Deep Rock Galactic

Deep Rock Galactic Dev Tracker




07 Sep

Comment

Originally posted by maplealvon

Bah! If we were any good at bean counting we'd be up there with Management instead of this hell-hole!

Jokes aside, I'm reaching Gold 1 for all classes, realised it was gonna be a long ride at Bronze 3 after seeing the number of promo tiers.

Hi maple 😂

Comment

Originally posted by Seraph___

Halo 2 had host migration in 2004. Some of the early Call of Duty games also had it. Any time the host quit or disconnected the game in progress would stop while the host migrated to another player.

Gears of War and Destiny 1 also had host migration. I'm sure there are others, but those are the ones I can think of off the top of my head.

While that is true, I'm fairly positive some of these rely on the matchmaking network to keep the clients alive and pick a new host. These are also all part of the AAA stable of competitive multiplayer/coop games and made by teams of 2-300 people, so they are afforded some luxuries we can't have just yet. Do correct me if I'm wrong though, I'm not a network engineer or anything.

Keep in mind we also have a bit more data to pass back and forth, if we were to have good host migration. Our levels are randomly generated and destructible, so it would probably cause a lot of weirdness.

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Originally posted by SoggySalamander

Yes it's fine to joke about the guy is dead

I’m not asking you out of consideration to Epstein.

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Originally posted by Seraph___

I am not a tech guru

Host migration is a feature for peer to peer networks, not dedicated servers. If we had dedicated servers there would be no need for host migration as the server would always be online and available to join. The machine that is hosting the server is dedicated to running the game server.

In a peer to peer network (what DRG uses) a player's machine is the one hosting the server. There is no dedicated machine. Host migration is designed to transfer the host when that host leaves or disconnects. Almost every game that uses p2p networks in the last 20 years have had some form of host migration so players' games aren't lost.

I’m genuinely curious, could you give me a list of p2p games (or games that run host/client like DRG) with host migration within the last 20 years?

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Do you think sexually trafficking underage girls is a joke?


06 Sep

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I’ll need a username and a sworn affidavit guaranteeing you’re innocent, but let’s start with the username.

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Originally posted by Ahajha1177

I was watching a stream about Warframe recently, and one of them said that they stay in open beta forever to avoid some of this. Would you know how that works? Just curious.

Yeah, the certification process is less restrictive for a game in Game Preview or Open Beta. Once it's a full version, there has to be more testing to ensure a certain quality. They've automated most of it now, and in our case, it's more about getting some hotfixes collected and having the game in a stable state, where it makes sense to push it to console. That gives us time to test the console version, apply the first handful of hotfixes, and then release the update on console. If we had to update the console version with the same frequency, we'd probably have one or two more hotfixes ready, once the first was cleared for publishing.

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Originally posted by ilejk

Thank you for explaining it clearly. I apologize for my previous attitude, since I've never been on that side of things I had no real perspective. I respect your willingness to engage with unruly fans to try and educate them.

No worries, there's a lot in game development that are behind the scenes or obscured, so it's very easy to think that it's just poor planning or scheduling. There is a reason for it all, and we try to be as transparent as possible when the chance presents itself. Crossplay and simultaneous updates would be great, but it does also complicated matters a lot more, and being the size we are, having flexibility and some space to act is very beneficial for us. Often the content updates aren't completely feature complete until a week or two before we go into experimental, so it's a really tight schedule we adhere to without having to crunch.

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Originally posted by Stalwart_Vanguard

So if we accidentally cheat, we're okay? That's good to know! Still, cheating in a game like DRG is so lame. If you gave my account God Mode, literally the only think I would want to do is trade my Error Cubes for specific Overclocks so I can finally get Special Powder after 300 hours...

You’ll not be punished, no. Should it happen, you can revert to a previous save in options.

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Originally posted by SirWillem1

is it the same for the Microsoft pc version?

That’s the same build as Xbox.


05 Sep

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Originally posted by ilejk

It will always be 2 weeks after they update PC. Which I have negative opinions about.

Hi, let me just clear something up real quick.

So, releasing a build to Steam is pretty easy. It's almost literally pressing a button. Almost.
This allows us to patch and update pretty fast, and also get feedback, like when we run the experimental the week up to the release of an update.
That's pretty darn cool because we can catch bugs and fix them pretty fast since we get some solid data and feedback from the people playing on Steam.
That kind of fast deployment is not possible on Xbox, unfortunately. There are more hoops to jump through and while there's the benefit of the hardware being pretty much aligned through all the users, there are some differences that make it non-trivial.

So, it turns out the fastest and best way to get the updates out is to complete them on Steam, get a few days of hotfixes gathered up, and put them in the Xbox version, since patching is also non-trivial, due to the rigidity of submitting to a console most of the time....

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Comment

Originally posted by Apprehensive-Ice9809

Nobody gets banned, GSG could care less what you do with the product you bought.

Edit: my mistake, they do care, but OP won’t get banned for something like this.

Actually, we do care, which is one of the reasons we're adding better mod support.

Additionally, for a small(ish) coop PvE game, it's not really feasible to implement anti-cheat, or straight up ban people who take shortcuts like this. The number of resources we'd need to pour into that black hole would be better spent elsewhere.

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Tell him the developers are wishing him a happy birthday, and then tell him to get back to work. He's not being paid by the hour!


04 Sep

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Originally posted by Asian_Jake_Paul1

Great to hear it! Sort of off-topic, do you have a favorite out of the new weapons coming with U35, and if so, which is it?

So far it's probably the Hurricane, but I've still to try the Sludge Cannon with all the bells and whistles. I've also not explored the modifications and overclocks besides what we've streamed, so anything could take the number 1 spot at this point.

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Originally posted by Asian_Jake_Paul1

Ah, my mistake! What are you guys at now?

Closer to 30 + some interns currently.

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Originally posted by Asian_Jake_Paul1

GSG is a much smaller team than either of those studios, so it's hard to compare. Up until recently they only employed 12 people

Edit: I was wrong on employee count, see Jacob's response below

We were 25 when I started 2,5 years ago. :)

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Originally posted by Hachet_Duck

I am glad I'm not the only person who after being extremely hyped for the smart rifle, saw the stream this week and went "oh... that's it? Why is its damage so low? Only 180 ammo? Wtf, its a rifle isn't it?!".

With how bad its Ammo/Damage situation is I cant see myself swapping from MPA for it (high damage and very ammo efficient), which again is a shame, hopefully the dev's can tweak it before it releases.

Keep in mind that the streams are built for fun, not for efficiency. I think the 180 ammo might be due to the overclock lowering it.

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I know Proton works, but that’s the extent of my knowledge.

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Give me your username and I’ll look into it.

Edit: Dwarf freed, locking thread