Mike_GSG

Mike_GSG



29 Feb

Comment

Originally posted by CahkShlap

Hey GSG,

I love the end mission stats. They let me track what load outs are good at what. Is there a chance we get more detailed end mission info?

Instead of #of enemies killed, a breakdown of boss, large enemy, and small enemy kills? Total damage output? Mineral breakdown?

Thanks guys, rock and stone!

Unlikely, but I totally see why you would want it... Maybe if we do some sort of mission log you can access on your own time..

Comment

Originally posted by srasbo

Hello Ghost Ship Team!

Scout seems to be a very powerful class and seems to have resourcefulness, mobility, and damage. The main thing I seek out from a Scout when I play with one I've realized, is the flare gun lighting. At times, it feels as if the regular flashlight might as well not be there, and if you don't have a scout, you rely on the tossed flares, but a lot of the time struggle with visibility. My thought is, if other classes have lighting as well, then Scout isn't a "must include" on each team and you can try different compositions.

Are there any changes coming to the lighting? - flashlight, flares, or adding lighting resources to each class etc.

Examples -

Driller - While he's drilling he lights up an area

Gunner - Ziplines create light around each end

Engineer - Turrets create light

Molly - Lights the area around it

The risk is, that then there's no struggle with lighting the cav...

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Thanks for playing and for liking our game.

We have no plans to change the light/darkness in the game. But those are some interesting suggestions.

Rock and Stone!

Comment

Originally posted by Facehurt

have u considered giving the driller 6 HE grenades so every class has an option with 6 nades? i know he has axes but HE nades seem kind of weak even with guaranteed fear which seems kinda counterproductive as the bugs spread out before the explosion

I don't see the need to give each class a 6nade option but if the HE is underpowered we should tweak it a bit.

Comment

Originally posted by Nidhoeggr89

A few questions that came into my mind after watching your stream just now:

  1. Will there be a bunch of new achievements for 1.0 and beyond? You seem to add a lot of new things to accomplish so finding cargo crates, finishing machine events, customizing pickaxes, getting to the ranks after gold, etc. sound like a worthy milestones for (steam) achievements to me.

  2. You mentioned a Deluxe Edition. How will this be different from the Supporter edition and will the Supporter edition continue to be sold after the launch of 1.0?

  3. Is it possible for you to change the look of steam badges and trading cards retroactively? You added so much cool stuff to the game that sadly isn't represented by the very outdated cards by now. I would love to have a cool Bulk Detonator Steam profile background or a Bosco emote!

  1. No plans for it right now, but I see your point. Maybe later?

  2. I'm not sure if the content of the delux edition is decided yet... not my area. But I do know that the supporter edition will remain.

  3. I have no idea, sorry.

Comment

Originally posted by L0gicalN0nsense

I love how the mini mules scurry around the main one during salvage operations. Do you think they'll ever be functional for depositing minerals during missions?

No plans for it but I guess it could work...

Comment

Originally posted by Evonos

Is GSG Planning to Balance the Light / Darkness aspect ?

Aka Darkness is practically non existent with a good scout and he will never run out of flares ( Like when iam scout its 95% day everywhere )

Or is this working as expected ?

Just want to know the Design behind the Light / darkness :)

It is as intended, the game was much darker before. We may do something with a darkness mutator or biome later on to bring back some of that old feeling.

Comment

Originally posted by StezzerLolz

Reading between the lines, it would appear that the life-cycle of one caste of grunt is swarmer->grunt->guard->praetorian->oppressor(->dreadnaught?). So... what do slashers turn into?

Oh, and what are the dreadnaughts pupating into?!

Management discourages any reading between the lines.

Comment

Originally posted by ppstac2

First off, I *love* DRG! It has become my primary game over the past 6 months, and I can't wait to see what its future holds. I love understanding the mechanics and internal workings of how the guns work, but not all of the numbers get listed in-game or on the wiki, and the ones that do sometimes don't match what intuition would expect. For example, the Cooling Rate on Gunner's Minigun ranges from 1.5 - 3.5, but instead of decreasing the cooldown linearly, it appears to scale at 9.5/x + x/9. Additionally, a lot of enemies have weaknesses, resistances, and different burn/freeze temperatures which Elythnwaen has been figuring out since they're not really listed anywhere in-game.

My question is: Do you have plans to make every mechanic and statistic in DRG explained in detail either in-game or on the wiki somewhere? Personally, I would love for the upcoming in-game Miner's Manual to have all the detailed information about individual creatures and ...

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Glad you love our game!

As for the numbers, yes some weapons And systems need more explaining and we plan on doing that in the weapon descriptions and in the miners manual. Some numbers however are abstract and I think I'm gonna turn those into percentages with the weapons base value being 100%.

Information on creature weaknesses and resistances is planned for the miners manual.

Rock and Stone!

Comment

Originally posted by EmotionalCrit

I know you said that one of the first updates post-EA will be more mission types. Is that still the plan? And do you have any concepts you'd be willing to share for new missions?

And I feel like I've asked this before, but I've seen a lot of great ideas for new biome types. Are you still open to the possibility of adding new biomes in the future, or is what we see what we get as far as that's concerned?

It is still the plan but no I don't have any concepts to share at the moment.

And yes we are very open to doing a few new biomes.

Comment

Originally posted by Pupper_Wolf

Yall should have a xenomorph event. Where the main objective is to simply escape and you're just constantly being bombarded with xenomoprhs.

Not sure what you mean by event. Can you clarify?

Comment

Originally posted by Raulikien

I know the pickaxe is getting some love next update with the modular skins but what about new upgrades? New mods or OCs for the pickaxe would be great now that it's going to have its own terminal (attack speed, less slowdown, whatever).

First q-mining got removed, then old berserker got removed, vamp got nerfed and the new berserker should have a melee passive instead of see you in hell. Melee was a high risk high reward playstyle and now its awful unless you play something like driller with cryo.

I could see us doing some more mods for the pick axe but not before 1.0 need to fix all the other weapons first o.O

Comment

Originally posted by Umikaloo

Do you know how blowthrough bullets interacts with overclocks that make bullets ricochet? There's been a lot of conflicting findings and I was wondering if we could get an official source.

I would have to check I don't remember myself. Sorry.

Comment

Originally posted by BouncyKing

Will modding ever come to the game? If so what kind of mods will be allowed?

The answer currently is not yes and not no. And certainly not yet.

Comment

Originally posted by PhatJohny

Any thoughts on a survival mode? I know the game has a mode that is similar but still relies on collection.

As an engineer main, I'd love some more love for sustained fights in a fixed area. Maybe throw in a system where the bugs drop resources and those can be spent on boscos or something? Just spit balling.

Love the game!

Unlikely to be a mode but perhaps a defensive mission type...

Comment

Originally posted by thomolithic

Probably late to the game on this AMA, but i'll ask anyway seeing as it's gone without an answer on Steam, Windows Store, Discord etc.

For 1.0, do you intend on creating parity between the two platforms? I've had to buy two copies of the game to play with friends on Steam and friends on xbox and yeah i'm happy to support the developer, but it sucks to have dwarves at completely differing levels and unlocks.

Barring migrating saves between the two, which I have had to do anyway on occasion, is there anyway to create aformentioned parity between the two?

EDIT: Oops, i've looked way further down and apparently this has been answered.

Rock and Stone!

Comment

Originally posted by Hagbarth_Fistforge

Will you ever expand on the "Haunted Caves" warning? Make it a bit spookier perhaps? Flickering lights, ghost exploders running at you then disappearing, etc.

Not anytime soon, but could be cool.

Comment

Originally posted by nickademus

Can we have the crazy vertical caves from the old days back in some kind of mutator form?

With the existence of hoverboots and some other tools that we have now they’re not so crazy.

In your mind how does the ghost mutator work? Because when we play generally it just means that one out of four of us gets to be on babysitting duty and doesn’t really get to participate

Might have those as a separate mission type or even a biome. But they are tricky and while awesome they are very i accesable to newer players. But we'll think of something, eventually.

Were tweaking the ghost's AI, it has issues.

Comment

Originally posted by Checkthepan

Disappointing but completely reasonable! The game is so immersive in 2D that I can't help but wonder how it would look in VR. Thanks for making a fantastic game :)

Thank YOU for playing.

Comment

Originally posted by TheWombatFromHell

Aw cheers

Rock and Stone!

Comment

Originally posted by litfam69dab

Why the f**k cant we pet bosco

Bosco is not your pet, he is your coworker. You can respectfully salute him. He may be made of metal but he has a heart of stone.