Mike_GSG

Mike_GSG



28 Feb

Comment

Originally posted by Naratik

Have you plans to rebalance the difficulty levels? 1-3 is pretty easy and then the jump to 4 is really big. I have several friends that clear 3 super easy and it's boring for them but they get overwhelmed almost every mission on 4.

Sometimes I have the feeling on 3 there are 10-20 bugs per swarm and on 4 there are coming hundreds.

I don't think you should lower the difficulty of 4 but the jump from 3 to 4 is too big.

No plans to re-balance the haz levels but perhaps we can find another way to give players more fine control over the games difficulty.

Comment

Originally posted by kickit08

Whats your main?

Driller & Scout equally at the moment.

Comment

Originally posted by amperag

Yo ghost ship crew first off:

You can really be proud of the game you've made, it's really quite an accomplishment! My friends and me a greatly enjoying it, keep up the good work.

My speculative question:

For update 29, will you have to use error cubes to craft pickaxe skins?

Thanks!

As far as [REDACTED] is concerned we [REDACTED] in the future.

Rock and Stone!

Comment

Originally posted by proximalprostate

There are flare / light mutator lines in the game. Were they cut from very early on, any plans to bring them back? The game is VERY atmospheric with less HUD and less light...

We made prototypes but they did not feel good enough. We may revisit this in the future.

Comment

Originally posted by unusualguy1

Ever considered making overclocks for other things besides the primary weapons?
What i am talking about are primarily overclocks for: the pickaxe, armor, the third and fourth weapon slots and maybe even the grenades too.

There is a lot of potential for some cool unstable overclocks that can change completely how the third and fourth weapon slots work.

We have definitely considered it but decided to focus on other things.

Comment

Originally posted by WorvernScar

Will the supersized (blue) M.U.L.E in the space rig be added as a usable entity, such as an additional helper via solo or added in as a perk, skin, purchasable upgrade, etc., in the future?

No plans for that. But maybe as we make new mission types...

Comment

Originally posted by roidymagoo2

Any plans on adding Twitch integration? Mixer was great fun.

No plans as of now.

Comment

Originally posted by krak3_n

abandoned dwarven ruins?

Dwarves have never lived on Hoxxes , you're just here for the precious minerals.

Comment

Originally posted by QueenFrau

How does damage math work in DRG?

Say the M1000 has 60 base damage which, when focused, gives a +100% damage bonus bringing that up to 120. Let's say we have the Hollow-Point bullets, which in total gives a +35% damage bonus on hitting the weakpoint.

Are the percentages added together, so the 60 damage is boosted by 135% total to 141, or is it added per bonus? So 60 +100% = 120, then 120 +35% = 162?

The second one.

Comment

Originally posted by cursedTinker

A few questions: 1) are there plans to add skins and paints to the fixed equipment such as the platform gun, zipline, etc.? 2) since the pick we have is named in the equipment terminal as "basic pickaxe," is there a plan to add other picks ad well? 3) Any chance we can get a little more warning b2fore getting snagged by a cave leech? Unless you spend an active perk slot on heightened senses, there's no way to tell you're about to get snagged, and to keep that seems like a big accessibility issue. 4) similarly, can we get some kind of more broad visual indicator for batteries and BET-Cs? Maybe something like a large, faint pulse wave. Nonhearing players need love to! 5) Is there any way to make the Mactera Grabbers less primally terrifying( it's probably just a me thing, but I cant even bear to look at the screen if I get grabbed belt one of them, and their cry sends an actual pang of fear through me.

  1. No, but could happen later.
  2. Nope.
  3. There is a hiss but you are right it is an accessibility issue. Same with exploders.
  4. Valid point.
  5. That was kinda the point...
Comment

Originally posted by Bluefox-Matari

  1. Most importantly to me, will there be any changes made to the client -> host connection to made things less "rubberbandy" for the client on less optimal connections?

  2. What's in store of the future of leveling and prestiging? An overhaul? Or perhaps simply additional tiers?

  3. Additional mods for the flare and pickaxe? Overclocks for non-weapons?

  4. Any concepts for a Co-op mode with 2 Boscos + 2 dwarves at max scaling?

  5. Is the drop pod overhaul coming before 1.0?

  6. Female dwarves!?

  7. Will ray tracing come to DRG with the next series of Nvidia cards?

  8. What are your monetization plans for the future? Expansions, DLC, cosmetics?

  9. Any concepts for letting Molly hover to solve a myriad of AI problems?

  1. WE are continually trying to improve it but it's tricky. We will keep at it going forward.
  2. Not an overhaul, but I can see us adding more.
  3. Maybe... no plans.
  4. Huh... that sounds cool. But no, no plans for that.
  5. Yes... hopefully... Worst case it will come with the 1.0 release
  6. Not yet... still not agreeing on how to do it or if we should do it. Also quite a big task voice-recording wise.
  7. No idea.
  8. There is only one plan right now: reach 1.0
  9. Not that I am aware of.
Comment

Originally posted by mrpploper

Will you ever add emotes in game like a emote wheel during a mission of wacky dwarf catchphrases

Maybe? No plans for it right now.

Comment

Originally posted by proximalprostate

Hey GSG, Happy 2nd Anniversary in EA and I do adore your game and wish you the best of luck.

To the questions: - When you drop into the game, the dwarves have 'personality' voicelines, Scout always anxious about something and the other dwarves either don't care or talk some sense into him... During missions however, all voicelines are 'the same' but pitched. This leads me to several questions:

  • Will the current Guy who makes the voice stay, or do you ever plan (or dare) to change the voices to different actors?

  • Will you introduce more 'personality' (voicelines) like the ones you hear inside the droppod?

  • Will there be more situational chatter among the dwarves, aside from simpel trigger / reactions on stuff you do ingame?

  • How work intensive is this work for you (Writing, recording, pitching, programming the 'triggers').

Thank you for your time and work!

Thanks!

  1. He is staying and we do not dare to try and re-record all those lines with 4 actors.
  2. Maybe... no concrete plans but would be cool for sure.
  3. No plans for it but I would like to see more of that. We've added a little for when a new miner joins a mission in progress. could definitely have more.
  4. It's not crazy, but it's large enough of a task that it will affect other work and so must be considered carefully.
Comment

Originally posted by Corax_Was_Taken

Any chance weapon challenges could be a thing and maybe even class specific ones, for example you could have kill x amount of certain enemies with a certain weapon for a skin or a framework.

Maybe some utility skins as well, i think they are needed and i think we definitely more challenges and not just ones rewarding perk point.

Happy 2nd anniversary, i personally bought the game years ago in Xbox game preview and just started playing again last week.... before last week the last time i played the game didn't even have The Abyss bar and the weapons barely had any models to them, i remember the minigun being very blocky and somewhat ugly back then. ( I love the model now )

I love the updates you have made to DRG and now i find myself hard pressed to put the game down, sad i missed the 1 year hat but hey i'm here for number 2. Keep up the good work Ghost Ship, looking forward to future updates.

Glad to have you back miner! Rock and Stone!

Weapon challenges are cool but it is a deliberate design decision on our part to not incentivise individual kill counts. We want you to do whatever is best for the team, usually that is shooting bugs but not always.

Comment

Originally posted by DreamBind

Do all four dwarves share the same voice (voice actor), with just the pitch/tone changed? And if so, any plans to give them individual voices? (Gimli style!)

Second question, who are the two dwarves bickering when going down into the drop pod? It sort of sounds like Scout and Gunner, but not quite.

Edit: Also, thank you for making such a wonderful game. It's been a long time since I've had this much fun in a multiplayer. Rock and stone!

  1. Yes and he's in the credits. And no, it will be too much for us to record so much.
  2. It's all of them.
  3. Rock and Stone!
Comment

Originally posted by diogofaria247

First of all i would like to thank you for creating such an amazing game!

To the questions...

  1. You guys previously said that adding new mission types is a focus after 1.0, do you already have a plan of what kind of misssions we are getting or is it something that is not yet set in stone?
  2. Have you ever thought about some kind of survival mode where the deeper you go / survive in a cave, the harder the game gets? We can either keep on mining until we are completely overwhelmed and we only get the minerals that we were able to extract or you could decide to extract you get rewards based of how far you got / time you survived?
  3. Any plans to change how the mineral trade network works? I think that the way that it currently works makes it way too easy to get the missing minerals, they aren't that expensive and if you have a ton of credits (which isn't that hard) you will never lack any materials for the upgrades / forge.
  4. Are we going to be...
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  1. No concrete mission types yet, we've been 100% on pushing the game to 1.0
  2. Oh yes but no idea when we will do that. It's not high priority.
  3. No plans, but that is a valid point.
  4. We've though a lot about this. For now the answer is no.
  5. No plans but I don't see why not...
Comment

Originally posted by SnowblackMoth

ROCK! AND! STONE! Brothers!

ROCK. AND. STONE!

Comment

Originally posted by SzotyMAG

Is there a plan on making weapon mods more clear? Like if it adds a new ability, it doesn't tell the new abilities' detailed stats at all and it can be a turn off to not try new mods out in fear of it not working as you imagined (this is true as a new player). Like the PGL's proximity trigger doesn't tell me at all that it can't detonate instantly if it hits the terrain and instead it yeets off to the distance. Speaking of that mod, I'm pretty sure the 100% damage boost is not working.

All in all, I'd love if these non-stat changes were more clear without having to test them or rely on the wiki

Yes, I definitely want to improve some of the descriptions. Just have not found the time.

Comment

Originally posted by badeggsnotallowed

Hey guys! Excellent game, I've had a ton of fun with it since the Alpha/Beta! Any news on Exploration Mode? I'd love to just go exploring in those caves, the cave system in this game is AMAZING.

We've had to focus on other stuff for now but I really want to add that exploration mode.... so hopefully it will happen soon(tm)

Comment

Originally posted by Occyfel2

Hi, are there any new enemies in development? I saw this really cool idea on the subreddit of a spooky grabber that snatches up people and runs away. Thanks for everything you do, DRG is the greatest

No new enemies in the pipe right now but I'd be surprised if we didn't add some more in the future.