ABOUT THIS GAME
https://files.facepunch.com/forum/upload/174983/3e45ab89-0249-4fd7-a0e0-70d6bfb6c549/image.png
4-PLAYER CO-OP
Work together as a team to dig, explore, and fight your way through a massive cave system filled with hordes of deadly enemies and valuable resources. You will need to rely on your teammates if you want to survive the most hostile cave systems in the galaxy!
4 UNIQUE CLASSES
Pick the right class for the job. Mow through enemies as the Gunner, scout ahead and light up the caves as the Scout, chew through solid rock as the Driller, or support the team with defensive structures and turrets as the Engineer.
FULLY DESTRUCTIBLE ENVIRONMENTS
Destroy everything around you to reach your goal. There is no set path so you can complete your mission your way. Drill straight down to your objective or build an intricate network of paths to explore your surroundings -- the choice is yours. But proceed with caution, you don’t want to stumble into an alien swarm unprepared!
PROCEDURALLY GENERATED CAVE NETWORK
Explore a network of procedurally generated cave systems filled with enemies to fight and riches to collect. There’s always something new to discover and no two playthroughs are alike.
HIGH-TECH GADGETS AND WEAPONS
Dwarves know what they need to bring to get the job done. This means the most powerful weapons and the most advanced gadgets around - flamethrowers, gatling guns, portable platform launchers, and much, much more.
LIGHT YOUR PATH
The underground caves are dark and full of terrors. You will need to bring your own lights if you want to illuminate these pitch-black caverns.
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100+ hours and many more to come for me, i really enjoy this game. thank fuck they got rid of the final retirement mission being forced solo, it made it a slog. that and having to re-upgrade weapons every time.
cant wait to try out the new weapons, im sure theres a meta loadout for each class but maybe i can appreciate driller now since i was never really a fan of the flamethrower (even if it is effective as hell against crowds)
My only gripe with the new update is fps loss, I was getting a solid 144 at all times but now I get about 80-90. I have a 1080 ti :\
Reloading the new scout rifle gave me an erection
This game looks absolutely amazing and the mix of "hard" sci-fi and fantasy looks just like my cup of tea. What class/character would be suitable for a beginner to start with?
probably gunner. he has the least teamwork tools to use (his ziplines really dont see a lot of action for as much as ive seen), and the new shield is self explanatory (put it down when tons of bugs are getting close/you need breathing room.) he really is just the DPS of the team
Picked this up on the last day of the steam sale, only played engineer so far because turrets are my cup of tea and then a few days later the weapon update releases giving engineer lightning smg which just so happens to be my second cup of tea. Really fun game and it looks like they update pretty frequently instead of being one of those early access games that have like 1 update a year.
they have a roadmap theyre trying to stick to
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/27142043/d2b95c545ac407247267bc0c99aae2bb003c1b09.jpg
Oh cool I was about to make a thread for this. Good thing I checked.
This game is so smooth when you got an actual coordinated team going.
but its a big kick in the balls when you have a team thats absolutely retarded
just joined a game where i was 3rd player and i was driller, 4th player joins and they pick driller too. i use cryo over flamethrower but this guy uses flamethrower, which, as far as i can tell, prevents freezing, so for a lot of the mission im not even able to do much because of this guy being a 2nd driller thats using a weapon that nulls my own weapon
and then we face a praetorian wave at some point, i get separated from the others since i have 5 of them on my dick (not to mention being around the others means im not even able to freeze the praetorians because of the flamethrower) and i, for one, do not wanna run through 5 praetorians that are breathing frost everywhere that will combo freeze the fuck out of me. did i mention we had explosive mutator too? so getting frozen is kind of a guaranteed death.
guy hops on mic and just goes "where the fuck is the other driller???? pisses me off, guys join haz 4 and go 'oh im gonna go off on my own and let me team get fucked"
yeah i totally got separated on purpose and im just gonna waltz through the 5 praetorians that are after me, instead of backing up into a tunnel so i can at least hopefully freeze some of them instead of being useless near the other driller
i dont usually have a problem with people going a class thats already chosen (sans scout, theres never a reason to have 2 of them), but with the possibility of making my cryo completely useless because someone used a flamethrower, i kinda wish there was a mode or something that limited class roles to 1
I love characters with movement abilities that are dependend on some sort of tool or explosion/conc jump rather than a button press so I guess I will main Scout/Gunner for the time being. That zipline looks fun as fuck.
gunner hardly sees much usage of his zipline, especially considering how little he can carry at a time.
I personally get a lot of mileage out of those gunner ziplines, it's really useful on a lot of maps. Pretty vital for getting your team around on maps on a lot of verticality, especially when you need to make sure you have a way back when you're escaping. You can also just keep reversing on a zipline to stay off the ground during a swarm of glyphids, which can make it a lot easier to stay alive. Just have to be careful not to get hit by enemy projectiles or you fall off. The ziplines also break your fall from any height if you grab on, which comes in handy again when you're on vertical maps. Just don't waste them to grab every single vein of holomite.
Zipline is essential on some maps, without it only the scout can get around.
i can get around just as easily playing driller, which obviously means people that use what i dig can too
I'd like to see you dig your way across a giant chasm.
Deciding between the electric SMG and the Shotgun for Engineer is pretty tough for me. I love the shotgun but the crowd control and satisfying sound of electricity arcing to multiple enemies with the SMG makes it really enjoyable to use. They seem to have about the same effectiveness for killing enemies but part of me feels bummed out that the SMG is tied to more of a random chance than the shotgun is when it comes to effectiveness.
This game is fabulous. Really brings back L4D feelings.
Oh nice, just noticed someone finally made a thread. I've been loving this game from the day I got it, pretty active community, and I haven't really had any bad experiences playing in pub games either, so that's nice.
How is communication between developers and the community?
They maintain a pretty active presence on their Steam forums.
Played this game for 5 hours straight and then immediately hocked the 15 dollars for the supporter upgrade this shit is great.
theyre trying out a haz 5 difficulty atm
https://twitter.com/JoinDeepRock/status/1083057203299389440
i cant really imagine doing anything besides increasing health and spawn rates right now, and limiting certain enemies to higher difficulties would just seem like a dumb thing to do. hopefully doesnt take up too much dev time since it really doesnt feel like we need a new difficulty level right now.
Make the AI smarter. Have grunts take from the environment and build walls to to trap you in a corridor then have them build tunnels to allow access for their allies because cqc is heavily in their favor. You could also have them try to corral you into leecher nests or gang up near praetorian's asses to protect them and just in general have them work together as your team does.
Hazard 4 can get pretty tough depending on the mapgen but if they don't increase enemy count or health I don't see why not.
See, before worrying about how to implement a Hazard 5 difficulty, the question they should be asking is "Why implement a Hazard 5 difficulty?" What would it add to the game or improve about it? What hole in the current design does it fill? Adding more difficult just for the sake of more difficult is not good game design, it needs to serve a purpose. If people can beat Hazard 4 thats fine, you don't need a difficulty that almost noone can complete. The players aren't the enemy and the objective of designing the game, or basically any game, should not be to beat the players or to minimize how often players win. The main reasons for implementing higher difficulty tiers should be to provide greater encouragement of teamwork and to provide situations where the players tools and abilities can be properly utilized and their potential displayed.
I've had it since like March or April of 2018, like 10 months now, and so far I've been consistently impressed with the development of the game, so I think they'll handle it just fine and either scrap the idea of a Hazard 5, or make well and truly sure its necessary to improve the experience.
a.k.a. don't do what Payday 2 did with its 200 different difficulty modes
I've been hanging around this game's discord and there's plenty of people getting bored by Hazard 4. A substantial part of the community wants more of a challenge, that's plenty reason enough. An online multiplayer game inherently means a community of people who improve at the game for months and hopefully years. If you don't give those players more challenging goals you're disappointing your core fans and giving them less of a reason to stick with it.
As far as increasing difficulty without boosting health or enemy counts, you'll need to get creative. There's spawn changes you could make, like prioritizing spawning enemies near isolated players to pick them off, or generally tailoring enemy spawns to your current situation (spawn exploders, pretorians when you're in tight spaces, grabbers when you're near cliffs). There could also be another timer added, where if you take too long to collect the minerals the drop pod will leave without you even if you haven't pushed the button. You could also get a soft timer instead, where the game starts spawning dreadnaughts if you take too long. You could also get one guaranteed negative mission condition in addition to whatever that mission normally has, so you'll have to put up with no shields or leech infestations or something every single haz 5 mission. Environmental hazards could be more frequent, so crevices could be more likely to open under you, or even be specifically timed to open up when you're in the middle of a fight. They could also add digging abilities to certain enemies (an idea that's been floating around a lot for a while). There's a lot of interesting ways they could take it.
instead of adding more difficulties why not add optional mutators that give you extra bonuses for having them on
This is entirely incorrect design logic. Designing just for a challenge is designing without actual goals. "We want it to be more challenging." doesn't say anything, it doesn't provide a workable objective. You have to have hard goals for any project. Case in point the engineering department at the company I work for has made a machine that is faster than anything else on the market in our industry by a metric fuck ton, its absurdly fast. But its absurd, its unnecessary, and was ultimately designed with the idea of "Well lets just push it to the absolute extreme." And you know what happened? Everything else broke down around it because not everything can hit that extreme. Other parts on it aren't physically fast enough, the material it works with literally destroys itself at that speed, the computer doing the processing isn't fast enough. In fact, it requires so much computational power we had to go for one of the most powerful production servers in the world just to get something powerful enough to do the job at that extreme of a speed. And doing so comes with a massive cost increase that we can't justify to our customers. All because when it was designed, nobody set actual goals and instead just said, "Well, go for the most extreme thing." So after a year of working on it, they finally stepped back and said, "Look, we just have to scale things down, this wasn't actually making it a better product. It actually rendered it nonfunctional."
Higher difficulties have to have an actual reason within the game. There will always be players who say, "More challenge! This is too easy!" The Payday 2 example is perfectly fitting. The highest difficulty in that was stupid, it had no design logic put in to it, it was just, "Make it harder because someone said they wanted a harder experience." And even with how unbelievably bad it was, people still said, "Make it harder." after that. People who demand more challenge will always be an incredibly vocal minority and are never the right people to appeal to. Thats not actually your core, just a subset of it. And if the only reason people keep playing a game is because of a grind or because they have to prove themselves on a challenge, you have massively screwed up your game because most people will eventually lose interest in those elements.
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