abandoned dwarven ruins?
Dwarves have never lived on Hoxxes , you're just here for the precious minerals.
abandoned dwarven ruins?
Dwarves have never lived on Hoxxes , you're just here for the precious minerals.
A few questions: 1) are there plans to add skins and paints to the fixed equipment such as the platform gun, zipline, etc.? 2) since the pick we have is named in the equipment terminal as "basic pickaxe," is there a plan to add other picks ad well? 3) Any chance we can get a little more warning b2fore getting snagged by a cave leech? Unless you spend an active perk slot on heightened senses, there's no way to tell you're about to get snagged, and to keep that seems like a big accessibility issue. 4) similarly, can we get some kind of more broad visual indicator for batteries and BET-Cs? Maybe something like a large, faint pulse wave. Nonhearing players need love to! 5) Is there any way to make the Mactera Grabbers less primally terrifying( it's probably just a me thing, but I cant even bear to look at the screen if I get grabbed belt one of them, and their cry sends an actual pang of fear through me.
Any chance weapon challenges could be a thing and maybe even class specific ones, for example you could have kill x amount of certain enemies with a certain weapon for a skin or a framework.
Maybe some utility skins as well, i think they are needed and i think we definitely more challenges and not just ones rewarding perk point.
Happy 2nd anniversary, i personally bought the game years ago in Xbox game preview and just started playing again last week.... before last week the last time i played the game didn't even have The Abyss bar and the weapons barely had any models to them, i remember the minigun being very blocky and somewhat ugly back then. ( I love the model now )
I love the updates you have made to DRG and now i find myself hard pressed to put the game down, sad i missed the 1 year hat but hey i'm here for number 2. Keep up the good work Ghost Ship, looking forward to future updates.
Glad to have you back miner! Rock and Stone!
Weapon challenges are cool but it is a deliberate design decision on our part to not incentivise individual kill counts. We want you to do whatever is best for the team, usually that is shooting bugs but not always.
Hey GSG, Happy 2nd Anniversary in EA and I do adore your game and wish you the best of luck.
To the questions: - When you drop into the game, the dwarves have 'personality' voicelines, Scout always anxious about something and the other dwarves either don't care or talk some sense into him... During missions however, all voicelines are 'the same' but pitched. This leads me to several questions:
Will the current Guy who makes the voice stay, or do you ever plan (or dare) to change the voices to different actors?
Will you introduce more 'personality' (voicelines) like the ones you hear inside the droppod?
Will there be more situational chatter among the dwarves, aside from simpel trigger / reactions on stuff you do ingame?
How work intensive is this work for you (Writing, recording, pitching, programming the 'triggers').
Thank you for your time and work!
Thanks!
Will you ever add emotes in game like a emote wheel during a mission of wacky dwarf catchphrases
Maybe? No plans for it right now.
Most importantly to me, will there be any changes made to the client -> host connection to made things less "rubberbandy" for the client on less optimal connections?
What's in store of the future of leveling and prestiging? An overhaul? Or perhaps simply additional tiers?
Additional mods for the flare and pickaxe? Overclocks for non-weapons?
Any concepts for a Co-op mode with 2 Boscos + 2 dwarves at max scaling?
Is the drop pod overhaul coming before 1.0?
Female dwarves!?
Will ray tracing come to DRG with the next series of Nvidia cards?
What are your monetization plans for the future? Expansions, DLC, cosmetics?
Any concepts for letting Molly hover to solve a myriad of AI problems?
Is there a plan on making weapon mods more clear? Like if it adds a new ability, it doesn't tell the new abilities' detailed stats at all and it can be a turn off to not try new mods out in fear of it not working as you imagined (this is true as a new player). Like the PGL's proximity trigger doesn't tell me at all that it can't detonate instantly if it hits the terrain and instead it yeets off to the distance. Speaking of that mod, I'm pretty sure the 100% damage boost is not working.
All in all, I'd love if these non-stat changes were more clear without having to test them or rely on the wiki
Yes, I definitely want to improve some of the descriptions. Just have not found the time.
ROCK! AND! STONE! Brothers!
ROCK. AND. STONE!
First of all i would like to thank you for creating such an amazing game!
To the questions...
- You guys previously said that adding new mission types is a focus after 1.0, do you already have a plan of what kind of misssions we are getting or is it something that is not yet set in stone?
- Have you ever thought about some kind of survival mode where the deeper you go / survive in a cave, the harder the game gets? We can either keep on mining until we are completely overwhelmed and we only get the minerals that we were able to extract or you could decide to extract you get rewards based of how far you got / time you survived?
- Any plans to change how the mineral trade network works? I think that the way that it currently works makes it way too easy to get the missing minerals, they aren't that expensive and if you have a ton of credits (which isn't that hard) you will never lack any materials for the upgrades / forge.
- Are we going to be able to customize the space rig? Like adding our own decoration or having a room where we can showcase some of our accomplishments?
- Any plans for more music for the jukebox?
Rock and Stone!
Do all four dwarves share the same voice (voice actor), with just the pitch/tone changed? And if so, any plans to give them individual voices? (Gimli style!)
Second question, who are the two dwarves bickering when going down into the drop pod? It sort of sounds like Scout and Gunner, but not quite.
Edit: Also, thank you for making such a wonderful game. It's been a long time since I've had this much fun in a multiplayer. Rock and stone!
Hi, are there any new enemies in development? I saw this really cool idea on the subreddit of a spooky grabber that snatches up people and runs away. Thanks for everything you do, DRG is the greatest
No new enemies in the pipe right now but I'd be surprised if we didn't add some more in the future.
Hey guys! Excellent game, I've had a ton of fun with it since the Alpha/Beta! Any news on Exploration Mode? I'd love to just go exploring in those caves, the cave system in this game is AMAZING.
We've had to focus on other stuff for now but I really want to add that exploration mode.... so hopefully it will happen soon(tm)
You guys have made a fantastic game and should take great pride in your work. Thank you for bringing to life a real coop experience, it has given me and my gaming buddies many hours of joy.
What are some ‘immersive features’ that have been added to the game that were based on user feedback/player behaviour, that you didn’t expect would be in the game originally?
And thanks to you and your gaming buddies for liking our game.
Amazing game guys, love it and can't wait for full release. Love to know more about the following;
- Female dwarves, "leaf lovers" or expanded character creation?
- Any plans for PvP/Competitive play?
- Any specific plans for new classes/weapons/enemy types/new biomes/planets/mission types?
- Is there going to be cross platform play?
- Expanded options for pick skins/abilities?
- Melee weapons/class?
Not really questions, but I'd love to see the following added/changed;
- Difficulty scaling: In my experience levels 1-3 are generally too easy, but then 4-5 are quite hard. Even when I get new friends into the game, they can usually clear level 3 pretty easily, but even with 100+ hours, my group of friends probably only beat level 4 like 50-60% of the time. Maybe smooth out the scaling?
- Infested miner classes: infested/corrupted versions of dwarfs all with different abilities etc would be pretty cool as a new enemy type :)
- Loot/cosmetics - I always felt the way "loot" was just unlocked and had to be purchased was always kind of boring. Maybe add all cosmetics/weapons/skins/paint as cores to be crafted or to be found in the chests?
- Online/MMO style lobbies - I think the lobby in game is fun, but it would be cool if you joined an MMO style lobby of random people (even like 12 people who be enough) and formed groups that way.
Love to hear your answers/thoughts!
Hello Ghost Ship Games. Two short questions:
Do you plan on adding more unlockables to the game appart from new OCs, perks or pickaxe parts? I and I think many more players are really incentivised by a constant progression system.
Would you consider rebalancing the credits/gold oe mined ratio so as to promote the mining aspect of the game (and to limit the bad attitude agaist gold mining on EDDs)?
Thanks beforehand.
ROCK AND STONE!
ROCK AND STONE!
Rock, or Stone?
Edit because i almost forgot EDF?
Both.
At once.
All the time.
I'm assuming you plan to add more weapon overclocks in the future; when you do, do you plan to increase the number of overclock drops in parallel, so that it takes you the same amount of time to get every OC? Or do you plan to improve a player's ability to target a specific OC to get, like with blank cores? Or do you just wish to extend the amount of content in the game and have it take longer to get all the cores? Or something else entirely?
edit: this question also loosely applies to the beers, though there's less of a desire to target specific beers outside of deep dive speedrun attempts.
At the moment we don't have any concrete plans for greatly increasing the OC pool. Most likely if we were to add new OCs it would come together with new weapons and the additional OCs would be for those weapons. As for the OC "drops" pacing, I don't think we would change it drastically.
Any news on Xbox achievements? Rock and stone!
Axel is working on them right now!
Which common request do you want to add the least? Why?
A "healer" class. I would not want to put a dedicated healer in to DRG, the game does not need it.
Do you have any plans to make the leveling to get to deep dives and such easier? As someone who only plays occasionally, not being able to access a lot of the content because of that actively discourages me from playing more.
No, no plans to shorten the time it takes to promote. We have tried to make sure that there is always something to do or unlock as you progress towards your first promotion. However, it is the nature of such things that while we try to make the progression flow of our game fun for as many of our players as possible, tastes and play styles vary greatly and not everyone will like the pace that we set.