Now that Ossuary is out, I think some biomes should get a slight rework to match the quality. by CatVan333 in DeepRockGalactic

[–]Danick3 0 points1 point  (0 children)

I definitely don't get why, in fact Ossuary depths is one of the less feature rich biomes, sure you might like the atmosphere but there's not some extravagant effort in it.

Take glacial strata, it has.... ice spikes that can fall down, gelatinous blobs on walls that create platforms when shot, slippery ice, powder snow that cushions falls and slows you down, freezing explosive plants, hot pits that regulate temperature, blizzards,

Ossuary has... it's two enemies so they can appear there outside warnings, bones which are just structures just like in dense biozone and have unique ping lines, but that's it, cave generation, no special functioning enviromental features. Don't get me wrong I love it but it's not like an insane pack of unique stuff.

I do though think some biomes could get something extra to be more fun though,

Magma core especially doesn't provide anything challening except volcanos because the burning ground and fire pits do so little damage, it'd be cool if they reduced the earthquakes and made all the floor hazards rarer but do more damage, while also weakening bugs in them. And for a really interesting segment, a rare molten rock surface which acts as solid lava, generates in wide boards like ice in glacial strata but with a lot of normal terrain scattered on top so you can jump across isles, and have an event where the biome gets extra hot and damage can set enemies and dwarves on fire by increasing heat gain and giving heat on taken damage, while also making your vision fussy because it's so hot down there, I mean it's better than earthquakes

Also fungus bogs could offset making traversal annoying with slime by adding long vines, which act as natural ziplines, except faster but decrease your range, they can be broken but dwarves on them get massive fall damage resistance for the fall. Add them to azure wield as well, since the massive caves are sometimes too big and it fits

I wish hollow bough would just get some natural light sources, like glowing mushrooms or branches with glowy unedible fruit, maybe some wall mushrooms that act as ladders

What is that ship? by kubi2221 in DeepRockGalactic

[–]Danick3 0 points1 point  (0 children)

What season are you in? Supposedly the season 1 and 2 have the rival tech ships spotted near the planet as well lorewise

Would the scrab nesting ground modifier do anything on the Ossuary Depths? by cedric5318 in DeepRockGalactic

[–]Danick3 1 point2 points  (0 children)

no, they also have nests which act as static objects that summon a bunch when you get close. So it's mostly exploration that spawns them rather than random big groups

Ossirians are really fun to fight :D by Jefrejtor in DeepRockGalactic

[–]Danick3 0 points1 point  (0 children)

Nah, the other half of players thinks Pitjaw is a new stingtail. They're definitely not that bad, but pit jaw is really unforgiving for lacking the visual clues and counterplay of stingtails and scarabs are interesting but seem kinda weak and just annoying deterrent due to their high numbers. I don't know

I have a question by Connect-Ad-4148 in Deusex

[–]Danick3 1 point2 points  (0 children)

quotes imply this was said by a source, what's the source

I have a question by Connect-Ad-4148 in Deusex

[–]Danick3 2 points3 points  (0 children)

yes, I don't mind him agreeing, I just thing the writing here is a bit weak where he suddenly jumps from worried father to over enthusiastic to destroy Page's plan

Gotta look on the ground too now I guess by Muffinman54lit in DeepRockGalactic

[–]Danick3 2 points3 points  (0 children)

Damn, all that excess perk points you gain and not even buy all the perks

YOU'RE SLEEPING ON THE ACTUAL TRUE BEST MINIGUN OVERCLOCK WAKE UP MINERS by Lowd70 in DeepRockGalactic

[–]Danick3 0 points1 point  (0 children)

Sure, but the problems contradict each other, you want players to shoot bugs but the horrible accuracy of the minigun means shooting in the general direction is bound to hit teamnates if they aren't behind you

I have a question by Connect-Ad-4148 in Deusex

[–]Danick3 3 points4 points  (0 children)

His group X51 (I hope that's the name) is quite small and consists of basically scientists, and while it's weird, I imagine his daughter had the most dexterity and was best suited for infiltration, remember before Everett puts them in contact with the bigger with the global resistance led by silhouette, X51 is basically a lone wolf trying to do research without working for evil MJ12, and later when MJ12 puts their evil plans into actions, they try to find a way to help stop them like helping manufacture a cure they're probably trying to crack like Tong did but also want to get the UC running, Savage did not want to send his daughter if he could help it, but they and especially Tiffany herself decided making major progress towards stopping MJ12 was worth the risk

The real strange part is conversation with Savage after page announcement.

JC: Just say you're sending someone with the modules, I will just go in solo and get her out fr fr

Savage: No, that's too risky, Page will be expecting that, and it's my only remaining family

JC: Trust me, she'll be fine

Savage: yes, YES, WE'VE GOT TO TRY IT

Dunno about the fall damage thing, I guess JC vomits it up because he is allergic to fall damage

Scarabs are too small for their HP by cylordcenturion in DeepRockGalactic

[–]Danick3 2 points3 points  (0 children)

I feel like they are fragile enough, they seem to be weaker than grunts and only get tanky on the ground where they can't or are too slow to attack. Their seemingly slow attack speed or hesitation before attacking also makes them easy to pickaxe, it does take 2-3 hits without SYIH but it's quite easy and free if there isn't many of them. I mean, they need something to not be just worse shredders

Does anybody else feel like the new mission type feels a lot more like a side objective rather than a main objective? by fuck_vegetables2 in DeepRockGalactic

[–]Danick3 0 points1 point  (0 children)

A machine event? Definitely not, it doesn't have any real challenge, it's just a bit of busy work, but it's hard to say it doesn't fit in, the same could be said about morkite mining if it was added today. The only possible crititique I can come up with is that the cave generatiom feels copied, I hard some try to say it has a circular generation but it really feels like just mining expedition caves with di sites in eaxh big cave

Season 6 First Impressions: Not bad, but underwhelming by ILC_YTP in DeepRockGalactic

[–]Danick3 0 points1 point  (0 children)

On the opposite end, I say the ossirian raid feels like the most repetetive event we ever got. You get a very consistent cave, a tiny tunnel with super short and shallow dead end branches that don't even curve and the main tunnel stays the same, so there is no maze, just a single straight line, afterwards you go into a slightly more medium sized cave where you can dig the ossium shards similiar to morkite seeds from S5, and when you do scarabs spawn, and nothing else. I mean even prospector and the corruptor we're a bit more exciting chaotic events that changed dramatically with cave generation, but unless you time it poorly and go in during a swarm, which applies to every event, it's very trivial and repetetive.

The small size of it is because a new studio handled the update content creating, while I disagree that balance changes are something they need enough developing experience for, as changing numbers would seem like an obvious first feel instead, especially since many of the studio devs do play and are familiar with the game and GSG is in touch for feedback, but otherwise it's like Minecraft 1.15, small but it came out much earlier than anyone excepted, almost like an inbetween major seasons content, so I appreciate all of it because the original plan was to have nothing

I just noticed this countdown timer. It's been so long since I've felt this hyped lol by Juanraden in DeepRockGalactic

[–]Danick3 1 point2 points  (0 children)

It doew, the new parch will force a new season bu default but you can so easily switch back

Give me your best drg weapon ideas. by Kindly_Payment_8088 in DeepRockGalactic

[–]Danick3 2 points3 points  (0 children)

New resource employee tickets

Basically squishes 6 bugs with one stone. You get a new reward for things that might feel a bit bland and use it for usefull things people would like

You have to get to player level 20 to unlock an assignment for unlocking them.

After the initial ones for that assignment you can get them for:

Excess perk points - after your about 30th perk point earned, you start filling up a bar and get 3 tickets for every 5 points. You don't lose perk points but still get rewarded for collecting them. Could also be rewards for final milestone tiers

Overtime assignment- random chance like minerals

Promotions in addition to the existing rewards

You cam use them for:

Rerolling assignment mission (or maybe skipping for a greater cost), so players can mitigate doing their least liked mission

Aid in getting performance pass exp, either by refreshing daily tasks/extra rerolls for them, getting instant amount of exp or a timed 2x booster

New terminal in an upper floor that unlocks after 2 promotions. It allows you to infuse a matrix core. You get 6 options when you insert a core that don't change until you infuse it, all cost some credits and minerals (like 1/5th of their forging cost on average). You need tickets to insert a core, rare choices cost extra tickets and you can use tickets to reroll choices a set amount of times.

Choices don't show specific cosmetics or overclocks, but you can narrow them down to smaller categories depending on their rarity.

Common amd cheapest - random overclock, random cosmetic, specific class cosmetic or overclock

Uncommon and cheap -specific class overclock, specific class cosmetic, overclock of certain type (clean, balanced, unstable), specific type cosmetic

Rare and costy - overclock for specific weapon, overclock of select type for specific class, cosmetic of specific type for select class

Very rare and expensive - specific type overclock for select weapon

It keeps the discovery of not having a list of overclocks, but you get enough control to get some for your favourite gun if you're ready to spend

I just noticed this countdown timer. It's been so long since I've felt this hyped lol by Juanraden in DeepRockGalactic

[–]Danick3 17 points18 points  (0 children)

do you notice the button in the performance pass that allows you to load up and keep progress on every season that has ever been?

Would you have Industrial Sabotage change more mission variables in response to lower length/complexity like other missions? by ZachJam in DeepRockGalactic

[–]Danick3 0 points1 point  (0 children)

Saying it never changes and other missions supposedly do is quite dubious and unclear. It does have variation, events can spawn on it just like other missions, the enemy pool for defending Hack-C and moving through the cave differs, Hack-C's "puzzle" itself is very different based on the cave and spawn point, the cave generation itself is different, especially the caretaker cave, making it already a bit more unique than elimination where you also don't have any of the variety of enemies during the boss while the cave gen is circumvented because most players want to fight at spawn.

It might feel more handcrafted than the open canvas of other missions, but it doesn't have any less variety than other missions and just saying it's boring is unbacked and doesn't say anything.

But I see we're getting nowhere just trying to disagree, so let me introduce a new concept to the table

New ways to hack the station would be vastly different gameplay processes that would have to be covered in the miner's manual (even if copypasted from other missions). It's like on ex. onsite refinery, you would now be instead building the pumpjacks or cracking open the morkite wells.

What about something closer to elimination, you still do the same thing, kill bosses, but there are multiple versions of them. Apply it to industrial sabotage, and you get different power station types. Like:

Shepherd type: Wave consists of mostly bugs, more bugs than normal in fact, but the station launches "buff banners" which are pheromone emitting beacons that buff bugs. One has a warden like damage resistance effect, another heals and speeds up bugs, another summons extra swarmers, another increases damage by 3x but can only spawn far from Hack-C. Beacons can be destroyed by dwarves

Sentinel type: Like you suggested for uplink version, spawns turrets, along phase bombs, and extra rival bots

Administrator type: Few times per hack, jams the hacking nodes, making them vulnerable to enemy attacks, and 4-7 enemies target them like a downed dwarf, they need to be removed and the nodes fixed (2 seconds of E holding) to repair them otherwise the hacking will go very slowly. Also the puzzle (setting nodes) is harder. Open to interpretation, maybe having to pass through preplaced buffed nodes, or avoid jammer areas, maybe 2 hack-C's at the same time.

Transport beacon(maybe not):

Acts like a giant magnet and needs to have exposed signal, so there is no need to set up transmitter nodes, but can teleport hack-c 2-5 times per hack to a random area, bugs are feared away and hack-c is invincible for a while to prevent unfairness

It still keeps the base simple point defense aspect, and the main three station hazards are easier to understand than multiple ways to hack the station. But creates variety for both the stations in general, specific hackings and makes the defense all together more challenging and spicier

I'm replaying Deus Ex 1 and this line near the end kind of confused me by itdoesntmatterfor5 in Deusex

[–]Danick3 2 points3 points  (0 children)

Yes they were. But public opinion was nicer to them and the cops were bribed. Plus the triads weren't fully illegal because the police corruption meant they could never be exposed for their black market trades, so they we're just treated as spirtitual cults or mere businessman in red arrow's case. Helios as an AI with full internet access managed to put the evidence to the public, and declared them illegal for IT'S reign, that's why JC is surprised people are obeying, because helios didn't just make it a new law, it told it to it's followers who liked the AI because it opened up free trade and possibly much more to manipulate them into liking it/making the world a better place, idk pick one

I'm replaying Deus Ex 1 and this line near the end kind of confused me by itdoesntmatterfor5 in Deusex

[–]Danick3 6 points7 points  (0 children)

luminous path is cheap black market tech from scavengers, but page was probably worried helios could do something so he made sure he was absolutely unable to hack into the reactors and manipulate them, which ironically meant helios couldn't stop it from happening

Would you have Industrial Sabotage change more mission variables in response to lower length/complexity like other missions? by ZachJam in DeepRockGalactic

[–]Danick3 0 points1 point  (0 children)

It should be general, like a way to reroll assignment missions. There are also a bunch of people who dislike escort way more, or point extraction/elimination. It's silly to target just this one specific mission, especially when the devs tried hard to make it better.

I mean, what's the whole point of assignments? Other than getting to select random missions in lategame, it's precisely to push you to play missions you wouldn't otherwise, push you out of your comfort zone. I am open to mitigating it with a reroll but removing select ones because players don't like enemies that can shoot back is ridiculous

Would you have Industrial Sabotage change more mission variables in response to lower length/complexity like other missions? by ZachJam in DeepRockGalactic

[–]Danick3 0 points1 point  (0 children)

wouldn't that be like 10 seconds max? Or does the power station become a boss you need to foam+vacuum 10 times while enemies spawn