over 2 years ago - /u/Mark_GSG - Direct link

Season 02 is now available for testing on the Experimental Branch!

To enter the Experimental Branch: right-click the game in your Steam library, click properties, go to the Betas tab, then click the drop-down menu to opt into the Experimental build. Your game should begin downloading the build when you do so.

The Experimental Branch will create a new save file for you to play on, so your normal branch save will be safe.

There is a cheat terminal located to the right of your spawn room along the wall between it and the Abyss Bar that you can use to progress your character to whatever levels needed for testing purposes.

We're looking forward to your feedback!

Rock and Stone!

---

Hello Miners,

As the title implies, our Rivals are still going strong in their efforts to disrupt our mining operations - and in fact, they are escalating their efforts! But what does that mean for you, the loyal employees of Deep Rock Galactic? Read on to find out!

With Love,

The Ghost Ship Crew

--- PATCH NOTES ---

SEASON EVENT: RIVAL SIGNAL

----------------------------

Rivals are setting up new communications equipment, which must be shut down! In the all-new RIVAL SIGNAL Season Event, you must interrupt the operation of the Rival Communications Router, hack its Antenna Nodes and shut it down before the timer runs out and the entire thing discharges a lethal energy blast! Timing and precision will be of the essence if you want to obtain the Data Cell stored inside the Router!

NEW WARNING: RIVAL PRESENCE

----------------------------

Hordes of Rival robots are clustering in the caves, seemingly just waiting to spring on anything carrying the DRG insignia. Some will likely see this as a welcome distraction from the usual teeth and claws of the Glyphids, but Management still doesn’t recommend underestimating these cybertronic abominations.

NEW ENEMY: RIVAL NEMESIS

----------------------------

ScanCom has been picking up new readings in the caves, and disturbing rumours have started trickling in from the surface. Our Rivals have unleashed something down there, something specifically designed to lure you in, hunt you down, and terminate you with extreme prejudice. Beware, Miners - the Rival Nemesis is on the prowl.

NEW PERFORMANCE PASS

----------------------------

By popular request we have roughly doubled the amount of Season Event Bonuses to collect by completing the various Season Events down in the caves! Bonuses for everyone!

Also, we’ve added a brand new Season Challenge, where you have to complete missions with the RIVAL PRESENCE WARNING, paying out phat stacks of Performance Points and precious Scrip.

All of that of course results in rewards - both from simply gaining levels in the Performance Pass, as well as spending Scrip in the Cosmetic Tree. We got some good stuff for you - Resource Caches, Beards, Paintjobs, Helmets, and yet another full set of Weapon Frameworks for all guns.

As always all elements of the Performance Pass are completely free and any rewards you were unable to claim in the previous season can be found in Cargo Crates, Lost Packs, Cosmetic Cores, and The Shop.

NEW SECONDARY WEAPONS

----------------------------NISHANKA BOLTSHARK X-80

The Scout has picked up this extremely versatile crossbow designed for large game, built especially to fire a wide selection of projectiles. Acid-bolts, electric bolts, fire bolts, triple bolts, you name it. It is time to go hunting.

SHARD DIFFRACTOR

Meanwhile, the Engineer has come up with the SHARD DIFFRACTOR. To keep it from detonating like a thousand pounds of TNT, the thing is limited to short, controlled bursts - but don’t let that depress you: It’s powered by a 12-pound chunk of Ommoran Heartstone, and is able to vomit forth beams of raw energy as thick as your leg, reducing anything in its path to a mound of cinders.

ARMSKORE COIL GUN

The Gunner gets the ARMSKORE COIL GUN - a hand-carryable, fully-fledged electromagnetic accelerator. It fires solid tungsten spheres with enough force to punch clean through solid rock. The only limit to this pocket-sized war crime is the battery pack - which is sizable.

COLETTE WAVE COOKER

And finally, the Driller has been given the COLETTE WAVE COOKER. An ingenious mix of lab equipment and kitchen utensil, the Wave Cooker does exactly what its name implies: Point it at something organic, and watch it cook from the inside out until it bursts in a gout of viscous fluids. Recipe book not included.

PHAZYONITE

----------------------------

From now on, you can choose to pay for Cosmetics with Phazyonite instead of Credits and Minerals, in case you are saving up for specific upgrades.

Phazyonite can be found in the caves of Hoxxes as you go, and you will also earn it from the newly implemented Cosmetic Mastery system in the Shop.

How does that work? Simple: Increase your Cosmetic Mastery by buying stuff.

And not to worry, shoppers - the system will work retroactively. Everything you’ve already bought will be counted towards your Cosmetic Mastery progression.

Our goal is for players to buy cosmetics without sacrificing beer, upgrades and promotions. We hope it helps, especially with many of the previous season’s cosmetics landing in the shop. We have no plans for monetizing this in any way.

A-B CHOICE ON FORGE MASTERY REWARDS

----------------------------

Previously, Forge Mastery granted completely random Infused Matrix Cores. Now, you’ll be given a choice - two Character Classes are picked at random, you pick which of them get the Core. Some choice is better than no choice, as they say.

MEDICAL GOWN

----------------------------

For those dwarves returning unsuccessfully from missions, we have finally received a shipment of medical gowns. For the sake of overall morale and sanity, we urge all employees to keep their underwear on when waking up in one of these.

WEAPON BALANCE

----------------------------

CORROSIVE SLUDGE PUMP

- Increased the base fire rate

- Increased base ammo

- Reduced base magazine size slightly

- Reduced base normal shot damage

- Significantly improved the strength of the base corrosive effect DoT

- Increased normal and charged shot corrosive damage conversion

- Increased base puddle size slightly

- Equipment terminal will now display puddle radius as an actual value

- Added the T5 Ingredient X armor melting mechanic to the base weapon and removed the upgrade. As always, anyone who purchased the upgrade will have the credits and minerals refunded.

Modification Tweaks

- Increased the projectile velocity bonus of the T1 Better Air Pressurizer

- Reduced the damage bonus of T2 Potent Goo Mix

- Reduced the max ammo bonus of the T3 More Goo Canisters

- Increased the charge time reduction bonus of the T4 Improved Spooling Mechanism

- Increased the DoT bonus for the T5 Fluoroantimonic Acid slightly

Overclock Tweaks

Sludge Blast OC

- Removed clip size penalty

- Changed ammo penalty from percentage to a flat value

- Removed charge time penalty

- Increased fragment damage conversion slightly

AG Mixture OC

- Increased projectile velocity bonus

Volatile Impact Mixture OC

- Increased the damage bonuses and changed them from flat values to percentages

- Increased the DoT duration penalty

DRAK-25 PLASMA CARBINE

- Reduced base projectile speed

- Reduced base fire rate slightly

Modification Tweaks

- Increased projectile speed bonus of the T1 Particle Accelerator upgrade

- Increased the fire rate bonus of the T1 High-volume Plasma Feed upgrade

Overclock tweaks

Impact Deflection OC

- Changed from Clean to Balanced

- Added a rate of fire penalty

Aggressive Venting OC

- Changed from Balanced to Clean

- Removed all penalties

- Reduced the overheat recovery bonus slightly

Rewiring Mod OC

- Reduced the ammo penalty

DEEPCORE GK2

Electrifying Reload OC

- Replaced damage penalty with an ammo penalty

JURY-RIGGED BOOMSTICK

Shaped Shells OC

- Replaced the pellet count penalty with a small ammo penalty

PHEROMONE GRENADE

- Increased the max number of enemies that can attack a target affected by pheromones- Extended the pheromone effect duration- Enemies affected by pheromones now can fight back when attacked by normal enemies. (previously they could only target other pheromone-affected enemies)

COMMUNITY REQUEST

----------------------------

- Dwarves can now laserpoint each other to get each other's attention!- The Industrial Mask from Season 01 performance pass has been moved from headwear slot to beard slot so that it can now be used with other headwear.

- Loadouts for Server Mods:The Modding menu now has 4 load-outs where you can save lists of installed mods, in order to quickly enable different mod configurations. You save a loadout by clicking the checkbox next to the mods the same way you would if you wanted to enable them, clicking on the loadout you want to save to, and click save. You enable a loadouts modlist by clicking a loadout where a list is saved and clicking load.- Optional/Required by all tags for Server Mods:

Mods can now be tagged as either optional or Requiredbyall on mod.io.Optional tag if for mods that only need to be installed and enabled by the server's host in order to work.

RequiredByAll tag is for a mod that requires all players to have the mod enabled and installed in order for it to work.

Untagged mods are by default Optional.

-Mods tagged with RequiredByAll will be installed and enabled on join - like it has worked until now.-Mods tagged with Optional will be listed on join, but will not be installed on join unless you opt to do so by clicking the X on the mod.

MISC.

----------------------------

- Owned Matrix Cores shown in the forge are now sorted more granularly, making it easier to get an overview of what overclocks you have for each class/weapon etc.

- Fixed that activating Field Medics "Instant Revive" also fired the equipped weapon.

- Increased the speed bonus of using/building most items when more than one dwarf is doing it. This does not include Repairing Doretta, which has not been changed and works by a different system.

- Fixed an issue where some unequipped items would become visible again.

- Cursor is now hidden during Mission Completed end screen, until the Continue button is visible- Updated Unreal engine version to 4.27.2

- Optimized debris placement- Fixed a bug with resource placement in caves, they should now be better distributed in the caves.

- Fixed bug in motivational terminal animation

- [KPI Terminal] Orange hover-border around Milestones is back

- Added Mission Stat counting cosmetic mastery level ups. Changed xp calculation so it is always based on credit + minerals cost.

- Fixed the Caretaker rotating inconsistently for clients

- Enemies with very low health's health bar now still shows a sliver of life, instead of a completely black bar to avoid confusion

- Added a new damage type “Piercing” for the Nishanka Boltshark

- Added a bit of Cold resistance and Fire weakness to the Mactera Ice Bomber

- Reduced Corrosive resistance for all Dreadnoughts, and the Grunt Guard

- Fixed issue with enemies that had dynamic materials and then where dissolving

- Fixed that the Glyphid Praetorian weakpoint lights up after it has been killed

- Fixed that glyphids were sometimes showing default animation pose for a few frames before digging out of ground when spawning.

- Fixed inventory issues with charging gems, throwing it with salute and picking it up again during salute. Also fixes issue with weapon sometimes floating in mid air under same repro.- Fixed Salute logic - You are no longer able to salute while doing Hold E interactions, the dwarves do not have hands for doing both at the same time.

- Added a info button on the missionmap after selecting a mission that takes you to the mission description in the miners manual

Fonts and text

- Fixed bug on Space Rig Team Display where text would be overlapped by the Player Icon

- Attempt to rescale Team Display and Resource Counters back what it was previously

- Assignment Popup reverted to old layout

- Perks window font tweaks

- Season marker on items tweaked, font sizes reduced, small layout tweaks

- Font size reduced, some minor layout changes

- Fixed typo on monitor

- Smaller font size on XP readout inside terminals

- Fixed "Up for Promotion!" being slightly off screen

Modding

- Fixed a bug where hosting hidden mods could soft lock the game on joining

- Added progress bar for checking dependencies of mods on joining

- Changed the way that Mods are shown as out of date after an update to the game. It will now follow major versions instead of minor versions, as there are limited issues between minor updates to the game

- Made the class icons on the serverlist, savemenu, tree of vanity and season screen moddable.

- Added ‘requiredbyall’ and optional functionality to downloading mods on joining a modded sessionNOTE: Most mods currently on mod.io will probably break due to Engine update. Please be patient with modders.

Glyphid Menace

- Fixed armor on top of head, all parts could not be destroyed and the particle for when it was destroyed was too small and the wrong color.

- Improved collision on top and back to better match the mesh.

- Fixed weakpoints not glowing correctly when hit.

- Added particles when a weakpoint is destroyed.

KNOWN ISSUES:- Mod Loadouts does not seem to load/save properly- Icon is missing for the new weapon framework: Builders Choice

- Forge History & inventory screen can sometimes disappear if you exit the forge too quickly after forging, disbanding fixes this.

External link →
over 2 years ago - /u/Mark_GSG - Direct link

Season 02 is now available for testing on the Experimental Branch!

To enter the Experimental Branch: right-click the game in your Steam library, click properties, go to the Betas tab, then click the drop-down menu to opt into the Experimental build. Your game should begin downloading the build when you do so.

The Experimental Branch will create a new save file for you to play on, so your normal branch save will be safe.

There is a cheat terminal located to the right of your spawn room along the wall between it and the Abyss Bar that you can use to progress your character to whatever levels needed for testing purposes.

We're looking forward to your feedback!

Rock and Stone!

---

Hello Miners,

As the title implies, our Rivals are still going strong in their efforts to disrupt our mining operations - and in fact, they are escalating their efforts! But what does that mean for you, the loyal employees of Deep Rock Galactic? Read on to find out!

With Love,

The Ghost Ship Crew

--- PATCH NOTES ---

SEASON EVENT: RIVAL SIGNAL

----------------------------

Rivals are setting up new communications equipment, which must be shut down! In the all-new RIVAL SIGNAL Season Event, you must interrupt the operation of the Rival Communications Router, hack its Antenna Nodes and shut it down before the timer runs out and the entire thing discharges a lethal energy blast! Timing and precision will be of the essence if you want to obtain the Data Cell stored inside the Router!

NEW WARNING: RIVAL PRESENCE

----------------------------

Hordes of Rival robots are clustering in the caves, seemingly just waiting to spring on anything carrying the DRG insignia. Some will likely see this as a welcome distraction from the usual teeth and claws of the Glyphids, but Management still doesn’t recommend underestimating these cybertronic abominations.

NEW ENEMY: RIVAL NEMESIS

----------------------------

ScanCom has been picking up new readings in the caves, and disturbing rumours have started trickling in from the surface. Our Rivals have unleashed something down there, something specifically designed to lure you in, hunt you down, and terminate you with extreme prejudice. Beware, Miners - the Rival Nemesis is on the prowl.

NEW PERFORMANCE PASS

----------------------------

By popular request we have roughly doubled the amount of Season Event Bonuses to collect by completing the various Season Events down in the caves! Bonuses for everyone!

Also, we’ve added a brand new Season Challenge, where you have to complete missions with the RIVAL PRESENCE WARNING, paying out phat stacks of Performance Points and precious Scrip.

All of that of course results in rewards - both from simply gaining levels in the Performance Pass, as well as spending Scrip in the Cosmetic Tree. We got some good stuff for you - Resource Caches, Beards, Paintjobs, Helmets, and yet another full set of Weapon Frameworks for all guns.

As always all elements of the Performance Pass are completely free and any rewards you were unable to claim in the previous season can be found in Cargo Crates, Lost Packs, Cosmetic Cores, and The Shop.

NEW SECONDARY WEAPONS

----------------------------NISHANKA BOLTSHARK X-80

The Scout has picked up this extremely versatile crossbow designed for large game, built especially to fire a wide selection of projectiles. Acid-bolts, electric bolts, fire bolts, triple bolts, you name it. It is time to go hunting.

SHARD DIFFRACTOR

Meanwhile, the Engineer has come up with the SHARD DIFFRACTOR. To keep it from detonating like a thousand pounds of TNT, the thing is limited to short, controlled bursts - but don’t let that depress you: It’s powered by a 12-pound chunk of Ommoran Heartstone, and is able to vomit forth beams of raw energy as thick as your leg, reducing anything in its path to a mound of cinders.

ARMSKORE COIL GUN

The Gunner gets the ARMSKORE COIL GUN - a hand-carryable, fully-fledged electromagnetic accelerator. It fires solid tungsten spheres with enough force to punch clean through solid rock. The only limit to this pocket-sized war crime is the battery pack - which is sizable.

COLETTE WAVE COOKER

And finally, the Driller has been given the COLETTE WAVE COOKER. An ingenious mix of lab equipment and kitchen utensil, the Wave Cooker does exactly what its name implies: Point it at something organic, and watch it cook from the inside out until it bursts in a gout of viscous fluids. Recipe book not included.

PHAZYONITE

----------------------------

From now on, you can choose to pay for Cosmetics with Phazyonite instead of Credits and Minerals, in case you are saving up for specific upgrades.

Phazyonite can be found in the caves of Hoxxes as you go, and you will also earn it from the newly implemented Cosmetic Mastery system in the Shop.

How does that work? Simple: Increase your Cosmetic Mastery by buying stuff.

And not to worry, shoppers - the system will work retroactively. Everything you’ve already bought will be counted towards your Cosmetic Mastery progression.

Our goal is for players to buy cosmetics without sacrificing beer, upgrades and promotions. We hope it helps, especially with many of the previous season’s cosmetics landing in the shop. We have no plans for monetizing this in any way.

A-B CHOICE ON FORGE MASTERY REWARDS

----------------------------

Previously, Forge Mastery granted completely random Infused Matrix Cores. Now, you’ll be given a choice - two Character Classes are picked at random, you pick which of them get the Core. Some choice is better than no choice, as they say.

MEDICAL GOWN

----------------------------

For those dwarves returning unsuccessfully from missions, we have finally received a shipment of medical gowns. For the sake of overall morale and sanity, we urge all employees to keep their underwear on when waking up in one of these.

WEAPON BALANCE

----------------------------

CORROSIVE SLUDGE PUMP

- Increased the base fire rate

- Increased base ammo

- Reduced base magazine size slightly

- Reduced base normal shot damage

- Significantly improved the strength of the base corrosive effect DoT

- Increased normal and charged shot corrosive damage conversion

- Increased base puddle size slightly

- Equipment terminal will now display puddle radius as an actual value

- Added the T5 Ingredient X armor melting mechanic to the base weapon and removed the upgrade. As always, anyone who purchased the upgrade will have the credits and minerals refunded.

Modification Tweaks

- Increased the projectile velocity bonus of the T1 Better Air Pressurizer

- Reduced the damage bonus of T2 Potent Goo Mix

- Reduced the max ammo bonus of the T3 More Goo Canisters

- Increased the charge time reduction bonus of the T4 Improved Spooling Mechanism

- Increased the DoT bonus for the T5 Fluoroantimonic Acid slightly

Overclock Tweaks

Sludge Blast OC

- Removed clip size penalty

- Changed ammo penalty from percentage to a flat value

- Removed charge time penalty

- Increased fragment damage conversion slightly

AG Mixture OC

- Increased projectile velocity bonus

Volatile Impact Mixture OC

- Increased the damage bonuses and changed them from flat values to percentages

- Increased the DoT duration penalty

DRAK-25 PLASMA CARBINE

- Reduced base projectile speed

- Reduced base fire rate slightly

Modification Tweaks

- Increased projectile speed bonus of the T1 Particle Accelerator upgrade

- Increased the fire rate bonus of the T1 High-volume Plasma Feed upgrade

Overclock tweaks

Impact Deflection OC

- Changed from Clean to Balanced

- Added a rate of fire penalty

Aggressive Venting OC

- Changed from Balanced to Clean

- Removed all penalties

- Reduced the overheat recovery bonus slightly

Rewiring Mod OC

- Reduced the ammo penalty

DEEPCORE GK2

Electrifying Reload OC

- Replaced damage penalty with an ammo penalty

JURY-RIGGED BOOMSTICK

Shaped Shells OC

- Replaced the pellet count penalty with a small ammo penalty

PHEROMONE GRENADE

- Increased the max number of enemies that can attack a target affected by pheromones- Extended the pheromone effect duration- Enemies affected by pheromones now can fight back when attacked by normal enemies. (previously they could only target other pheromone-affected enemies)

COMMUNITY REQUEST

----------------------------

- Dwarves can now laserpoint each other to get each other's attention!- The Industrial Mask from Season 01 performance pass has been moved from headwear slot to beard slot so that it can now be used with other headwear.

- Loadouts for Server Mods:The Modding menu now has 4 load-outs where you can save lists of installed mods, in order to quickly enable different mod configurations. You save a loadout by clicking the checkbox next to the mods the same way you would if you wanted to enable them, clicking on the loadout you want to save to, and click save. You enable a loadouts modlist by clicking a loadout where a list is saved and clicking load.- Optional/Required by all tags for Server Mods:

Mods can now be tagged as either optional or Requiredbyall on mod.io.Optional tag if for mods that only need to be installed and enabled by the server's host in order to work.

RequiredByAll tag is for a mod that requires all players to have the mod enabled and installed in order for it to work.

Untagged mods are by default Optional.

-Mods tagged with RequiredByAll will be installed and enabled on join - like it has worked until now.-Mods tagged with Optional will be listed on join, but will not be installed on join unless you opt to do so by clicking the X on the mod.

MISC.

----------------------------

- Owned Matrix Cores shown in the forge are now sorted more granularly, making it easier to get an overview of what overclocks you have for each class/weapon etc.

- Fixed that activating Field Medics "Instant Revive" also fired the equipped weapon.

- Increased the speed bonus of using/building most items when more than one dwarf is doing it. This does not include Repairing Doretta, which has not been changed and works by a different system.

- Fixed an issue where some unequipped items would become visible again.

- Cursor is now hidden during Mission Completed end screen, until the Continue button is visible- Updated Unreal engine version to 4.27.2

- Optimized debris placement- Fixed a bug with resource placement in caves, they should now be better distributed in the caves.

- Fixed bug in motivational terminal animation

- [KPI Terminal] Orange hover-border around Milestones is back

- Added Mission Stat counting cosmetic mastery level ups. Changed xp calculation so it is always based on credit + minerals cost.

- Fixed the Caretaker rotating inconsistently for clients

- Enemies with very low health's health bar now still shows a sliver of life, instead of a completely black bar to avoid confusion

- Added a new damage type “Piercing” for the Nishanka Boltshark

- Added a bit of Cold resistance and Fire weakness to the Mactera Ice Bomber

- Reduced Corrosive resistance for all Dreadnoughts, and the Grunt Guard

- Fixed issue with enemies that had dynamic materials and then where dissolving

- Fixed that the Glyphid Praetorian weakpoint lights up after it has been killed

- Fixed that glyphids were sometimes showing default animation pose for a few frames before digging out of ground when spawning.

- Fixed inventory issues with charging gems, throwing it with salute and picking it up again during salute. Also fixes issue with weapon sometimes floating in mid air under same repro.- Fixed Salute logic - You are no longer able to salute while doing Hold E interactions, the dwarves do not have hands for doing both at the same time.

- Added a info button on the missionmap after selecting a mission that takes you to the mission description in the miners manual

Fonts and text

- Fixed bug on Space Rig Team Display where text would be overlapped by the Player Icon

- Attempt to rescale Team Display and Resource Counters back what it was previously

- Assignment Popup reverted to old layout

- Perks window font tweaks

- Season marker on items tweaked, font sizes reduced, small layout tweaks

- Font size reduced, some minor layout changes

- Fixed typo on monitor

- Smaller font size on XP readout inside terminals

- Fixed "Up for Promotion!" being slightly off screen

Modding

- Fixed a bug where hosting hidden mods could soft lock the game on joining

- Added progress bar for checking dependencies of mods on joining

- Changed the way that Mods are shown as out of date after an update to the game. It will now follow major versions instead of minor versions, as there are limited issues between minor updates to the game

- Made the class icons on the serverlist, savemenu, tree of vanity and season screen moddable.

- Added ‘requiredbyall’ and optional functionality to downloading mods on joining a modded sessionNOTE: Most mods currently on mod.io will probably break due to Engine update. Please be patient with modders.

Glyphid Menace

- Fixed armor on top of head, all parts could not be destroyed and the particle for when it was destroyed was too small and the wrong color.

- Improved collision on top and back to better match the mesh.

- Fixed weakpoints not glowing correctly when hit.

- Added particles when a weakpoint is destroyed.

KNOWN ISSUES:- Mod Loadouts does not seem to load/save properly- Icon is missing for the new weapon framework: Builders Choice

- Forge History & inventory screen can sometimes disappear if you exit the forge too quickly after forging, disbanding fixes this.

External link →
over 2 years ago - /u/Bjorn_GSG - Direct link

Originally posted by RATGUT1996

Consoles never get these ptb like things. Never will either.

So, we have options for making experimental on consoles, but it takes more work, and we are already stretched very thin at the time experimental happens.

We do want to make it for consoles aswell, but we ran out of time for this release, maybe we will be able to do it for next season.

over 2 years ago - /u/Bjorn_GSG - Direct link

Originally posted by saunah

Sweet!

Are you on top of the many issues on PS/XB? Just wondering, since the DRG Build on PS is (on the surface at least) the exact same one as when released. No patching, no bug fixes, no QoL touching up. I reported bugs months ago by using that horrid debugger app Jira but I can't find any updates. If I have missed something completely and are totally "out riding a bike", as they say, then ignore everything and have a Smart Stout on me!

I just like the cards to be open on the table so I know what to expect, good or bad, which makes all the difference I can attest to. All chill, all the time. Got used to it after some years with Warframe and Digital Extremes. Them explaining on live stream, their process with "Certifying" new updates on PS and sometimes people f**k up etc, just regular miners like all of us basically, is probably the reason I have 3k hours in that game.

I know that quite a few developers these days tho, develop on PC, only bare-minimum-port a somewhat stable build to consoles, strip 80% of the options and customizations settings, then never give it a second thought. Not saying this is the case now, at all, but I'm curious about your process with the consoles and what to expect. Big updates few and far between or a more frequent hands on approach or something else.

This is mayhap going to sound a bit hostile but it is not, it stems from out of humongous amounts of love and respect! I love DRG and will play it whatever should occur, bugs, bats or bombs! :)

PS. Some "seemingly" simple fixes to improve the social aspects of the game is to support our Tyne chat. Like in Warframe I can chat with my squad as soon as the squad is formed and until the squad is disbanded, even in loading screens and Mission End screen. After leaving squad I then always have Clan me Alliance chat and the in game official chats (which area on IRC backend!) like Relay, Regional, Q & A, Recruiting, Trade, etc. Because of this WF is probably the most social game I've ever played on consoles and everyone benefits from it immensely.

In DRG no one seems to know that: 1) Keyboards are supported. 2) The Enter key on a kb opens up chat. 3) That you can't chat at all if you only use a controller. And you also sometimes have to it's chart 2-3 times before scuttling happens, and then text could be missing. It's weird.

/Rant Off

Just my 1658543 Cents. :)

Rock & Stone & SKÅL TAMEFAN! /sauna

Hi, so we have actually done 6-8 patches i believe on PS, handing stuff like trophies, crashes, network issues and some QoL stuff.

We have put a good effort into trying to develop consoles features, but really, if there are specifics its better to mention those, as "make it better for consoles" is not very workable :)

Ive read the last part of your post, but i just cant understand what it is your asking for, can you elaborate?

over 2 years ago - /u/Bjorn_GSG - Direct link

Originally posted by saunah

Hiya! Cool beans! Glad to hear it! Yeah, sorry for not being specific and rambling. Here's hopefully a better description of what the hella I was going on about :)). Another apology in advance for the wall of text!

I wasn't requesting an improvement to consoles, per se. I think it rocks as is. I love the freedom of being able to use kb/m, bind freely, have FOV 120, etc. It's gold! I have no idea how it is on PC and if there is a difference in updates vs. Consoles.

I was merely interested in an inside look into the differences and possible obstacles with patching Consoles vs. PC. As that has been the case for other multiplatform games. As with the Warframe example, the inside look I got from there is that PS only patches Tuesday's and the update had to be sent beforehand for "Certification" by Sony and if all is ok THEN the update can be released. Good info to have when versions differ and various fixes get put on the back burner. Which in turn made it easier to either give more detailed feedback or just chill while the cog wheels turn :).

The reason that prompted me to inquire about this is that the "Patch Notes" section in game has had no updates since launch (for me anyway?) and the option below it to Cycle Updates have never worked either. Since I'm not so caught up with what happens in DRG maybe it's just on my end or maybe it was representative of the latest fixes.

Another reason is that I also reported some Bugs/QoL Issues on Jira/Discord (iirc, Jira at least) and got me curious on the behind the scenes process. Here's some I remember:

-Every time you start DRG some specific settings will have reverted back to the Default. Like Prevent Latejoin Character Duplication, Gamma, Mouse Smoothing, Profanity Filter, etc.

-Switching to a Keyboard will still show what Controller Buttons to press when so prompted, not the actual Keyboard/Mouse Buttons.

-When accessing the Wardrobe/Equipment/Pickaxe/Promotion, the original WASD (but much inferior to ESDF! ) binds seem to be hardcoded and can cycle classes, weapons and loadouts. 'A' for example, cycles to the left. I don't even use A in my binds.

-The Wardrobe sometimes displays random classes when accessing it anew. Has sent me to many missions thinking I'm going in as Scout, e. g., which I had been editing for a while, when it apparently decides to send me as my previously played class Gunner. As example. Is hard to pin point and replicate that one.

-The command "Order Resupply" in Mouse/Keyboard Bindings didn't work at all.

To clarify the stuff about the Text Chat I tried to convey earlier then ;) First off: Text Chat is an awesome thing. A much more approachable main way to making friends or just to kill some time with than expecting feedback from a forced, unconfigurable, voice activated Voice Chat. We're not spoiled with many games using a good old Text Chat on Consoles. That is a shame because I've seen how it can bring people together, young, old, shy, confident, bearded, clean-shaven, etc. Sometimes you might not wanna actually chat but just convey your intent and wants in a game. Or maybe suggest/explain a quick strategy...

How the Text Chat works currently in DRG (on PS, at least):

-If you don't have a Keyboard plugged into your console, you can not use the Text Chat at all.

-Unless someone has one connected and knows that Press 'Enter' to Chat AND has used it in game followed by your seeing the message before it fades you'll probably never know this even exists.

-When you open the chat window there is a small delay before the game accepts what you are typing resulting in a lot of cut-off messages when trying to chat quickly.

-When you have typed what you want to say you have to press Enter an additional time for it to actually appear. Combined with previous clunkiness it can make you seem like you're trying to communicate in self-made language sometimes. :)

-There is no way to scroll through a chat log and look what people have said if you missed it. Once the chat window reaches the top it deletes messages when a new is entered.

I have some suggestions how to improve and expand on it. I firmly believe it would elevate what already is a game of solidarity and shenanigans! But now I feel I gotta keep myself to write the entire Great Wall here, hehe.

If you made it this far, thanks for reading! And thanks again for making one of my favorite games ever! 👊⛏️🍻

PS. If you want me to check more thoroughly and compile a comprehensive list of things I've noticed I'd be happy to! I've been beta testing and giving feedback on games since around when Quake 2 launched :).

/sauna

I have shared the feedback with the other devs, maybe we can manage to fix/look at some of them before Season 2 is done :)