-5 bulbs for each round, but they won't be affecting loot directly. Minerals +50-100% SHOULD be 4 bulbs at least).
Perk tree needs a rework real bad. Half of them are useless compared to Field Medic, Iron Will, Vampire, Dash, etc. The passives are better balanced I think but could still use some love.
9:31 This refregirator is a reason we dont have snacks on the space rig. And ooh boy YOU DONT WANT TO KNOW WHAT IS INSIDE THIS THING (as i heard Engi got Steve swarmling to the rig and hid him inside. And looks like he grown to the a tiny dreadnught. But i think guys was joking on me and it is Carl who left his noodles inside)
A big reason why they aren't able to add a shooting range (sources are all not from devs themselves but people saying the devs said it previously - so IDK how true this all is) on the Space Rig is because of how the programming works; the space rig is an entirely different set up compared to normal levels, thus it would be a lot of work to add a space rig, probably not worth the reward that comes with it - I would really love one though, because the amount of time it takes to get into a level to try out new guns and builds is not worth it (over 2 mins), whilst a shooting range on the space rig would make it so easy to try out how new guns work
Water pools or flooded areas randomly generating in caves would be really cool, they'd adjust your temperature based on biome, soften fall damage, mess with weapon effects, bring up your oxygen meter when you're submerged, etc. But... you would basically need full fluid simulation to make them as interactable as everything else, and also have it be not janky. Which I think is probably way too big an ask.
It would be really cool if they added oveclocks to gear. Maybe an overclock could let gunner carry his own shield, but have less charges, or an overclock that changes the shape or size of the engie's platforms, or one that makes c4 radioactive.
One thing I've thought of as "reworks" of non-gun abilities is that they could add Overclocks to your traversal/utility tools. Aside from the examples you thought of, I'm imagining things like a platform gun mod that allows the firing of vertical walls as an alternate fire, or a drill that drills slower but never overheats, or a zipline that trades a shorter range for a much higher speed.
This video really gave me a few sparks of excitement that I'd love to see. In terms of the adult dreadnaught I agree with other comments that it could make for its own mission akin to sabotage with one big boss. But specifically at no. 8 and the talk of ability overhauls, I think I'd love to see potential overclocks added for the equipments. Portable shield for gunner, or bouncy trampoline platforms for engineer. With the wacky nature of some of the overclocks, I'm sure there are some ideas that fit the equipments perfectly.
Honestly i would happily buy food dlc in abyss bar just for fun My dream is mission with sone kind of "living" biome that can heal itself for example, or have large boss like that flying pyramid
I think the rework of classes and their tools is a possibility iof they just add overclocks for tools, that would be great for more things to unlock, wouldnt mandate you change playstyle but it would give an option
An 'adult' dreadnaught fight with heavy support, think something like Doretta but with really big guns, could be really fun. Or maybe you have some sort of orbital bombardment to call in from the space rig to hit it hard. As far as medics are concerned, I think there could be a robot or something in certain instances.
Little addition to the problem with a potential “healer” class(although I love playing healer in other games). One other challenge would be to balance this class for solo missions. If it were as viable in combat as the other classes, then there would be no reason not to have four healers on a team. On the other hand, if it were weaker than the other classes, then there would be no reason to play healer in single player missions.
I would like to see factions added. In rival invursions it was introduced that there are rival factions, that would be nice to be able to pick one and that would have different classes and weapons available
Counter argument for melee class, give them melee reduction bonus-higher health/shields- faster shields recharge/sooner delay (not all of these but combinations that can be made from armor modifications that are stronger than the other classes). Various melee weapons that could be used that have range outside of enemy melee attacks such as spears/pikes and wipes, other options for primary would be a greatsword, and something like the ripper from fallout. Secondary could be combat knife, greatshield, or throwing knives. Unique weapon could be a modified impact axe that works simpler to gravity hammers in halo, and then his unique support item could be either a flask of bear giving increase attack speed and dmg or a lasso to pull targets to you (such as lassoing menaces to be able to hit them or keep them from moving, could also be used to pull allies down from the clutches of cave leeches). Note just put one of those in. Not an option for this or that as that would be unfair to the other classes that are stuck with 1 option for support item. Note that this claws would greatly benefit from the vampire perk
Also since this is a Deep Rock "Idea" video (or well a "ideas that wont be" video) I have a weapon concept I've been holding onto until I flushed it out more (and until I conceived 3 other primary ideas to spread them among classes) Meet Driller's new elemental primary: Tesla Arc Emitter -Fires out electricity emperor palpatine style -Electricity chains between targets with less damage & less electrified status effect duration based on number of chains (base of ~6 chains, longer chain means slower drop-off to prevent a 9th chain from doing 1 damage and no status effect) -Electricity status is applied/reset every tick of damage and acts as normal -Reloads similarly to shard diffractor but slower and is able to be interrupted & reloads while unequipped (fancy for a heat meter without an overheat, may need one though for balance) -Electricity chains to the closest non electrified enemy within ~6m of hit enemy (or if all available targets are electrified it chains to closest enemy) Potential modifications include -Ammo based: Stored Electricity capacity, electricity recharge rate, maximum electricity -Basic mods: Rate of fire, electricity range (& chain distance) -Damage based: More direct damage, better status effect/damage transfer between enemies -Electricity based: Longer chain, longer DOT Special last tier modification: -Super Charged Electricity: Greater direct damage, chance to stun with direct damage (~10%) -Crippling Wattage: Much longer status duration, Increases the slowdown of the electricity status effect Potential overclocks: Clean -More Volts: Slightly faster recharge, more ammo -Stronger Electricity: Some more direct damage, more DOT damage Balanced -Electric Conduit: Greatly increased chain length, longer DOT, much less direct damage -Amplified Conductivity: Each time the chain is passed from one bug to the next, it has a chance to spawn an additional short lived chain (~20% for an extra chain of ~3 length to split off and zap more bugs, but, the additional chain cannot spawn additional chains), however direct damage and ammo both go down Unstable -Electro Magnetic Pulse: Pressing R will deplete all currently available electricity to do slight damage, stun all enemies (who can be stunned), and apply electrified status within 10 meters with stun duration scaling with ammo used (not a very long stun, simply an escape card) however it prevents electric recharge for ~2 seconds after use -Heart Stopper: Greatly increased direct damage, greatly increased DOT damage, fires out 5 chains of electricity (shotgun style) each pulse instead of 1, but greatly reduced chain (either to ~2 or no chain at all), much less DOT duration, and a bit less ammo
I really don't vibe with some of these takes. Most of 'em are sound, especially the downsides of adding a fifth class, but there are others that kinda fall floppy. A surface biome would not be difficult to achieve or clash with the theming. Demolition mining and paleontology expeditions exist, and those could be the basis for a sueface biome operation. It's an opportunity to expand upon the world building of Hoxxes itself, and it's not like nocturnal missions couldn't be set up to fit the "Darkness" theme of the game. And the big one: more/adult Dreadnoughts would definitely not be out of the question from a balance perspective. There is SO much cheese to be had with each and every Dreadnought, even in single player where the big beast is laser-focused on you. The tech developed by each of these vhallenging fights is offset by you having to deal with several of them on every mission. An alternative "Elimination+" type mission where you only have to fight one fully grown Dreadnought could definitely be balanced, as we already have single-boss missions with several phases: the Caretaker rooms.
Ok, but you need to consider this could be another method of transferring money to other player, if you unlocked everything that money can buy (so basically helping on other mans grind).
About abilyties. There were a perk for double jump, devs removed it cuz some engineers picking theyre double jump simply done more gaps between platforms on cliffs and other terrain. Devs didnt like it, cuz drg is a game where "By making your job, u help others". (sry for bad english, but u get the point)
2 things I think are possible, but unlikely: 1) Overclocks for movement and support tools (maybe even grenades?) 2) rework of the perks (bringing the rest of them up to IW's power level)
A personal idea I'd like to see in the game is a new mission type where you have to venture into a linear cave that's been hit by a high-value cargo ship by the company. In here it would have a regular cave generation with bits of the ship strewn across with different defense mechanisms that the players would have to work through and disable. After a few safety features are manually disengaged and power is restored or whatever the players make it to the final room having, here they would have to recover some experimental super-weapons. Once they've been taken by the dwarves, the drop pod comes back to the starting room, and all the ship parts self destruct, opening up the cave. A super swarm that's something like an extra hazard harder with double spawns or whatever would then come in that lasts until all the dwarves either leave or die. How would they get back to the drop ship? By fighting through with the super-weapons. I think this mission would have a very tense first half of the mission with a fun and explosive finish, kinda like the drilldozer mission.
I was just thinking of how it would be to add a “Builder” class to add more defensive options. As of right now the only things I can think of that compare to having a builder would be the engineers platforms and the gunners bubble shield, but I think it would be interesting to have to ability to lock down sections of a cave during swarms. For example a wall ability that expands to the diameter of a cave entrance to block the enemies from coming up behind you. This could have a time duration or a health bar for the times it’s deployed. Another example could be a “dwarf fort” similar to a port-a-fort from Fortnite, this structure would be useful for defending things like fuel cells or hacking stations. A cool movement ability could also be added in the form of a “jump pad” similar to that of octane’s from apex legends. You could change the direction/angle of your jumps to get accurate mobility across cave terrain. These abilities would also take longer to build hence the “Builder” name but this would balance out how useful they could be for Dreadnaught arenas or the other events I’ve mentioned.
2:35 I can imagine melee being viable if the devs took a page from Vermintide/Darktide and make melee weapons hit hard and fast, at the obvious expense of range. No fancy shmancy stuff like parrying or countering, just pure dwarven strength vs. glyphid face. Even at higher difficulties enemy damage could be mitigated if the player is still active enough to avoid getting completely surrounded and targeting hordes of weaker fodder while the ranged players focus on the big angry boys further away. If they combined your shield idea from 8:05 with a secondary weapon that was like a greataxe or something, that would already be an interesting way to allow the gunner to cleave away at a horde while, say, his gun is cooling down, or to provide an opportunity to recover in a tunnel or deal extra damage without getting chewed apart. In the same vein, I think specific melee weapons should be restricted to specific classes, like maybe Scout having twin daggers he can use to stick to surface to prevent fall damage, engineer having a large rocket hammer that can be slammed down to blow bugs back, and gunner having a greatsword or greataxe as mentioned before. Other melee items could be maces, spears, brass knuckles, powered gauntlets/gloves, claws, etc. The only class that probably shouldn't get a melee weapon is driller, since he carries throwing axes and his drills already act as melee in the game (which can also already be upgraded to deal more damage) though maybe that's just me trying to avoid redundancy. Each melee weapon could also be upgraded just like the guns, which different parts affecting things like swing radius, reach (aka the weapon's range), types of damage, etc. along with bonus upgrades the guns can't provide like jump distance or run speed when equipped. Of course this is all daydreaming at this point so whatever
I know some people won't like this, but I think it would be cool. A Rockpox themed biome, a place where the Rockpox has completely taken over. The walls and floor have the weird red vinelike things, and have pods that explode if you get too close. All enemies would be infected variants, and all missions would have the lithophage outbreak modifier. You could also add new mini bosses/ bosses, like a rockpox dreadnought that spawn on elimination missions with the lithophage outbreak modifier.
I think a water biome would synergize with the game's traversal mechanics while also blending in certain modifiers. You have low gravity and lose oxygen while you're deep in the water too long, but you can adapt by using ziplines, drills, the grappling hook, or the platform gun. It would be a unique and fun challenge adapting to the environment; compared to fighting a bigger monster or starting up some event.
I believe the fifth class SHOULD be the medic but instead of healing it would give alot of utility for example his movement tool would be like a lasso to bring teammates to him(i know it has a lot of troll potential) like lifeweaver from ow2 and for a primary he could have a melee weapon with high dmg(high risk high reward) and for a secondary he can have a stun aoe gun with mid range and low dmg
That would make for a good defensive counter to stingtails and other dangerous enemy types. Though with the addition of medic, driller mains would be greatly disturbed by who they would choose to C4...
@@cathumin3839 and if someone is already reviving the downed person(scout tried to get nitra) you cant pull him that will help mitigate most of the trolling with this utility
TBH I don't think there's ever gonna BE a 5th class. Also if they started adding new classes they'd probably make an even number like 2 or 4 new ones, but again, probably not gonna happen.
Shooting range lets you test gun feel, ideal maximum DPS, how it compares with your other builds, etc... It doesn't matter if the gameplay has different scenarios and enemy type when there are so many other reasons to use it. Besides, player will always lean towards the easiest possible solution, so instead of letting them experiment with builds on their own, you're just encouraging them to look up builds from other people before starting a mission. The wide spread use of the Utility Sandbox mod is a testament to how beneficial it could be if an official shooting range is added to the game.
ability overclocks you kinda described partway in the video would be really cool to add variation like having it so you could like attach the big chunky materials like jadiz, Aquarq, compressed gold and enor pearl to the zipline and transport
I think some of this ideas have a chance to be released. Like the shooting range (as I know it *ALREADY EXISTED* in the earlier alpha builds of the game, but after changing design of Space Rig it was removed). Even if this thing will not make it into DRG, it can appear in Rouge Core. Like the idea of adult dreadnought, make it guard a pass to core, or having a mission in the surface as one of the bonus stages. There's so many possibilities.
They can do subclasses of the main 4. But any character addition that doesn't mirror existing balance would severely upset game balance. Medic is, on it's face, impossible... At least as pure medic. Consider any player directed healing mechanic only taking players up to a certain health threshold. Half Health, for instance. You can also ignore health and simply have different iterations of shield regeneration... Which is already a benefit the gunner offers. Finally, the game already has booze goggle mechanics. If you tied any healing mechanism the players can circumvent normal limits with .... By slowly increasing drunkeness as this method is used: beer goggles don't activate instantly, but eventually the player has to consider getting a different health boost. Drink too much and you pass out... Needing revival from teammates, thus having looped back to the same consequences of running out of health. So Subclasses are variants of the existing classes. They allow game developers to make support tools more varied... And even offer different load outs for weapons to match the support tool. Traversal tools, outside of scout, don't leave room for real gameplay modification. The tools need to achieve purposes that are so close to the baseline Traversal tool, it would be better for them to all be interchangable.
I feel like a couple of the ideas in this video could work together pretty well Like the idea of bigger adult dreadnaughts could work on a surface biome with the justification of "they're too big to fit in the caves" or something similar. I do think that it would have to be a one off kind of mission though, like where the surface biome is only used for those giant boss fights. Maybe as the end of a deep dive or something. I think they'd have to give some sort of reason why it's not selectable as a normal mission. also I agree with the point of a medic being too powerful to be an option as a fifth class (covered pretty well in the video as an auto-pick for every mission), but I think it could be more than reasonable to have a 5th class that focuses on melee combat. I think getting the balance right on a class like that could potentially be pretty difficult, but it seems a lot more likely than having a medic class. The biggest problem that I see with a melee class would be how to get them to fit in with the rest of the team though. most of the other classes tend to synergize well with each other (by design obviously), and i think a melee class would be very easy to wander off and try to do lone wolf stuff with, which kind of kills the cooperative element of the game. Maybe having the class be weaker in combat, but able to give buffs to the other members would work, but it seems like you would need to re-balance all of the other classes to work with it.
My only counter is for #3, as i would like a range, not specifically to practice my builds, but see the change it makes when i swap things out, or the affects a overclock has on the weapon. i feel if we cant have that, a good substitute would be short clips of modification/overclock affects when hovering over them.
In alot of things listed in this video the only point of why it would not be added is "it would be hard for devs" or "it would break balance". Sure, things like underwater biome in a game with destructive terrain would be a hell of a task for any programmer team (and PCs of the players), but adult dreadnoughts? There can easily be made a new mission type, where you have to chase single giant enemy through the caves, kinda like you do with Doretta, but you need to kill it at the end. Or to make an on-surface biome. It would not be as hard as it may look- after all, devs already made awesome cave generation system, and they can modify it for open space. But this one just dont fit in DRG setting and style, making it too different from the rest of the game. What i want to say is that it does not matter how hard the task is- if devs want to make it, if they think they can make it, they would make it at some time.
about the surface of Hoaxes idea, I personally think we could go to the surface to fight an adult dreadnaught maybe? IDK but that would be really cool, like imagine DRG saying they've detected an adult dreadnaught and you have to fight it on the surface its so big, and you go onto the thing and the dreadnaught is basically an entire platforming challenge. Think the Earthmover from Ultrakill or that one mission from Armored Core 6 with the giant walker you take down. TBH If there is ANY time to go onto the surface, it would be to fight an adult dreadnaught. As for oxygen I just say have Bosco with you (yes every dwarfs personal bosco would be involed its that important) and they are strapped with oxygen tanks
6:29, there is a content mod that adds these, called drg re-forged(sadly it broke via the november maintanance update changes as of commenting this) they are basically larger dreadaughts and the mode is called raid. theres also swarm reworks that include minibosses with health bars including a reworked opressor, a cyber opressor and a nemisis glyphid sadly of course they completely rebalance and rework the dworves like you said
I think a melee gun could be interesting, like an axe that doubles as a shotgun or whatever. Idk if they do plan on adding any more weapons, but if they do I think they should probably be really creative and change up the class so much that they’re worth existing.
I think if anything it should be called like specializations and you can spec into them with whichever class like specialize in territory control, or like big bug hunter, medical specialist stuff like that for all the classes
medic would be a sick perk to add though, not gonna lie. slow regen when next to other teammates + rechargable "red sugar injection" or equivalent for high stake missions where that boost might come in clutch?? I'll hold out for medic as a perk
Alas, some things will never happen in Deep Rock Galactic.
i've had an idea about possible season updates/biomes i'd love. Hoxxes 4 has a lot of moons, right? how about instead of a new biome on Hoxxes itself, we'd get to go mining on one or more of its moons (not on their surfaces of course). having extreme environmental hazards and/or radically different wildlife that evolved separately from the glyphids, or having one moon that's been taken over by the rival robots making it into a fortress city the size of a moon
I believe the buff beers still double their listed buff. Making it not double and putting random food buff choices to go along side the beer could create interesting pairings, and perhaps need minimal balance changes.
Adding an underwater cave biome I believe, other than the swimming, would not be that difficult to implement. You already have the oxygen system of the low oxygen caves, just make it to where you can go to molly or a resupply pod etc to refill your oxygen tank. Yes, you would definitely need to implement new creatures but I think they could reuse some from the dense biozone as it is seemingly a coral reef type of biome. They would need to work on balancing things underwater and lighting etc but the necessities and basics aren't too difficult to implement and some are already there or have been done before such as adding new enemy types.
@@shadowyyCFH i didn't have swimming in mind, instead you'd stay inside the submarine at all times, piloting and defending it on the inside
@@annihilator_ron7691 That sounds like an interesting mission type that would be unique to the biome, and I also think they could find a way to implement all mission types except maybe industrial sabotage to the biome (robots don't mix with water). Same with escorts as doretta is a robot, except what you said sounds like it could be the underwater version of escorts, and you defend the submarine version of doretta inside it in a sort of barotrauma fashion or on the outside as normal, staying close to replenish your oxygen and of course defend doretta. I believe staying on the outside instead of inside would be the best choice because DRG is a mining game, and you can't collect minerals and other things for the secondary objective while inside a sub, unless of course you can enter and exit it but that seems too complex for DRG. Not in a difficult to implement way but in an unnecessarily unique way from the original escort missions. Another thing, molly is a robot, so she wouldn't mix with water, however I think R&D can come up with a waterproof version of molly. (sorry for uploading paragraphs)
tldr, you can turn the submarine idea into the escort mission for the underwater biome just being on the outside of the sub as you can't mine minerals inside a sub.
For the next season i want drg to focus more on the enemy sorta genre, by adding new dreadnought types to make elimination missions more fun, a new mission type where you defend a mine head base against swarms, and add a "glyphid territory" warning where glyphid enemies are more likely to spawn in bigger bunches.
Still kinda hoping they would bring that Acid Spitter Queen as a boss fight to the game as they had planned years ago.
We already have swarm defense, escort mission
True. Though the idea of let's call them "Megafaunal Surge" and a "Grunt Herd" modifier.
The former increasing the density of special enemies like grabbers, praetorian, Rollers, mini bosses, bulks, so on, but with less normal swarmers and grunts/mactera along with all their variants.
The other being less of those special emergencies but way denser swarms (as well as more frequent random enemy wave spawns)
Also I agree underwater wouldn't work but flooded caves with ankle to waste deep water pools in and flowing between caves in isolated pools and streams could work.
The actual water would be like deep snow or slime, slows dwarfs and reduces fall damage but with a smaller impact then deep snow. they may also be able to add some new or interesting enemies like having aquatic mactera larva that couldn't leave the water maybe, adding more danger to being in the water, or add a aoe to lightning damage, you could electrify yourself if carless but you could also electrify a near whole swarm.
Next season is gonna be a prequel to the spin off game drg: rogue core so they likely alr have plans for it
Poxnought (The corruptor squashed any hope of the making it into the game but we can still dream)
Personally, I do think that a *bigger* dreadnaught *could* be possible... if it was its own mission type and was a singular boss like the caretaker. It'd be unique, we'd see what adult dreadnaughts look like, and so on. And it doesn't even have to be different adults for each dreadnaught variant. It could be completely unique. Then they could let the absence of the adult dreadnaughts tell the story for us.
Its far more feasible than stuff like a 5th class, more than 4 players, etc
Potential queen perhaps
CODE LYOKO PFP
Yeah, only issue with it is obviously with its size you wouldn't be able to kill it, but they added something like explosives to the mission and a large arena in some sorta glyphid nest where you dodge phases to go closer and plant bombs on the queen to then explode armor so you can damage it normally on weakpoints could be rlly cool and make sense
They already stated that they wouldn’t do anything like that, as they would have to make it the strongest enemy, and therefore limit their creative freedom.
I always thought Bulk detonators were the next step up from Dreadnaughts
Honestly, I think a Water-**themed** biome is far more likely than a water biome. Could have a name like..."Iridescent Aquafer," and place it between Glacial Strata and Dense Biozone. The lore could be that water is melting at the edge of Glacial Strata and watering Dense Biozone. As far as decorations go, there could be streams of water coming out of holes in the wall and flowing into pools. It could have a deep sea theme, with flat sandy floors, slimy walls, and deep trenches, and a few unique passive mobs that resemble deep sea creatures or schools of fish. I think it'd be fun!
adding pools of water would mean they would need dynamic water
@@supercharged5-39 Not really? The idea is not to have a one made of water, but to have a one that is very moist. The game's already got that low-poly look to it, so I don't see any reason they can't just build low-poly water assets and give wet spaces a nice sheen. Then, add some simple splash sprites around the player models with some basic wet footstep sounds. Voila! Moist dwarves.
"Honestly, I think a Water-*themed* biome is far more likely than a water biome."
Yeah that's Azure Weald, and a bit of Dense Biozone too.
@@Repicheep22even "low poly water" requires a lot of work. What if driller blows up c4 near a water, how would it behave?
@@smailik6322 That's fair, putting in puddles of water *would* be quite the undertaking. But what I'm envisioning for the Iridescent Aquifer is that it simply *look* like the bottom of the ocean, with no actual water physics involved. A waterfall could have a tube in the wall, like the vents in Sandblasted Corridors, with a wiggly, collision-less, translucent tube hanging out of it. A splashing animation with accompanying sounds at the bottom could sell the illusion. A stream could be a sheen effect on the floor, programmed to only draw downhill. A pool could be a collision-less plane with a sheen and perlin noise applied to it. They could make environmental objects that *look* like water, but are really just translucent objects. If they get blown up by driller, they could explode, like the air geysers in Dense Biozone, or just cease to exist, like the thorns in Hollow Bough. I think this is entirely within the realm of possibility for Ghost Ship. It would absolutely be a lot of work, but I have no reason to believe they couldn't make this concept work.
Judging from how game balance has shaken out in some modded lobbies, I think that an 8 player mode would be more viable than a 5 player one. They'd need to tweak nitra and resource spawns, and enemy spawn behavior, but if they really wanted to make huge missions work, they *could* but it's another unlikely thing.
Through some crazy glitch I once had 5 people in my lobby. It was fun until the nitra ran out, then it was just terrible lmao
I had this crazy idea for a kind of 8 player mode. Every player has their own Bosco to command
@@moldman5694it happened in a edd once, luckily I forgot to switch out of my amo build and only needed one resup the entire time
Maybe have it as a team vs team race? I could see management wanting to speed up miners by pitting them against each other
@@wert1234576 Probably never, the devs of DRG are pretty ideologically committed to avoiding PVP as much as possible and are dedicated to making a purely co-op experience.
"The Abyss Bar will never have food"
Best Wurst Beer, checkmate
We Got a saying Here in Germany that roughly translates to "7 Beer are one meal"
Don't add classes, add "sub-classes" by giving the dwarves newer and more different guns.
Most people who are used to "hero shooters" and the LoL style of games always want more and more characters added to a roster, but that is never a good idea, because it makes previous characters less interesting and it is a pain to balance properly.
Do it like Team Fortress 2 did and just add weapons that completely change how you play certain characters.
Me personally, I'd add the option for ACTUAL melee combat by adding cool Melee Weapons that fit every class, and which would sort of use the Vermintide series mechanics for it, with the DRG blend.
I'd love vermintide style melee but it wouldn't work at all for current DRG, maybe in Rogue Core, but the whole game is based around keeping the bugs away and they have fast, high damage attacks if you even touch them
Driller-Two handed Pickaxe
Scout-Sword
Engineer-Warhammer
Gunner-Axe
@@bunxi6717 Gunner could have axe/shield?
@@poggestfrogthe pole-arms and halberds are sitting right there on the rack in the corner... Hell a whip would be fun too.
I mean we have to remember that we live in the future, who knows what kind of armaments they made. Maybe new secondaries?
@@bunxi6717the engi could have something like a electric stunt baton
I’d like a Glyphid hive biome, where you have to crack into it with Doretta for an elimination mission where fight dreadnoughts and cap it off with fighting one huge Glyphid Queen. We get a bigger bug, but just one that’s easier to balance the game around. Maybe you can only access it at the end of maximum danger level deep dives. Pack the hive with valuable minerals to boot and you could have something really cool for Greybeards to try and an endgame activity for green beards to work towards.
Limit how many times the dive appears, the community would get alerted and flock to it when it drops. Maybe completing the dive 3x let’s you just pick an overclock as a reward. Higher spawn rates for gold bugs and the like. Just an idea I had.
That would be fun. Minimum requirements for promotions, or EDD completions, drop it once every month or 2 months or something.... Some of my most enjoyed moments in DRG are in the quieter biomes on lower difficulties where you just get extended chances to explore and feel the vibe. I love that. Just looking for minerals.
Out of all of this list the food at the bar seems the most harmless / really fun world flavor idea. Monster Hunter World and their black magic 3d anime food was supernaturally drawing.
Considering there are voice lines referencing sandwiches, I’m surprised there isn’t an actual sandwich in the game
“Sandvich and me, going to beat your arse!” - Heavy, 2007
Ive always wanted grenade mods. But unlike weapons, grenades would only get 1 mod at a time rather than 5 total. Each grenade would have up to 4 different mods to choose from and every grenade would not have the same mods.
Examples of mods could be:
+1 grenade
Tracking module
Damage
Throwing distance
Heat damage
Effect duration
Grenade overclocks
Scout
Ifg. Radiator field. Grenade now does damage over time to bugs and players less slow but chance to stun 30% fear chance from Grenade
Cryo. Flash freeze. Decrease Grenade area majorly massive increase to freeze power enemies stay frozen for longer
Pheromone. Paralitic additive. Bugs hit will slow down and not Atack other things but will attract 2 more bugs each
Boomerang. Ultra conductive rangs. Will only hit 4 enemies. Each enemy is stunned for 20 seconds and will arc electricity between them while taking electric damage for 15 seconds electric arc depends on distance
New Grenade
Repellent. When thrown emits a high frequency with a small gas, all creatures in range will flee even big creatures (acts like shield) will only last for 5 seconds anything hit by the gas will be stunned for 20 seconds. Warning Repellent doesn't work against projectiles. Bonus. High frequency will harm small organisms or fry low-level technology. Instant kills swarmers shredders larvae or infected larvae
Repellent. Damaging frequency. No gas frequency is much higher creatures will flee but slowly and take damage as they flee. Big creatures take no damage, which lasts five seconds
Amount carried. 4
Don't know if anyone wants this I just thought it was cool
All we need is equipment overclock. Example : scout's hook shot can defibrilator a fallen team mate. Less range and limit revives stocks. Scouts flare can shoot a fear pulse for a few seconds on the innitial shot. There is so much potential with just equipment o/c. Faster zipline or that it can be shot vertically. Driller drill are faster with momentum or drills has a mini dash when used. Platform effects or shape changes. Turrets oc for shotgun or flamethrower short range or sniper long range shot.
i be thrilled to have overclocked C4 to fly straight to my scout.
replace the turret with a close-range "bugblender" defense system which consists of an immoblie beacon, and 3 small hovering robots with spinning blades, the robots macerate any enemies that enter the beacon's detection radius.
My idea for other movement / utility was to have a whole new mechanic that essentially works the exact same way, just different in its own way
Scout
Mini flare ejector. Charge up shoots a burst of 5 small flares can stick into walls or enemies when in enemies they glow red and have a 1 percent damage increase per flare each flare lasts a minute but has way less light in enemies they only last 10 seconds
Propulser. Point in a direction get an arc that appears showing your trajectory. Charge increases arc size, decreases fall damage while flying, and can be used mid-air doesn't rely on Range
Gunner
Energizer banner. Instead of shield, it increases Atack power while in the Barrier and instantly applies fear to all enemies except massive type faster pick recharge better melee health regen on kill banner lasts longer time but doesn't protect and fear only lasts half the time
Elevator platform. Simple shoots a mostly up zip line with a platform on it can call Elevator and can jump from Elevator easily doesn't protect from fall damage but goes much higher and faster but only one platform so no being a troll
Driller
Dynamite stick launcher shoots Dynamite and can trigger all at once on reload doesn't do much damage, but pairing Dynamite together makes more damage and works better with the movement tool
Arc cutter. Makes a concentrated stream of plasma that can cut through walls with a thin cut (doesn't count as melee) at the end is a much wider arc of plasma allows you to cut out squares. single holes made with this tool or the gunners rail gun can be filled with Dynamite to cause a bigger and better explosion that loosens material
Engineer
Mini turret. Yes, I know it's literally just tf2. Can place 2 upgrades to place 4 or stronger works like snipers and only fire 20 rounds before automatically returning better ones last for 30 shots cannot be reloaded only picked up to reload or replaced auto aim for weak points and can be placed on walls but low damage and low fire rate
C foam blaster. Shoots a stream of foam, losing pressure and distance will stick to walls and slowly grow out to form platforms can be jumped up almost vertically and will stick too also slows bugs no Repellent additive can be shot on bugs to slow them
@@whitygooselmfao, the truest driller response
The problem with that is you lose a lot of team identity/team comp especially when playing with randoms, and the team balance could get upset, so the devs have said this isn't happening
Well, if DRG does get cross platform play then I hope at the same time it would also come onto the Nintendo Switch or their next counsel. I have an image in my head of seeing players on each system followed by a person snapping in a joycon into the Switch and we hear Mission Control say "Dwarf inbound".
That won't happen, unless they start optimize their game or you want to play switch port which will run horrible.
A man can still dream.@@AlbBooker
I'm on xbox but I can play with a friend on pc, so how does that work?
@@chester7521Because your friend on PC is playing the version from Xbox game store. It shares the same network backend as with console so that way its possible to play crossplay. Steam version has its own network backend and those players play in their own pool and does not share the experience with anyone who is on Xbox (PC or console) ecosystem.
@@chester7521Sony is gatekeeping cross platform crossplay with others behind a paywall for the devs
Gunner in my eyes is pretty much a medic with his shield,combined with field medic
Payday 2 Medic Dozer
It’s honestly better they don’t have a medic class. Support characters in other video games are majorly influential on the battlefield but most people don’t like to play them. By splitting support tools among the 4 combat characters, everyone shares the burden of supporting the team rather than it all being funneled into 1 character.
just give the pickaxe more upgrades and ppl will already be more happy about it, like more diverse options for regular swings and more kinds of power attacks and some gimmicky stuff with it would be nice to see rather than just more power swing dmg, faster recharge, or larger AOE.
Gemini picks :D. Dual wield for the win
i think the idea of an adult dreadnaught gamemode similar to deep dives (Not a mission type) would be cool
For the "adult dreadnought" I don't think a bigger and badder dreadnought boss would work because it conflicts too much with regular elimination.
Rather what I think would work and fit the game would be a raid boss style where you progress through a fully developed glyphid nest and then fight and kill the queen.
Around 3-4 large rooms would be before the Queen that each have a good number of pre-spawned bugs (to prevent skipping through) as well as 1 swarm per chamber (and only one).
Each chamber would only have passive bug spawns once it is cleared, allowing for easy mining of the large amount of nitra needed for the final chamber.
Once you reach the Queen's chamber it becomes a constant onslaught (with ups and downs in glyphid spawns, think of it like payday's police spawning mechanics).
You would have to work together to kill the queen with some kind of heavy weaponry that mission control would send down for you.
Plausibly the heavy weaponry would be single use turrets that mission control sends down every minute or so, which you have to keep bugs off while it aims for 30s or so (the projectile fired could be some kind of bore drill so that it can pierce terrain logically and not be restricted by cave gen). It's single use so that when another turret is dropped players are forced to move locations and create a better dynamic for the fight.
The queen wouldn't just sit idly by either, it'd be this huge glyphid visible from across the room who doesn't move but spits fireballs at the players forcing them to pay more attention to where they walk.
The queen's attacks could take inspiration from dreadnought fireballs as it is a grown version with versions of the fireball fan, fireball barrage, the shockwave ones, and if it can be balanced, the queen might also be able to spit fire or do slam attacks that create shockwaves.
Optimally the swarm chambers should take about 1-2 minutes + mining time depending on swarm length and the queen fight should take around 6-10 minutes depending on how many turrets you fumble, resulting in a roughly ~18 (at best) to ~35 minute mission type.
*TLDR gameplay loop is: go through 3-4 large chambers, 1 swarm per chamber, reach queen's chamber, fight constant swarm of enemies while defending single use turrets that drop around the cave while dodging the queen's projectiles.*
If you came to the replies for a "lore dump" well congrats. If you came to give feedback, even better, I enjoy getting it (non toxic feedback) and it helps me improve.
A Glyphid Queen isn't a singular entity that rules over all glyphids of Hoxxes IV but rather are a more territorial bug that sits in it's chamber laying eggs to birth more glyphids that will deal with intruders for it.
I also like consistency but glyphid tunnels and glyphids eggs conflicting with this and thus I have an explanation. Dreadnoughts (default dreadnought specifically) can spit out a "fireball" that is filled with swarmers (and pheromones) and regular dreadnoughts actually move about and sometimes hatch early by accident (dreadnought swarm) so they could be the culprit of glyphid egg laying outside of completed glyphid nests. (why fungus and dense biozone for glyphid eggs, idk, idc, this is good enough for me.)
I like this idea tbh
Basically just a deep dive, but all the locations are connected as you go down to the boss room.
@@kassaken6521 Structured more like a hybrid between escort and mining missions.
@@Psyko_Monk3y I "dig" it. Rock and Stone, good idea. Probably stealing this for my DRG themed D&D campaign.
A mission type I'd love to see would be one where the objective is to just kill a set amount of bugs, just entirely horde clearing
It would take too much resources from coding to art to voice acting, but I'd love to see an Evacuation mission added. Something like a Salvage mission, but with survivors that you have to protect. It'd be fascinating to see the dwarves interact with someone other that MC or their robots.
I doubt management cares for all the teams lost underground. Although it would give it a lore friendly explanation why you wake up in a hospital bed after a teamwipe.
I feel like having an overclock for the boltshark that heals anything it hits, similar to the crusaders crossbow from tf2 could be a decent way of adding healing to drg and would make the scout even more powerful supportively to the team, especially in higher hazard mission where perpetually being at low health is common. Also being able to heal Steve would be pretty rock and stone.
I think your idea is great, but I feel like it wouldn’t really fit the mechanics of DRG.
Unless the overclock added healing bolts as special bolts, it would make the boltshark pretty much useless for damaging enemies. I can’t imagine something like ana(overwatch)’s weapon, which hurts enemies and heals allies being added to DRG, where friendly fire is a prominent mechanic. It would also lower the value of red sugar/supply drops and lead the players to act more recklessly, since they’d have more healing options.
Again, great idea, but I don’t see how it could be well implemented in DRG.
Rock and stone
@@bastienfelix4605 i think sugar bomb is better, like a grenade overclock.
Nah, that would mess the balance to hard and become a must pick meta, unless they make it unstable with a significact nerf to ammo or ordinary bolts' damage, and even then it would remain extremely powerful.
6:50
I think the balance problem can be solved by mission control support. For example, throwing radio washers at a Big momy bug so that drilling missiles from a space station hit it, or other support like supply turret.
A fossil biome would be really neat, since each biome has 2 weird little extras, this one could be oil geysers or stains on the roofs or walls, that blur your vision. And weak stalagmites that fall when shot.
It could be named “primordial sinkhole” or “prehistoric domain”
It offers tan brown caves with dripping stalagmites. Skeletons on the floor and ribcages on the walls. And certain walls or floors have little fountains of oil and some walls even have stains from the oil. Stalactites will line the floors.
Fossil secondary objective would be hell there
Medic class is just quick revive and shield boosting perks, anyone complaining about getting medic when those 2 is doing all you need , cause technically allowing shield recharge faster is a sort of healing and giving 400 shield overcharge is all you need.
Ah yes, MVM medic
Hear me out what is the fifth class wasn’t a minor but an enemy?
You could basically set it up as a PVP game mode where the four dwarf minors go do their casual thing in their mission, but there is a fifth player acting as the attacker setting up certain types of units for them to attack from, even being able to control certain variances of grunts? It can simply just be a narrator, kind of style, and basically target certain players by marking them
I feel like that would be a cool concept
If you need underwater DRG
Just buy Barotrauma
Maybe a mactera dreadnaught could be interesting. Aside from the prospector, there's not really any flying boss type enemies, not to discount elite variations. I don't think this would be popular, but perhaps there could be a variation on the korlok as well. Going forward, one or two more mission types, and a new biome would be really great, along with any additional endgame/progression content to add more things to work on as well.
The main problem with the flying bosses is cave generation.
Similar to your "Ability rework" I was thinking more "Ability overclocks" for example Jet fuel drills, which like snowball would allow driller to shoot his drills (probably on reload like snowball overclock) as a sticky DoT projectile if it hits something, but at the cost of 5 fuel liters. Or "Auto-builder module" which made engineer's turrets build automatically at the cost of bullet damage. "battery overcharger" for gunner which would basically remove recharge delay instead of creating a shield field for several seconds if a dwarf would walk past it. "Glimmer light flares" for scout's flaregun that would lower the brightness size, but highlight ores like Nitra through walls.
I’ve always wanted more assignments and particularly Equipment Overclocks. Perhaps mild buffs, like less overheating for Power drills, or more range on Scout’s harpoon
I would love to see a raid mode in a deep dive style where it could be like a much higher hazard level but you can get 8 dwarves :)
hazard 10 with 8 drillers would be INSANE 😭
@@justsomewendigowithinterne7062 "we're rich" but 8 times in a row would make mission control abandon his job
Bro, imagine a full-grown dreadnought busting out of its cocoon, and it's a massive behemoth that requires 8 dwarves to handle. And because it's so big, the generated biome would be massive and would make for a great deepdive, where it's just one massive location the size of 3 deep dives, and we have to physically make our way down into the depths to the final boss room.
@@kassaken6521 and it wouldn't be a mere dreadnought but a hivequeen herself :D
5 Player mode? we already have 8 player lobbymod: more player blanaced is the mod called. just add the mod dynamic nitra cost and there you go. its my default mod setup to play with all my friends in one lobby
Stumbling into those lobbies is some of the most fun I've had in the game
6:01 Maybe they could implement surface biome in missions like when they send you onto mission, something happens like you get stuck there and must repair drop pod to continue into the planet. So you partially play on the surface.
Now I'm not going to be able to stop wanting a "raid" added. After the ideas of 5 players, and the mission taking place on the surface/ underwater with full grown dreadnaughts as the boss. They could make it work like instead of killing it we just neutralize it and get hints of mission control "dealing with it" to add lore
Edit: I wonder what would make for the best reward from it, maybe the ability to choose which overclock you get finally? Other new stuff?
That reminds me a little about the rouge-like I think I remember them announcing, it might be a good idea to implement it there?
I feel like everyone asking for a melee weapon/class has never played Cryo Cannon driller, especially with Vampire and Impact Axes (and Berzerker, Thorns, and See You in Hell could all work too if you want full melee; it might not be the most optimized perk loadout for general play, but it would definitely give you that melee playstyle). I also recommend you take the Cold Radiance mod on Cryo Cannon (this applies to every Cryo Cannon build, not just melee).
Closest thing there could ever be to a medic class would be giving one of the existing, most likely engineer, an overclock that makes it so your grenade launcher shots cannisters of healing gas
which should be somehow poisonous as well for bugs cuz otherwise you are pretty much limiting yourself to just one gun, like, even with the rocket jump grenade launcher you can still do damage, you don't need to rely on your shotgun
I wouldn't be surprised if *something* like that was to be done for next season, we should be getting either new weapons or new grenades, whatever it is, at least something has to be related to R&D researching rockpox somehow and since the entire point of these 2 seasons was to get rid of the rockpox, it would make sense that the idea is to create something that has the opossite effect to rockpox
I want a street fighter 6 style lobby where I can see other peoples dwarfs and not only the 4 team, cause I feel like the company is way bigger than just us 4
The sound of a stingtail dreadnought being a possibility scares me. I mean sure it’s a good idea and I’m not saying they shouldn’t implement that into the game, It’s just I’ve already annoyed enough when dealing with the *normal* stingtails. I don’t know how I’d feel if I’m running a solo hazard 3 eliminations run with Bosco and I shoot open a cocoon then all of a sudden a larger more armoured stingtail pops out with the intent of pulling me into striking range while shooting me with fireballs and smashing the ground probably creating splits similar to an earthquake or a large lithophage meteorite.
There is a mod called sanbox utilities that adds a shooting range and a lot of other features. Its easy to install and use since the game has amazing mod support
I’ve always had an idea for what I call a “Devastator Package” it’s basically the offensive version of the Cleansing Pod. 2 different heavy weapons (rpg/hmg?) spawned in pairs with EXTREMELY limited ammo. It replaces your primary while equipped like the Lithofoamer or Vacuum. They would be in tandem with some new event or boss but not 100% neccacary. I think it would be cool.
10:39 "I know they said that they are probably planning on adding a new biome in season 5"
Note to self: take Javarak's "probably"'s lightly
There already is a melee subclass.
Driller?
Yeah drill , throwing Axe, plus pick Axe has a great combo system to do melee
There are giant skeletons and the mission control literally say we are killing dreadnaughts "before they get to be more of a problem", or something.
There better be a adult dreadnaught coming.
A smart and cool thing to do would be to take the surface biome idea, adult dreadnought idea, and underwater biome idea and put it all together to make the surface of Hoxxes a dangerous and horde infested area that has ginormous dreadnoughts roaming the land and when engage starts and epic boss battle with pillars that rise up and provide protection and areas to grapple onto with the scout and having the engineer place platforms for places to dodge the dreadnought!
One thing i think that isn't really talked to loudly about is a new infinite mission type, similar to a deep dives but it could potentially cross several biomes in a single cave system. Or perhaps have it be a survival mode, similar to cod zombies.
We already have a medic class, gunner feels like your playing as an overprotective mother most the time and has a shield perfect for reviving.
Maybe not full water cave, but just some small pudles (chest level water) and some small waterfalls, just to add on atmosphere
This is less of what they can add but what they can do with the concept of drg so I think that there could be a survival game whare you wake up in a cave bc a old run down boscco healed you but that was the last bit of power that it had before running out and falling to the ground and the entire premise of the game is that you need to get back to the hub of drg through either a broken radio that you can barely hear mission control but he cant hear you and if you find the resources to fix it it is no longer garbled but he still cant hear you and need to go to ware the other miners are before time runs out or you fix boscco and activate a beacon or something so mission control can see ware you are and need to defend against a HUGE horde of bugs until the dropship and other miners rescue you (and you might possably play as karl)
I like the concept very much!
I'm kinda tired of all the new games when it can simply be a new game mode, like survival, where the transportation drill has a malfuntion and you go off course. But personally, I think a rescue mission would be better and more unique, where you're going in to save lost dwarves.
They said no water specifically because of the procedurally generated destructible terrain. However, having a fixed water level that applies a "low 02 + low gravity" effect would be neat.
A versus mode, although 100% without a doubt is not coming or will be even moved past maybe thinking about it, is fun to spectulate about how it'd play.
1:55 - Support Class 'Breaker'
Utility Tool - Sugar Bomb (3) Throwable that produces a zone of Heal over Time effect and allows other players to raise downed dwarves slightly faster.
Traversal Tool - Gravity Pad (3) When placed allows low gravity effect that reduces/negates fall damage and allows higher jumping.
Weapons tend to focus on status effects slow, fear, electrocucted, corrosion, etc. and armor breaking. But deal lower damage
weapon need to be explosion which hurt friend more than foe.
for balance purpose ofcourse.
@@whitygoosethis is just parts of engie driller and scout with some other parts added in
I'd like to see overclocks for the class as a whole. Would be really cool.
new gamemode fs, i dont have any ideas but there's got to be something, also there's a moon circling the planet, that could be a cool biome.
I'd like to see alternate traversal tools, so like a wall gun for the engineer, or a bounce pad deployer for the gunner
Personally I'd like a hybrid melee/beast tamer play style
Your incorrect on the reason for the shooting range, the devs had said the reason why there won't be a shooting range is because of the way the space rig is programmed, it would take way to much effort to be able to use guns on the space rig for not enough reward.
I'll add one to number 9: we had a drink with food on Octoberfest. So, it's techically there.
Also, I think they might give us a beers, which gives us bonus to mining minerals or nitra. But to balance it, they must be REALLY costly on barley bulbs (for example, +50% mining nitra might cost up to 3-5 bulbs for each round, but they won't be affecting loot directly. Minerals +50-100% SHOULD be 4 bulbs at least).
Maybe we could see a adult dreadnought in rogue core, something like industrial sabotage, just a big boss fight at the end🤞
I want more interesting perks. Maybe exclusive to each class
Perk tree needs a rework real bad. Half of them are useless compared to Field Medic, Iron Will, Vampire, Dash, etc. The passives are better balanced I think but could still use some love.
Ceiling boots. Not exactly Jet Boots. These allow players to walk on ceilings. When turned off the players risk fall damage. Also more minerals.
9:31 This refregirator is a reason we dont have snacks on the space rig. And ooh boy YOU DONT WANT TO KNOW WHAT IS INSIDE THIS THING (as i heard Engi got Steve swarmling to the rig and hid him inside. And looks like he grown to the a tiny dreadnught. But i think guys was joking on me and it is Carl who left his noodles inside)
A big reason why they aren't able to add a shooting range (sources are all not from devs themselves but people saying the devs said it previously - so IDK how true this all is) on the Space Rig is because of how the programming works; the space rig is an entirely different set up compared to normal levels, thus it would be a lot of work to add a space rig, probably not worth the reward that comes with it - I would really love one though, because the amount of time it takes to get into a level to try out new guns and builds is not worth it (over 2 mins), whilst a shooting range on the space rig would make it so easy to try out how new guns work
Water pools or flooded areas randomly generating in caves would be really cool, they'd adjust your temperature based on biome, soften fall damage, mess with weapon effects, bring up your oxygen meter when you're submerged, etc. But... you would basically need full fluid simulation to make them as interactable as everything else, and also have it be not janky. Which I think is probably way too big an ask.
It would be really cool if they added oveclocks to gear. Maybe an overclock could let gunner carry his own shield, but have less charges, or an overclock that changes the shape or size of the engie's platforms, or one that makes c4 radioactive.
A form of Raids would be cool
One thing I've thought of as "reworks" of non-gun abilities is that they could add Overclocks to your traversal/utility tools. Aside from the examples you thought of, I'm imagining things like a platform gun mod that allows the firing of vertical walls as an alternate fire, or a drill that drills slower but never overheats, or a zipline that trades a shorter range for a much higher speed.
This video really gave me a few sparks of excitement that I'd love to see. In terms of the adult dreadnaught I agree with other comments that it could make for its own mission akin to sabotage with one big boss. But specifically at no. 8 and the talk of ability overhauls, I think I'd love to see potential overclocks added for the equipments. Portable shield for gunner, or bouncy trampoline platforms for engineer. With the wacky nature of some of the overclocks, I'm sure there are some ideas that fit the equipments perfectly.
Honestly i would happily buy food dlc in abyss bar just for fun
My dream is mission with sone kind of "living" biome that can heal itself for example, or have large boss like that flying pyramid
I always wonder where the canteen is as the dwarves are always wondering "what slop they're serving in the canteen tonight."
I think the rework of classes and their tools is a possibility iof they just add overclocks for tools, that would be great for more things to unlock, wouldnt mandate you change playstyle but it would give an option
An 'adult' dreadnaught fight with heavy support, think something like Doretta but with really big guns, could be really fun. Or maybe you have some sort of orbital bombardment to call in from the space rig to hit it hard. As far as medics are concerned, I think there could be a robot or something in certain instances.
Little addition to the problem with a potential “healer” class(although I love playing healer in other games). One other challenge would be to balance this class for solo missions. If it were as viable in combat as the other classes, then there would be no reason not to have four healers on a team. On the other hand, if it were weaker than the other classes, then there would be no reason to play healer in single player missions.
I would like to see factions added. In rival invursions it was introduced that there are rival factions, that would be nice to be able to pick one and that would have different classes and weapons available
Counter argument for melee class, give them melee reduction bonus-higher health/shields- faster shields recharge/sooner delay (not all of these but combinations that can be made from armor modifications that are stronger than the other classes). Various melee weapons that could be used that have range outside of enemy melee attacks such as spears/pikes and wipes, other options for primary would be a greatsword, and something like the ripper from fallout. Secondary could be combat knife, greatshield, or throwing knives. Unique weapon could be a modified impact axe that works simpler to gravity hammers in halo, and then his unique support item could be either a flask of bear giving increase attack speed and dmg or a lasso to pull targets to you (such as lassoing menaces to be able to hit them or keep them from moving, could also be used to pull allies down from the clutches of cave leeches). Note just put one of those in. Not an option for this or that as that would be unfair to the other classes that are stuck with 1 option for support item.
Note that this claws would greatly benefit from the vampire perk
Also since this is a Deep Rock "Idea" video (or well a "ideas that wont be" video) I have a weapon concept I've been holding onto until I flushed it out more (and until I conceived 3 other primary ideas to spread them among classes)
Meet Driller's new elemental primary: Tesla Arc Emitter
-Fires out electricity emperor palpatine style
-Electricity chains between targets with less damage & less electrified status effect duration based on number of chains (base of ~6 chains, longer chain means slower drop-off to prevent a 9th chain from doing 1 damage and no status effect)
-Electricity status is applied/reset every tick of damage and acts as normal
-Reloads similarly to shard diffractor but slower and is able to be interrupted & reloads while unequipped (fancy for a heat meter without an overheat, may need one though for balance)
-Electricity chains to the closest non electrified enemy within ~6m of hit enemy (or if all available targets are electrified it chains to closest enemy)
Potential modifications include
-Ammo based: Stored Electricity capacity, electricity recharge rate, maximum electricity
-Basic mods: Rate of fire, electricity range (& chain distance)
-Damage based: More direct damage, better status effect/damage transfer between enemies
-Electricity based: Longer chain, longer DOT
Special last tier modification:
-Super Charged Electricity: Greater direct damage, chance to stun with direct damage (~10%)
-Crippling Wattage: Much longer status duration, Increases the slowdown of the electricity status effect
Potential overclocks:
Clean
-More Volts: Slightly faster recharge, more ammo
-Stronger Electricity: Some more direct damage, more DOT damage
Balanced
-Electric Conduit: Greatly increased chain length, longer DOT, much less direct damage
-Amplified Conductivity: Each time the chain is passed from one bug to the next, it has a chance to spawn an additional short lived chain (~20% for an extra chain of ~3 length to split off and zap more bugs, but, the additional chain cannot spawn additional chains), however direct damage and ammo both go down
Unstable
-Electro Magnetic Pulse: Pressing R will deplete all currently available electricity to do slight damage, stun all enemies (who can be stunned), and apply electrified status within 10 meters with stun duration scaling with ammo used (not a very long stun, simply an escape card) however it prevents electric recharge for ~2 seconds after use
-Heart Stopper: Greatly increased direct damage, greatly increased DOT damage, fires out 5 chains of electricity (shotgun style) each pulse instead of 1, but greatly reduced chain (either to ~2 or no chain at all), much less DOT duration, and a bit less ammo
Please give me feedback so I can improve the idea and also share some weapon ideas so I can try to balance them as well and fully flush them out.
I really don't vibe with some of these takes. Most of 'em are sound, especially the downsides of adding a fifth class, but there are others that kinda fall floppy.
A surface biome would not be difficult to achieve or clash with the theming. Demolition mining and paleontology expeditions exist, and those could be the basis for a sueface biome operation. It's an opportunity to expand upon the world building of Hoxxes itself, and it's not like nocturnal missions couldn't be set up to fit the "Darkness" theme of the game.
And the big one: more/adult Dreadnoughts would definitely not be out of the question from a balance perspective. There is SO much cheese to be had with each and every Dreadnought, even in single player where the big beast is laser-focused on you. The tech developed by each of these vhallenging fights is offset by you having to deal with several of them on every mission. An alternative "Elimination+" type mission where you only have to fight one fully grown Dreadnought could definitely be balanced, as we already have single-boss missions with several phases: the Caretaker rooms.
I'd like more minigames on the abyss bar, as well as a card game table you could bet credits on
I love it!
Ok, but you need to consider this could be another method of transferring money to other player, if you unlocked everything that money can buy (so basically helping on other mans grind).
they should add basketball ring in the hub, they already have the feature like when you throw your gunks
About abilyties. There were a perk for double jump, devs removed it cuz some engineers picking theyre double jump simply done more gaps between platforms on cliffs and other terrain. Devs didnt like it, cuz drg is a game where "By making your job, u help others". (sry for bad english, but u get the point)
2 things I think are possible, but unlikely:
1) Overclocks for movement and support tools (maybe even grenades?)
2) rework of the perks (bringing the rest of them up to IW's power level)
A personal idea I'd like to see in the game is a new mission type where you have to venture into a linear cave that's been hit by a high-value cargo ship by the company. In here it would have a regular cave generation with bits of the ship strewn across with different defense mechanisms that the players would have to work through and disable. After a few safety features are manually disengaged and power is restored or whatever the players make it to the final room having, here they would have to recover some experimental super-weapons. Once they've been taken by the dwarves, the drop pod comes back to the starting room, and all the ship parts self destruct, opening up the cave. A super swarm that's something like an extra hazard harder with double spawns or whatever would then come in that lasts until all the dwarves either leave or die. How would they get back to the drop ship? By fighting through with the super-weapons.
I think this mission would have a very tense first half of the mission with a fun and explosive finish, kinda like the drilldozer mission.
I was just thinking of how it would be to add a “Builder” class to add more defensive options. As of right now the only things I can think of that compare to having a builder would be the engineers platforms and the gunners bubble shield, but I think it would be interesting to have to ability to lock down sections of a cave during swarms.
For example a wall ability that expands to the diameter of a cave entrance to block the enemies from coming up behind you.
This could have a time duration or a health bar for the times it’s deployed.
Another example could be a “dwarf fort” similar to a port-a-fort from Fortnite, this structure would be useful for defending things like fuel cells or hacking stations.
A cool movement ability could also be added in the form of a “jump pad” similar to that of octane’s from apex legends. You could change the direction/angle of your jumps to get accurate mobility across cave terrain.
These abilities would also take longer to build hence the “Builder” name but this would balance out how useful they could be for Dreadnaught arenas or the other events I’ve mentioned.
2:35 I can imagine melee being viable if the devs took a page from Vermintide/Darktide and make melee weapons hit hard and fast, at the obvious expense of range. No fancy shmancy stuff like parrying or countering, just pure dwarven strength vs. glyphid face. Even at higher difficulties enemy damage could be mitigated if the player is still active enough to avoid getting completely surrounded and targeting hordes of weaker fodder while the ranged players focus on the big angry boys further away.
If they combined your shield idea from 8:05 with a secondary weapon that was like a greataxe or something, that would already be an interesting way to allow the gunner to cleave away at a horde while, say, his gun is cooling down, or to provide an opportunity to recover in a tunnel or deal extra damage without getting chewed apart.
In the same vein, I think specific melee weapons should be restricted to specific classes, like maybe Scout having twin daggers he can use to stick to surface to prevent fall damage, engineer having a large rocket hammer that can be slammed down to blow bugs back, and gunner having a greatsword or greataxe as mentioned before. Other melee items could be maces, spears, brass knuckles, powered gauntlets/gloves, claws, etc. The only class that probably shouldn't get a melee weapon is driller, since he carries throwing axes and his drills already act as melee in the game (which can also already be upgraded to deal more damage) though maybe that's just me trying to avoid redundancy.
Each melee weapon could also be upgraded just like the guns, which different parts affecting things like swing radius, reach (aka the weapon's range), types of damage, etc. along with bonus upgrades the guns can't provide like jump distance or run speed when equipped.
Of course this is all daydreaming at this point so whatever
I know some people won't like this, but I think it would be cool. A Rockpox themed biome, a place where the Rockpox has completely taken over. The walls and floor have the weird red vinelike things, and have pods that explode if you get too close. All enemies would be infected variants, and all missions would have the lithophage outbreak modifier. You could also add new mini bosses/ bosses, like a rockpox dreadnought that spawn on elimination missions with the lithophage outbreak modifier.
I think a water biome would synergize with the game's traversal mechanics while also blending in certain modifiers. You have low gravity and lose oxygen while you're deep in the water too long, but you can adapt by using ziplines, drills, the grappling hook, or the platform gun. It would be a unique and fun challenge adapting to the environment; compared to fighting a bigger monster or starting up some event.
I believe the fifth class SHOULD be the medic but instead of healing it would give alot of utility for example his movement tool would be like a lasso to bring teammates to him(i know it has a lot of troll potential) like lifeweaver from ow2 and for a primary he could have a melee weapon with high dmg(high risk high reward) and for a secondary he can have a stun aoe gun with mid range and low dmg
maybe the lasso brings downed teammates to you
That would make for a good defensive counter to stingtails and other dangerous enemy types. Though with the addition of medic, driller mains would be greatly disturbed by who they would choose to C4...
@@cathumin3839 and if someone is already reviving the downed person(scout tried to get nitra) you cant pull him that will help mitigate most of the trolling with this utility
TBH I don't think there's ever gonna BE a 5th class. Also if they started adding new classes they'd probably make an even number like 2 or 4 new ones, but again, probably not gonna happen.
@@sarrakitty a miner can dream
Shooting range lets you test gun feel, ideal maximum DPS, how it compares with your other builds, etc... It doesn't matter if the gameplay has different scenarios and enemy type when there are so many other reasons to use it. Besides, player will always lean towards the easiest possible solution, so instead of letting them experiment with builds on their own, you're just encouraging them to look up builds from other people before starting a mission.
The wide spread use of the Utility Sandbox mod is a testament to how beneficial it could be if an official shooting range is added to the game.
I want a beer that replaces all sound effects with cartoonish squeaks for the mission duration.
ability overclocks you kinda described partway in the video would be really cool to add variation
like having it so you could like attach the big chunky materials like jadiz, Aquarq, compressed gold and enor pearl to the zipline and transport
Honestly, when I think of a surface map, I think of an endless mode
I think some of this ideas have a chance to be released. Like the shooting range (as I know it *ALREADY EXISTED* in the earlier alpha builds of the game, but after changing design of Space Rig it was removed). Even if this thing will not make it into DRG, it can appear in Rouge Core. Like the idea of adult dreadnought, make it guard a pass to core, or having a mission in the surface as one of the bonus stages. There's so many possibilities.
On day soon but who knows for sure.
They can do subclasses of the main 4.
But any character addition that doesn't mirror existing balance would severely upset game balance.
Medic is, on it's face, impossible... At least as pure medic.
Consider any player directed healing mechanic only taking players up to a certain health threshold. Half Health, for instance.
You can also ignore health and simply have different iterations of shield regeneration... Which is already a benefit the gunner offers.
Finally, the game already has booze goggle mechanics. If you tied any healing mechanism the players can circumvent normal limits with .... By slowly increasing drunkeness as this method is used: beer goggles don't activate instantly, but eventually the player has to consider getting a different health boost. Drink too much and you pass out... Needing revival from teammates, thus having looped back to the same consequences of running out of health.
So Subclasses are variants of the existing classes. They allow game developers to make support tools more varied... And even offer different load outs for weapons to match the support tool.
Traversal tools, outside of scout, don't leave room for real gameplay modification. The tools need to achieve purposes that are so close to the baseline Traversal tool, it would be better for them to all be interchangable.
I feel like a couple of the ideas in this video could work together pretty well
Like the idea of bigger adult dreadnaughts could work on a surface biome with the justification of "they're too big to fit in the caves" or something similar. I do think that it would have to be a one off kind of mission though, like where the surface biome is only used for those giant boss fights. Maybe as the end of a deep dive or something. I think they'd have to give some sort of reason why it's not selectable as a normal mission.
also I agree with the point of a medic being too powerful to be an option as a fifth class (covered pretty well in the video as an auto-pick for every mission), but I think it could be more than reasonable to have a 5th class that focuses on melee combat. I think getting the balance right on a class like that could potentially be pretty difficult, but it seems a lot more likely than having a medic class. The biggest problem that I see with a melee class would be how to get them to fit in with the rest of the team though. most of the other classes tend to synergize well with each other (by design obviously), and i think a melee class would be very easy to wander off and try to do lone wolf stuff with, which kind of kills the cooperative element of the game. Maybe having the class be weaker in combat, but able to give buffs to the other members would work, but it seems like you would need to re-balance all of the other classes to work with it.
We need tool and mobility colors
My only counter is for #3, as i would like a range, not specifically to practice my builds, but see the change it makes when i swap things out, or the affects a overclock has on the weapon. i feel if we cant have that, a good substitute would be short clips of modification/overclock affects when hovering over them.
In alot of things listed in this video the only point of why it would not be added is "it would be hard for devs" or "it would break balance". Sure, things like underwater biome in a game with destructive terrain would be a hell of a task for any programmer team (and PCs of the players), but adult dreadnoughts? There can easily be made a new mission type, where you have to chase single giant enemy through the caves, kinda like you do with Doretta, but you need to kill it at the end. Or to make an on-surface biome. It would not be as hard as it may look- after all, devs already made awesome cave generation system, and they can modify it for open space. But this one just dont fit in DRG setting and style, making it too different from the rest of the game.
What i want to say is that it does not matter how hard the task is- if devs want to make it, if they think they can make it, they would make it at some time.
i feel like the water biome thing could work as maybe a anomaly or hazard the player can sometimes encounter on missions
about the surface of Hoaxes idea, I personally think we could go to the surface to fight an adult dreadnaught maybe? IDK but that would be really cool, like imagine DRG saying they've detected an adult dreadnaught and you have to fight it on the surface its so big, and you go onto the thing and the dreadnaught is basically an entire platforming challenge. Think the Earthmover from Ultrakill or that one mission from Armored Core 6 with the giant walker you take down. TBH If there is ANY time to go onto the surface, it would be to fight an adult dreadnaught. As for oxygen I just say have Bosco with you (yes every dwarfs personal bosco would be involed its that important) and they are strapped with oxygen tanks
6:29, there is a content mod that adds these, called drg re-forged(sadly it broke via the november maintanance update changes as of commenting this) they are basically larger dreadaughts and the mode is called raid. theres also swarm reworks that include minibosses with health bars including a reworked opressor, a cyber opressor and a nemisis glyphid sadly of course they completely rebalance and rework the dworves like you said
I think a melee gun could be interesting, like an axe that doubles as a shotgun or whatever. Idk if they do plan on adding any more weapons, but if they do I think they should probably be really creative and change up the class so much that they’re worth existing.
I think if anything it should be called like specializations and you can spec into them with whichever class like specialize in territory control, or like big bug hunter, medical specialist stuff like that for all the classes
medic would be a sick perk to add though, not gonna lie. slow regen when next to other teammates + rechargable "red sugar injection" or equivalent for high stake missions where that boost might come in clutch?? I'll hold out for medic as a perk