Are you planning to change any of the biones in the future (different generation or monsters)?
Well keep adding stuff to the biomes for sure and probably do another biome or two. More biome-specific enemies would be cool.
Are you planning to change any of the biones in the future (different generation or monsters)?
Well keep adding stuff to the biomes for sure and probably do another biome or two. More biome-specific enemies would be cool.
Hello Ghost Ship Team!
Scout seems to be a very powerful class and seems to have resourcefulness, mobility, and damage. The main thing I seek out from a Scout when I play with one I've realized, is the flare gun lighting. At times, it feels as if the regular flashlight might as well not be there, and if you don't have a scout, you rely on the tossed flares, but a lot of the time struggle with visibility. My thought is, if other classes have lighting as well, then Scout isn't a "must include" on each team and you can try different compositions.
Are there any changes coming to the lighting? - flashlight, flares, or adding lighting resources to each class etc.
Examples -
Driller - While he's drilling he lights up an area
Gunner - Ziplines create light around each end
Engineer - Turrets create light
Molly - Lights the area around it
The risk is, that then there's no struggle with lighting the cave and it breaks immersion, but IMO lighting feels more scarce than it needs to be, and because of that, your team absolutely requires a Scout, whereas say Driller does not feel like they absolutely need to be on a team.
Oh... by the way I love Deep Rock Galactic and it has reinvigorated a feeling I haven't had with a game since Left 4 Dead. It is absolutely brilliant and I will do everything in my power to make you guys succeed even further than you already have! My friends and I play this game almost every other day and we have been playing for months! Thank you so much!
Thanks for playing and for liking our game.
We have no plans to change the light/darkness in the game. But those are some interesting suggestions.
Rock and Stone!
Hey GSG,
I love the end mission stats. They let me track what load outs are good at what. Is there a chance we get more detailed end mission info?
Instead of #of enemies killed, a breakdown of boss, large enemy, and small enemy kills? Total damage output? Mineral breakdown?
Thanks guys, rock and stone!
Unlikely, but I totally see why you would want it... Maybe if we do some sort of mission log you can access on your own time..
Hey GSG, I just wanted to thank you for making making such an amazing co-op game, me and my friends have poured so many hours into it. Rock and Stone!
So my question stems from personal experience, as someone hard of hearing, it can be difficult to hear some of the important sfx in the game. Some like the auto-reload sound are annoying but manageable, but things like the sound exploders make before detonation or the screech of grabbers is very important to notice, and can be difficult for me to hear, especially during a swarm.
So my question to you is do you have any plans to add in accessibility features, like color blind mode, scaling the HUD beyond 100, or adding subtitles or indicators for important sounds?
Also when will we be able to tame more bugs, gimme an acid spitter steeve for Karl's sake!
Rock and Stone!
I think we definatelly need to improve the accessibility of our games. We have not set and concrete plans on how to do it yet but feedback from players like yourself is a great help in understanding what are the main accessibility issues. If you have more feedback do not hesitate to tell us.
Are there any plans to increase the difficulty of the hazard level or find a way to be more challenging? I feel the perks and upgrades have made the game more manageable now and im looking for a harder challenge to this fantastic game!
It's something we are looking into but don't have anything concrete to share yet.
Can we get an indicator that steeve is alive or maybe a health bar?
It's been discussed internally but so far this is not something we want to prioritise.
Was there any new feature that you guys put into the game, but then realized it did not worked as expected or it wasn't right for the game and ended up removing it?
Also, where is the barrel armor coming back?
Sounds like you missed out on the Jumpboots thing...
Hey Dwarvelopers, I have 2 questions:
- Once, I turned the music and my flashlight off and went for an hazard 1 walk in Hoxxes' caves. Who does the cave's ambiances in your team? Can you tell this person I love him/her? It sounds amazing!
- I always had this idea of a massively (or only) vertical cave shape/ mission type, where you'd have to figure out how to go down a giant hole in the ground. Did you ever consider adding something like this to DRG?
I've discovered your game around the same time I was watching a show called "Made in Abyss", settled in a universe where delvers go down a big unknown cave to find treasures... No questions here, I thought it was a nice coincidence. Let's say DRG came just at the right time in my life!
(also I love team fortress 2 and I love the reference you did to this game thank you have a nice day and keep up the good work)
I'll tell him on Monday.
We have considdered it, and it might happen in the future but no promises.
Rock and Stone!
Will the driller ever be able to mine minerals with his drills?
Don't mention the war...
Edit: this has been a hotly debated topic internally at GSG.
First off, I *love* DRG! It has become my primary game over the past 6 months, and I can't wait to see what its future holds. I love understanding the mechanics and internal workings of how the guns work, but not all of the numbers get listed in-game or on the wiki, and the ones that do sometimes don't match what intuition would expect. For example, the Cooling Rate on Gunner's Minigun ranges from 1.5 - 3.5, but instead of decreasing the cooldown linearly, it appears to scale at
9.5/x + x/9
. Additionally, a lot of enemies have weaknesses, resistances, and different burn/freeze temperatures which Elythnwaen has been figuring out since they're not really listed anywhere in-game.My question is: Do you have plans to make every mechanic and statistic in DRG explained in detail either in-game or on the wiki somewhere? Personally, I would love for the upcoming in-game Miner's Manual to have all the detailed information about individual creatures and their stats, weapons and how they work, and Damage-over-Time or Status Effect mechanics that aren't listed anywhere yet.
Rock and Stone! Thanks for one of the greatest games I've ever played!
Glad you love our game!
As for the numbers, yes some weapons And systems need more explaining and we plan on doing that in the weapon descriptions and in the miners manual. Some numbers however are abstract and I think I'm gonna turn those into percentages with the weapons base value being 100%.
Information on creature weaknesses and resistances is planned for the miners manual.
Rock and Stone!
Reading between the lines, it would appear that the life-cycle of one caste of grunt is swarmer->grunt->guard->praetorian->oppressor(->dreadnaught?). So... what do slashers turn into?
Oh, and what are the dreadnaughts pupating into?!
Management discourages any reading between the lines.
Is GSG Planning to Balance the Light / Darkness aspect ?
Aka Darkness is practically non existent with a good scout and he will never run out of flares ( Like when iam scout its 95% day everywhere )
Or is this working as expected ?
Just want to know the Design behind the Light / darkness :)
It is as intended, the game was much darker before. We may do something with a darkness mutator or biome later on to bring back some of that old feeling.
I love how the mini mules scurry around the main one during salvage operations. Do you think they'll ever be functional for depositing minerals during missions?
No plans for it but I guess it could work...
A few questions that came into my mind after watching your stream just now:
Will there be a bunch of new achievements for 1.0 and beyond? You seem to add a lot of new things to accomplish so finding cargo crates, finishing machine events, customizing pickaxes, getting to the ranks after gold, etc. sound like a worthy milestones for (steam) achievements to me.
You mentioned a Deluxe Edition. How will this be different from the Supporter edition and will the Supporter edition continue to be sold after the launch of 1.0?
Is it possible for you to change the look of steam badges and trading cards retroactively? You added so much cool stuff to the game that sadly isn't represented by the very outdated cards by now. I would love to have a cool Bulk Detonator Steam profile background or a Bosco emote!
No plans for it right now, but I see your point. Maybe later?
I'm not sure if the content of the delux edition is decided yet... not my area. But I do know that the supporter edition will remain.
I have no idea, sorry.
have u considered giving the driller 6 HE grenades so every class has an option with 6 nades? i know he has axes but HE nades seem kind of weak even with guaranteed fear which seems kinda counterproductive as the bugs spread out before the explosion
I don't see the need to give each class a 6nade option but if the HE is underpowered we should tweak it a bit.
Aw cheers
Rock and Stone!
Disappointing but completely reasonable! The game is so immersive in 2D that I can't help but wonder how it would look in VR. Thanks for making a fantastic game :)
Thank YOU for playing.
Can we have the crazy vertical caves from the old days back in some kind of mutator form?
With the existence of hoverboots and some other tools that we have now they’re not so crazy.
In your mind how does the ghost mutator work? Because when we play generally it just means that one out of four of us gets to be on babysitting duty and doesn’t really get to participate
Might have those as a separate mission type or even a biome. But they are tricky and while awesome they are very i accesable to newer players. But we'll think of something, eventually.
Were tweaking the ghost's AI, it has issues.
Will you ever expand on the "Haunted Caves" warning? Make it a bit spookier perhaps? Flickering lights, ghost exploders running at you then disappearing, etc.
Not anytime soon, but could be cool.
Probably late to the game on this AMA, but i'll ask anyway seeing as it's gone without an answer on Steam, Windows Store, Discord etc.
For 1.0, do you intend on creating parity between the two platforms? I've had to buy two copies of the game to play with friends on Steam and friends on xbox and yeah i'm happy to support the developer, but it sucks to have dwarves at completely differing levels and unlocks.
Barring migrating saves between the two, which I have had to do anyway on occasion, is there anyway to create aformentioned parity between the two?
EDIT: Oops, i've looked way further down and apparently this has been answered.
Rock and Stone!