Deep Rock Galactic

Deep Rock Galactic Dev Tracker




14 Aug

Comment

Originally posted by 1pecseth

Then ban them. How is this not a violation of rule 3? Nobody wants to see this negative karma farming shitposting, and this pathetic attention seeking is only getting more frequent and toxic with each post

What makes you think they’re not already banned?


13 Aug

Comment

It’s funny how you are announcing that people were right about you all along.

Comment

Originally posted by EightTangent

They were on summer vacation, they’re back now and are working again. We might see more teasers since they’ll likely have more new stuff to show soon.

This.

Comment

Try being a little less toxic yourself.


11 Aug


10 Aug

Comment

I’m making a gif of this. For reasons

Comment

Originally posted by ScudleyScudderson

Showing what was killed might mean that classes and builds who typically produce less kills can at least demonstrate that what they killed was important.

As you say, some classes are better equipped at killing. As an example, an equally skilled Scout, even running Hipster, is unlikely to show more kills than an Engineer, regardless of how hard they try and compete. They could, however, demonstrate that they've supported the team by focusing on high-value targets.

I appreciate not wishing to encourage competition but you're already displaying a total kill number for comparison. People are going to treat those total kills as a competition/point of reference, regardless.

Jokes aside, adding the kill count itself was also debated. I think it's a compromise.
Anywho, I don't see that changing - we do not want people to focus on who took down what. It's a team effort, and we do not want people to lose focus just to be the one to take down the most praetorians, for example.

Comment

Originally posted by ScudleyScudderson

Showing what was killed might mean that classes and builds who typically produce less kills can at least demonstrate that what they killed was important.

As you say, some classes are better equipped at killing. As an example, an equally skilled Scout, even running Hipster, is unlikely to show more kills than an Engineer, regardless of how hard they try and compete. They could, however, demonstrate that they've supported the team by focusing on high-value targets.

I appreciate not wishing to encourage competition but you're already displaying a total kill number for comparison. People are going to treat those total kills as a competition/point of reference, regardless.

takes notes
So ... remove all stats... got it. :D

Comment

It's deliberately vague, as chasing kills will remove focus from the actual mission. It's not a competition, and some classes are better equipped for killing than others.


08 Aug

Comment

Before anyone gets too excited, this is from an interview back in February, so it’s not exactly news.


07 Aug

Comment

Originally posted by se05239

I guess we'll see. I hope the game will continue being awesome but I am worried it'll turn into another "live-service" macrotransaction riddled mess. That's what happens when things turn more corporate.

That is the beauty of it. Embracer is very hands-off. They invest in studios that are doing good and encourage further growth. They don’t have any structure similar to EA - it’s a completely different setup. Long story short; GSG continues unhindered and with a lot more support.

Comment

Originally posted by se05239

Will there be some announcement about the whole "getting bought up by Europe's version of EA" thing going on?

There’s already a thread about that where it’s addressed and hot takes like “Europe’s EA” are debunked.

Comment

While I can’t say anything directly about the code, I do know that the coders do go back and optimize older code all the time As Unreal is very hands-on for artists and designers, and they use the visual scripting in Unreal called blueprints, there’s also some cleanup there and some conversion into c++ code, I’ll wager.

In my own experience, game dev is just as much about smoke and mirrors. It usually doesn’t matter how you achieve something, as long as it is perceived the say you want it to be perceived. A good example is one of the Fallout games, where the experience of a train ride was achieved by making the train a piece of wearable equipment, achieving the illusion of riding a train in first person perspective. If it’s stupid and it works, it’s not stupid.


06 Aug

Comment

Originally posted by GSG_Jacob

That’s a corporate website aimed at investors. It’s literally what they do. The reason you’re not seeing anything about a mission statement is that they don’t get involved. From what I’ve been told, they don’t even have anyone on the payroll, that can do the things you fear they’d do. They’re giving us a safety net on the long run and the resources to do what we’re already doing, and part of the deal is that we continue with everything full speed.

I’ll get Soren to chime in tomorrow, as it is 1AM here.

yes, Jacob is spot on with his comment.

I have met Lars several times. We went to his office in Karlstad (an appropriate name, right?) to shake hands on the deal. And Lars is the most no-bullsh*t business guy I have ever met. Super pragmatic and basically just a nerdy collector."

Embracer and Lars Wingefors have bought Ghost Ship because of the way we have handled the success of Deep Rock. And the way we have involved our community. Lars is not at all interested in changing anything at Ghost Ship.

We will stay as independent as before, but now just in a much stronger position, where we will continue to support DRG for years to come. And we will continue and strengthen our already fantastic relationship with Coffee Stain.

If you need some reassurance on this, then just check Coffee Stain and how they have faired. They still operate as independently as they did before they were acquired by Lars and Embracer. They continue to be both in control of the...

Read more