GSG_Jacob

GSG_Jacob



07 May

Comment

Originally posted by ignisiun413

While I totally understand it from a dev perspective kind of sad we didn't get a full set (1 primary and 1 secondary for each class). Hopefully it comes sooner than later, I envision the game in it's final-ish state having 8 guns for each class. 4 primary, 4 secondary. (And maybe like one more alternative support item and special each)

Edit:typo

Four weapons this round. Adding a weapon to the game is very resource-heavy as it needs mods, overclocks, skins, and paint jobs, and considering we need to add at least four at a time + try to balance them toward the other weapons and the game mechanics, it's a huge task.


06 May

Comment

First confirmed weapon for Update 35! Title is the filename.


05 May

Comment

Originally posted by ppstac2

Well, for a variety of reasons:

  • People such as myself have actually tested the radii and damage values
  • People such as Elythnwaen and GreyHound have been able to extract the true values via game files and console commands
  • The developer Dagadegatto himself confirmed the numbers from the game's editor

In general, I recommend believing what's posted in the Wiki and on Karl.gg more often than what's displayed on the in-game terminal. Both of those websites are the culmination of dozens of people doing thousands of hours to figure this stuff out and share it with the rest of the community.

Dammit Mike

Comment

Originally posted by KovZov

Hey Jacob, when's the hotfix coming?

It’s out.

Comment

Personally I agree and would love this, and I am totally lobbying for this to happen, but if it happens it will require a new system, which is out of scope for 34.

Comment

Rise and take your seat among the grumpy brothers of the pickaxe.


04 May

Comment

Originally posted by TheDiscordedSnarl

This idea seems like it's getting some traction... I'll summon a greenbeard dev to see if we can get a response on how hard it'd be to add to an update. Whatcha think, u/GSG_Jacob ?

It's a fun idea, but I imagine it would be a feature that's very circumstantial and dependent on region and current player activity, which makes it very hard to pull off with a satisfying result.


28 Apr

Comment

Originally posted by Rizer059

I've played this game a ton and have 700+ hours, and really only play Haz 5, and this is probably the worst update in the history of the game as far as I'm concerned. It's like a non-update, with no new content, just more game bugs and number tweaks, and those tweaks are all, as far as I'm concerned, underwhelming, or done in a bad way. I guess they can't all be winners.'

Like, my biggest issue is elite enemies. Why are they just boring, buffed hp/resist versions of the same enemy? Why not make a f**king praetorian have less armor, but be faster and more deadly? Why not make an elite mactera that is literally 5 mactera stuck together and more deadly? Why not create elite enemies that are variations but have their strength/weakness? It's so.. lazy and annoying. Not only that you do a OC pass and you don't shake the meta up at all, outside of what? Nerfing Gunner basically? Here's my thought: If you can't have a second dwarf that is somewhat decent while sacrificing their...

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You're not wrong. Update 34 is intentionally smaller (and out faster) for a reason.
From the roadmap: "Update 34: Bits n’ Pieces*, will be smaller than usual and the following update, Update 35, will be huge - maybe our biggest update ever."

(*name changed later)


26 Apr

Comment

Originally posted by Cannibalistical

Anyone else crashing on start up?

Might be the new defaults DX12 doing it.

Try this: https://twitter.com/JoinDeepRock/status/1385539386905923586?s=20


23 Apr

Comment

Originally posted by LegionlessOnYT

Here's the detailed roadmap.

  • New mission type
  • New weapons
  • New overclocks for old weapons
  • New overclocks for new weapons
  • New cosmetics
  • UI improvements

"Probably new overclocks for the old weapons" :D


22 Apr


19 Apr


15 Apr

Comment

Originally posted by PM-TITS-FOR-CODE

and will require a separate savegame.

Why, though? That takes a lot of the fun out of it. The Binding of Isaac tried this, and the devs eventually realized that it was more fun to just leave saves as they are.

Cheaters can (and already do) cheat on their regular savegames, this "measure" is only going to stop legitimate players from enjoying mods.

ICYMI: The modded save feature has now been removed. It’s felt too clunky for what it was supposed to do. Check the pinned post in the sub for more info.


14 Apr

Comment

Originally posted by RiseIfYouWould

Can i access the patch notes somewhere? Ive seen a youtuber discussing them but i couldnt find it.

Currently they’re on our Discord. Not sure if they’re been posted here, but they’re updated a few times during experimental.


12 Apr

Comment

Originally posted by PM-TITS-FOR-CODE

But people already cheat in extra resources right now. People who want to cheat will be able to do it anyway. This measure simply punishes people who want to try out the fun crazy mods, like Starship Troopers.

Nothing is stopping you from playing the crazy fun mods.

Comment

Originally posted by PM-TITS-FOR-CODE

and will require a separate savegame.

Why, though? That takes a lot of the fun out of it. The Binding of Isaac tried this, and the devs eventually realized that it was more fun to just leave saves as they are.

Cheaters can (and already do) cheat on their regular savegames, this "measure" is only going to stop legitimate players from enjoying mods.

Several reasons. First of all, we want to keep modded content separate from the unmodded content. It’s a relatively big issue for us that modded games and modders occassionally get an unaware player and that leads to a cheat report or ruins the progression of someones game. We want people to be aware that they’re out of the game loop and let them play around with mods, while letting them keep their vanilla progress as is in case a mod changes it. We have no control over modded content, so it’s a safety measure more than anything else. It also lets the user statistics on weaponuse etc be uncorrupted by mods, because that’s data we very much use and rely upon for balancing.

You can at anytime clone your vanilla save over to a modded slot. Binding of Isaac is a different scenario too, being a singleplayer roguelite.

That said, I don’t believe it’s a hard lock, so you could probably circumvent it if you wanted to. Also it might change down the road. Who knows?

...
Comment

Originally posted by Its_Raining_Bees

mods will not use Steamworks

Cross-platform mods confirmed? Is DRG joining the hall of unlikely companions?

  • Skyrim
  • Fallout 4
  • Surviving Mars
  • Surviving the Aftermath
  • Farming Simulator 2019
  • Deep Rock Galactic, Soon™?

Well, this is more to say that there is no Steamworks support in this initial version. It might come later, though.