Mike_GSG

Mike_GSG



29 Feb

Comment

Originally posted by ignisiun413

Could we get a scroll wheel customizer? I find myself blowing my legs off on driller more than I'd like to admit when trying to pull out my drill. Any chance on alternate movement tools/upgrades for them in the future planned?

What are the devs feelings on the controversial STEVE?

Not sure about custom scroll wheels but maybe we can find a way to let players separate their guns from their tools if they want to... Then again the det pack is a tool so that would not help you... Yeah, I'm drawing a blank here.

Rock and Stone!

PS. What did Steeve do this time?

Comment

Originally posted by ignisiun413

So uh, devs, are the 'launch barrels' getting any updates before 1.0? Is is rocket boosting off of a tube 100% the plan

Launch barrels?

Comment

Originally posted by BlueRiddle

If new classes get added, will there be one with an ambiguous gender (like the TF2 Pyro, or maybe a robot), or a female dwarf? And if the latter might appear in the future, will she be able to have a beard? Actually, could the dwarfs make a robot that can also have beards?

We still have not made a decision on the whole females thing... Ambiguous gender would be hard to do with the dwarves having voices done the way they are. As for robots... Yeah that robot would need to have beards due to our cosmetics being beards. Likewise female characters would also need to rock beards.

Comment

Originally posted by Swenkiluren

The loot bugs, will you add a feature to feed them gold and tame them and be able to ride them up 90° walls??

I'm would say yes but then a programmer would just punch me in the nose come Monday morning...

So the answer is:

No.

Comment

Originally posted by DabbleDAM

I see your still taking some questions, got time for one more?

Me and my friends are slow-paced players. We like the easy difficulty and the nice pace it offers for the game. Something we like to do together is find a nice scenic spot to sit and just chat for a minute and catch up. It's a nice break from the games we're playing since we don't live close together anymore. We LOVE sitting in the space rig and looking out at Hoxxes from the NOW EVEN BIGGER :D window.

However, the star that sits above Hoxxes is pretty bright, and causes a lens flair on the characters vision. This gives us both MAJOR headaches after a few seconds... So my questions are

1) What are the chances of lowering the intensity of the lens flair/ asking management to add tint to the window.
2) Adding the ability to see the statues and posters of whoever game you joined, not just your own.

These would both give us some nice views, as of now DRG is lacking some scenery.

...

I'll talk to Robert about it... Maybe we can put in a window polarisation button next to the gravity recalibration one...

As for the statues and posters... The hall is a more personal space and while I totally see your desire to share that space I doubt we would try to find a good way to do thag while still letting you see your own progression. To many other things on the plate.

Comment

Originally posted by DeathGears

I saw from an earlier question that a medic class is off the table, but as a long time support/healer player i'm wondering if there will be more team support perks added? i like field already, but i feel like something more proactive that is useful before death would fit well. feels like shield link was already a nice step in this direction, but it would be neat to see something that is not strictly for survival, like a speed link or something. i know classes bring their own versions of team utility, but for perk slots outside of field medic and shield link there isn't much in terms of utility i can give the team.

If we do more perks in the future we definatelly will try to add some more team-focused options.

Comment

Originally posted by Outkin

  1. I've noticed a few times when new voice lines were brought up, it sounds like you got one fella doing all the work. He's doing a great job of course, but that sounds like a lot of work for one person. You've got a pretty passionate community, what would be needed to hire on some volunteer work? What would be some of the challenges this would present? Are there legal issues?

  2. On the subject of voicelines, we got some pretty cool cosmetics! My favorite are the full face helmets, but one minor thing I thought would be neat for them would be some sort of voice effect. I mean, you're talking through a helmet and sounding the same as the rest of your brothers in arms. Is this something that would be difficult to implement? And to broaden this, is there any possibly in general of different sound effects/variations for different cosmetics/skins?

  3. By default, three of our four miners have no beards! A travesty that can be fixed after some hard work, bu...

Read more
  1. It is one guy doing it, but we pitch shift for the different classes so it's not like he has to record lines for each class. And yes, we are blessed with an amazing community, you all rock! (and stone) But I don't think we would go the volunteer work route, I'm not to savy on the business side of things so I don't know if it would cause any legal issues.

  2. That would be quite cool but I don't think we will allocate resources to do it any time soon. But I'll bring it up for discussion, I really like the idea.

  3. That's a question for Robert.

Rock and Stone!

Comment

Originally posted by MortStrudel

Could you give some broadstrokes descriptions of what your design process was for the second set of weapons when they came out, and/or OC's? What kinds of choices are you trying to encourage people to make when choosing their loadouts? What new roles were you trying to encourage the different classes to take on with these options? Big question, feel free to focus on some particular class/OC/weapon as an example.

The core design principle of the new weapons was to keep the base identity and role of the class the same while offering new gameplay mechanics. The weapons that made the cut were just 8 out of a proposed lost of 24.

As a quick example, the scout's boomstic is a close range high burst damage weapon that is ideal for a getting close, unloading and then getting away (mobility wise the scout is best suited for this with his grappling hook). So the Nuk17s were designed to support that same play style but with a different flavour.

The OCs were a more free-form process. They were being made for use by players who have already spent many hours with the vanila weapons so I felt free to be more playful, do stuff that seemed like it would be fun, take bigger risks with the designs and to potentially change the feel of the class more.

Some of the OCs that are considdered very powerful require that the player has good situational awareness and can chose the right moment...

Read more
Comment

Originally posted by MortStrudel

If I buy the soundtrack now while it's on sale, will I get the hour of new tracks as well when they (hopefully) release with 1.0 launch?

I'm pretty sure that is how it works.

Comment

Originally posted by Kiuji-senpai

Do you plan on adding an anti cheat? Now with deep dives, the game became competitive and cheats as simple as cheat engine can suck the fun out of competing.

There is too much happening clientside in the code for us to prevent cheating.

Comment

Originally posted by Finneganmac

Have you guys considered maybe doing a siege game mode on bug villages? Maybe they could inhabit the surface of another planet?

Not really no.

Comment

Originally posted by Hachet_Duck

Any plans on increasing the base damage of the Engi's turret and the Zhukov Nuk17 by 1? These would be hugh QoL improvements in helping to waste less ammo on swarmers.

I'll be looking at the nuks but they are lower on the priority list compared to the brt for example.

Comment

Originally posted by Blakfoxx

By "not changing the drops pacing" do you mean "we will not change the drop rate as we add more OCs, so it will take longer to get them all", or do you mean "we will not change how long it will take to get every OC, meaning as more OCs are added, the OC drop rate is higher"?

The first one, I don't think the drop rate will change significantly moving forward. I also don't expect the number of overclocks to grow too much.

Comment

Originally posted by proximalprostate

You released some mini statistics a year ago, showing the playerlevel distribution, the win / lose ratio of different game types and so on. Nothing of it seemed 'secret', but since then you did not post new stuff of it.

Can you 1. Give us a few new ones? Why, why not?

  1. Is there actually more data you'd like to get, but don't get from the game yet?

  2. Is there a stat telling you how many people play with which language / INGAME translation active?

  3. And additionally: What EXACTLY are you collecting data of?

We collect stats like the number of times the Born Ready perk was equipped by a rank 20 player at the end screen of a successful point extraction mission. Stuff to gauge how much specific weapons, mods, overclocks, etc, are used. What deals the most killing blows. What is the biggest source of damage. How many player deaths happened over the last 7 days, etc.

Comment

Originally posted by Crashtest_Fetus

Any plans to make weapon mods and OC visible? For example using elephant rounds results in a bigger barrel of the gun etc.

We would love to have that but it would be a very large task and we decided to focus our energy elsewhere.

Comment

Originally posted by Karakand

Any plans on reworking HE Grenade? Can't say it's bad, just kinda boring in comparison. Something more gimmicky with weapons synergy would be nice. Maybe sound-shockwave grenade that rips off armor. And when thrown into the frozen bugs it makes them blow up with shards of ice damaging others, like cactuses. Just wondering.

No plans for any grenade rework at this point.

Comment

Originally posted by mariusiv

How much do you guys play the game for fun yourselves

Some more than others, some a lot more... but we all like the game we made and enjoy playing it. And after all these years I still enjoy it immensely which is pleasantly surprising.

Comment

Originally posted by Asmor

I love this game, and there are two things I explicitly want to call out...

  1. The level generation is wonderful. Every biome feels different, yet you quickly learn the characteristics of each. I love going on a long hazard-1 mission and just exploring while Bosco and Steeve handle the few enemies that spawn.
  2. The way you divvied up the classes is sublime. Every class brings something to the table, and whenever I play with fewer than four (I mostly play 2-3), I always miss the classes that aren't represented.

So here are my questions for you.

  1. How did you decide on divvying up the various classes' movement abilities? Any major changes?
  2. Were there any other movement abilities that you tried out but that had to be scrapped?
  3. What's your favorite biome?
  4. Did you work on any other biomes that didn't make it? Do you have any plans to add new biomes to the game?
  5. Any chance of a mode with literally no enemies...
Read more
  1. The movement tools were already in place by the time I joined the team so I don't know their origin.

  2. Jetpacks and rope ladders come to mind.

  3. Tutorial Biome.

  4. Not really and yeah more biomes would be cool.

  5. Definatelly a chance for an exploration mode. I'm also a big fan of long haz1 missions.

  6. No, it was something we considdered and decided against.

Thanks for playing our game and for your kind words. Rock and Stone!

Comment

Originally posted by thevampirelematt

Hello GSG, love your work, been playing on and off for a couple of years now.

I had a dream that you all pulled off an amazing April Fools joke where you announced a convincing spin off game that featured co-op teams of Elves hunting in randomly generated mega forests. Had a very similar look and feel to Deep Rock.

Anyway my question is would you ever consider doing something so amazing? Thanks for wasting your time on my dumb question.

ROCK AND STONE

It would be funny but no we are too focused on DRG proper to take time to do stuff like that.

Comment

Originally posted by DabbleDAM

Hi DRG gang! Thanks for doing an AMA for us! I'm a longtime fan, got the supporter upgrade, picked up the game shortly after dropping it on Xbox. Thanks for the impressive work you do, for Carl!

I have a question regarding a (probable) bug, even though i know you guys probably aren't interested in bug questions today.

When my controller shuts down, I disconnect from my friends game! Since I'm an avid K+M user, I find ways to adapt. My question is is there anything on my end causing this or is this a bug just waiting to be squashed? Cheers, for rock and stone!

It's a tricky bug.