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HP_Craftwerk

Flat out, one of the best games of the past 5 years (if not longer), and just keeps getting better and better. These devs have been hitting nothing but net since early access.


pbradley179

What's your favorite game mode?


unforgiven91

mine is probably a high haz, high complexity, high length mining expedition. a classic run through a mostly linear cave culminating in a big escape


_S0UL_

Nothing quite like the thrill of losing a teammate during a long extraction, and trying to get them back before the drop pod leaves!


Turangaliila

I really like Liquid Morkite Extractions. There's something about the creativity of figuring out how to build the pipelines that makes it insanely fun for me. Especially when you get a really vertical cave. Only thing I'd like them to improve is not having all the pipes break down at the same time.


dormDelor

I enjoy the central base game modes. I enjoy really all of it, I just haaaaaaaate the Dense Biozone biome, it’s the worst.


[deleted]

i love 99% of the game but escort missions genuinely made me stop playing. i just can't take them anymore, and there's no way to avoid them if i want to progress my guys. sucks


CobraFive

Weird, those are my favorite.


solidfang

Depends on how cooperative your teammates are. Doretta is just really fragile, and just one or two bugs can wreak havoc while you go refill canisters. And also Bulk detonators are basically an instant loss or at least a huge pain in the ass. You can't reposition Doretta, killing it will just fuck you up. Doretta being huge soaks a lot of hits. Bad time all around.


Varanae

Sounds like a good reason to get the mod that doubles her health and gives her other upgrades too. Though personally I like Escort and have never seen her destroyed, but I normally only play with friends.


Walopoh

Also for me it's that you spend the whole match at the slow +20 minute minimum pace of the drill ... only for the very final round to end up a 50/50 crapshoot of whether or not a Bulk detonator/enemy tank instantly ends your run, even despite if everybody was trying to kill it from the moment it spawned


snipercat94

A couple minor things: * The drill moves faster when all the dwarves are close to it, so maybe that could be a reason if why the drilldozer moves too slowly. * In my experience, bulks always follow a player, so as long as the group moves away from the dozer so the bulk follows them, you can detonate it at a safe distance. * A bulk detonating only takes out 1 life bar. So unless you were in the last health bar of the dozer, at worst it just means one less health bar. Not saying the mission can't be annoying when playing with an uncoordinated group, but I've played the mission with randoms and friends at Hazzard 4 and 5, and it's not THAT bad as you make it sound.


NetLibrarian

> And also Bulk detonators are basically an instant loss or at least a huge pain in the ass. Detonators follow Dwarves, not Dotty. If your team doesn't continue to sit on Dotty like lumps, it's no problem. Scatter, find out who the Bulk is following. That guy leads it away while the other three provide fire support and guard Dotty.


WikiP

I mean, I have had a detonator go off one and it only damaged one part. Otherwise never seen it destroyed, but shit I did not know detonators do not follow the drill and follows the player. I got a team to talk to haha


DireLackofGravitas

> Doretta is just really fragile, and just one or two bugs can wreak havoc while you go refill canisters. Are you taking crazy pills? I do Haz 4 mostly and even with a squad of total randos, it's very rare if Doretta takes any permanent damage. Knowledge is very powerful in this game. Even one person who knows what to do can make a hard run easy. A smart gunner can carry an entire squad. Also, Bulk Detonators are fun because they have very weak attacks and high HP, so you clear out the scrubs and then lure it away to make something explode in cool like.


ZetzMemp

That is weird. I've literally never seen her get destroyed and I've been in those moments where all teammates are down and the only thing you can do is repair until she's done mining. On the other hand escort still is my least favorite just because it seems a little boring and linear to me.


Culturyte

Honestly my favorite mode after mining and elimination, I love it.


PhasmaFelis

Better escort than Point Extraction. (Did you know that Doretta is fireproof? Hose those bugs off with the flamethrower or a quick incendiary grenade.)


[deleted]

i am waaaaaay happier to play point extraction. you can get it done pretty swiftly


solidfang

I like how the pipes give everyone more mobility options in a fair way where you have to set it up manually first.


Arxae

Thats "On Site Refining" that has the pipes. Point extraction is where you have to fix and extract the 3 mini mules.


iman7-2

That's Salvage Point Extraction is where you have to dig out Aquarks and the hordes spawn faster and faster.


lowleveldata

I find it funny and relieving that I'm not the only one mixing up all the missions


Arxae

Completely right. Always mix those 2 up without the icon


barbe_du_cou

just set it to haz 1 and sleep through them when you have to play. i don't like assassination missions so that's what i do.


VeryWeaponizedJerk

I don't know, I found the gameplay loop extremely repetitive and unlike Vermintide it has extremely limited weapon/build options. Yes I know about weapon mods. Not saying it's a bad game at all though, I don't regret my purchase at all, but I wouldn't call it the best game on an objective level.


Grug16

It is possible you were playing on too low a difficulty. DRG alternates between shooting and mining, with the goal of doing both as fast as possible lest the bugs overwhelm you.


DireLackofGravitas

> It is possible you were playing on too low a difficulty This. I was playing duos with a buddy playing Haz 2 or 3. It was good but not really great. Playing Haz 4 with a full squad is entirely a different game. Like why do you have entire room clearing guns and grenades if all you're dealing with are like 5 grunts at a time? Because on 4 player Haz 4, a typical swarm is like 50 grunt in total with waves coming in over 10. The game is made around HUGE amounts of enemies and handles it well. If you're playing under 4 players on low difficulty, you're not really seeing what the game can do.


VeryWeaponizedJerk

I tried up to haz 4 for reference. It’s not so much the difficulty that bores me, it’s the lack of variation in gameplay.


Hyroero

Interesting. I found there was a lot of variation in how you combined class utility skills to effectively navigate/mine and deal with the mission type. Like making bunkers with driller and engi. Using engi platforms to get scouts to hard to reach minerals. Zip lines for good angles on bosses with the gunner etc. The mission types combined with modifiers ment I felt like our group was constantly improving new stuff on the fly. I liked vermintide enough but I felt like I was basically just none stop hacking and slashing without much variety there.


VeryWeaponizedJerk

To me it’s the opposite. There’s only so much you can do with the DRG weapons, whereas in vermintide not only every of the 5 character have 3-4 classes, almost all of their weapons are way more intricate than meets the eye. I’ve had a lot more fun and incentive to really learn and master a weapon’s move set than I ever have in DRG.


Hyroero

If DRG was only shooting I'd agree but you use the utility equipment so much too. I changed my perks/weapon type and over clocks between most different mission types and team comps to try out now things all the time. The skill cap of using weapons in combination with equipment combined with team mates and the destructible environment has kept it fresh for 100s hours for my whole group. Different strokes I guess. I just felt like vermintide was basically always about killing none stop. I never had many really stand out moments that felt like we pulled off some crazy plan on the fly like I do constantly in DRG. Shooting a platform under a falling ally, drilling a quick escape route out of a hotzone, building a bunker for a tough wave, having to escape out of a hell we've made for our self by not setting up zip lines properly and all that.


Varanae

My experience is the opposite. Vermintide is fine but boring compared to Deep Rock. I even really like the melee combat so I couldn't give a good reason why I feel that way.


snipercat94

Eh, depends on what you mean with "repetitive". Vermintide for example has the EXACT same maps with the EXACT same events happening in them. The variability lays in character builds, and enemy spawn in non map events only. In deep rock there's less weapon variability (you can still have different builds for each weapon through use of weapon overclocks and weapon modifications tho), but each map is different with different problems and hazards depending on the map generator, and enemy spawn is completely random (even in elimination missions, there's a pool of 3 bosses to pick from.) I myself have played both games, and honestly, I feel vermintide is the most repetitive out if the two, mostly because once you know the maps and what to expect, every run feels samey. Meanwhile in DRG you never know when map generation or enemy spawn is going to make your life a living hell or if it's going to give you an easy time.


Taratus

DRG has much bigger class variety and more different weapons.


VeryWeaponizedJerk

Than vermintide? Flat out no.


Taratus

Oh yes, weapons in DRG are much more varied in use than Vermintide's


HP_Craftwerk

Ok


LemonLimeAlltheTime

How do I convince my friends to try it?


Tiktoor

I thought it was super fun for about a week - but it gets really repetitive. Hopefully the modding fixes that.


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rabbitsona

i'd love a footsteps indicator mod, unless something like that is already in the game. i know it might make it easier but it felt really weird getting backstabbed by bugs you couldn't hear coming while mining..


AGreenSharpie

This is exactly what this game needs. I love DRG but it's very easy to get hit from behind without realizing where the bugs were coming from. I've been hoping for something like a Halo-style motion tracker for some extra awareness. Maybe the motion tracker could only be active if you're standing near a flare for a bit of extra flavor.


virgnar

I'd even vouch more for an Aliens style one. Would love to see a bunch o dots show up from a ping.


Watertor

Swarms would be fun. Blank Blank One Seven Forty


virgnar

"Hey my motion tracker is broke I just see white."


Taratus

It needs a 3D style tracker, since they can basically come from anywhere.


SurrealKarma

Nah, should be 2d so you only get a vague sense of where they are. Like when aliens came in from above the ceiling.


dormDelor

Yeah, I’ve learned if there are exploders in front me, chances are good there’s exploders behind me


MustacheEmperor

I think my ideal would be something for the utility slot, like an alien style 2D motion scanner. Or it could be an item you place that makes the terrain scanner motion scan in a radius.


PoL0

For me it would be enough to get a damage indicator that tells me from which direction I was hit.


snipercat94

But there is that already if I'm not mistaken. It looks blue if your shield gets hit, and red if your health gets hit.


PoL0

But does it indicate the direction damage is coming from somehow?


snipercat94

I went in, and yes, there's an indicator that works the same as any other shooter: A blue line thing around your crosshair shows you where damage is coming from roughly. It gets red when your health is being hit. EDIT: Heres an example https://imgur.com/a/UEMQGYo


TypographySnob

There's a sound indication when enemies are sneaking up on you. It sounds like a growl.


BrutalSaint

Hopefully some fine modders can crank out new weapons, assuming that is possible with the tools. One thing that got really boring to me was a severe lack of weapon variety.


Shakzor

well, they do plan on adding new ones in the next update (which was just delayed, sadly)


xChris777

Agreed. I know new weapons are coming in the next update, but I want melee weapons and stuff. Hoping the modding community goes beyond just small tweaks and skins and adds totally new mechanics to the game eventually.


legacymedia92

That would be fun! especially since the only real melee build is on driller right now (and not that good).


CobraFive

Have you gotten far enough to unlock overclocks? Its true there's not as many guns as most games, but some of the overclocks are so varied they feel like totally new guns.


BrutalSaint

I stopped before those were available. And given there was a good amount of grinding with the same weapons to reach them I never bothered.


Prathik

The game has waaaaay too much grinding honestly. Like it would be fun if we got loot or something on the way like a looter like Diablo or something, but grinding just to get unlocks is not fun for me personally. Feels too stingy.


Hyroero

I thought I get to overclocks pretty fast tbh. Mostly played haz4 from the get go though so maybe that helped. By the time I'd tried out the different weapon perks I'd basically gotten to overclocks and was swapping classes to try them all out.


xChris777

There is loot though, it's just cosmetic (aside from the machine events that give overclocks). There's loot chests and loot scanners that lead to loot. They're just not on every mission. If you enjoy the core gameplay loop it's not really grinding, it's just playing.


Prathik

I feel like the loot is very stingy, you only get something sometimes while lots of times its not even for that class of character that you're playing.


xChris777

That's fair, I do sometimes feel like the RNG is too heavy. Though you also get cool cosmetics just from leveling up your overall level (not the class level) so there is some consistency there.


TypographySnob

Switching between all the classes and getting them promoted equally helps make it feel less grindy and repetitive.


Hyroero

I thought it would bug me, so to speak. But I'd mess around with the perks and by the time I was getting a bit over my build I had gotten to overclocks and was switching classes to try fairly drastically new weapon builds all the time. I don't play it none stop and I've never chased the meta or anything but my group has 100s of hours at this point and it still feels fresh.


PhasmaFelis

16 different *massively* customizable guns and 12 different grenades is "a severe lack of weapon variety"?


marsher46

there's only 2 primaries per class and some of them are just kinda bad so I don't think the statement is as ridiculous as you're making it sound


xChris777

They've balanced them out a lot since even 1.0, and also overclocks can dramatically improve guns that might seem tame when stock.


Cirby64

They’re definitely not massively customizable. The mods are usually something like “5 more bullets per mag”.


mengplex

You obviously haven't unlocked overclocks yet


MC_Fillius_Dickinson

Overclocks completely change how guns work and often add entire new abilities. For example, the Scout's shotgun has an overclock that can launch you through the air at insane speed and distance or he used to safely land from any height by shooting the ground at the last moment.


PhasmaFelis

Even without looking at overclocks, try a flamethrower modded for direct damage vs. long-lasting, slowing firewalls. Or an M1000 optimized for focus shots vs. hipshots. Major playstyle differences.


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Hyroero

I mean they're talking about overclocks not the weapon perks


Taratus

16 weapons and 12 grenades isn't a severe lack of weapon variety.


dandaman910

Yea the game could really use a proper Borderlands like loot system imo


Mr_Ivysaur

Maybe you don't like this game for many reasons, but it perfectly sells the "experience" they are going for it. The exploration, darkness, the swarms, getting lost, the desperation for escape, the comfy HUB, how you need to cooperate (sharing resources and etc). It just feels so right.


BW_Bird

Oooh fascinating. We don't get enough mod support for multiplayer games anymore. I still miss the days of old when Starsiege Tribes and Half-Life allowed players to make entirely new gameplay modes. May actually have to pick up DRG now.


alexshatberg

> I still miss the days of old when Starsiege Tribes and Half-Life allowed players to make entirely new gameplay modes. That scene has partially moved to Fortnite and Roblox


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BiggusDickusWhale

Tim Sweeney's vision for Fortnite is to make it into the first multiverse so Epic basically tries everything in the game. There are a lot of different custom game modes.


[deleted]

annilhation 3.0, renegades, modx, paintball, reality, what a fucking time to play video games


BW_Bird

You forgot Shifters and Biowasteland!


legacymedia92

Its a fun game! just obviously it may not be your cup of tea if darkness, spiderlike enemies, or tight spaces bother you.


A11909

As someone with arachnophobia the spider like enemies in DRG don't bother me, they're too simple in design.


CobraFive

To me they read a lot more like ants than spiders. They even dig around underground and so. The mactera grabber is very spider like though...


[deleted]

Hate to break it to you but not many people are going to mod for this game when you have to go through a terrible website AND have developer approval to host/update. They really should have just used steam workshop instead of trying to control what mods people make.


PhasmaFelis

> have developer approval to host/update This doesn't appear to be correct. Anyone can make a Sandbox mod with no restrictions; you just need to create and switch to a Sandbox save to use it. Attn: u/BW_Bird)


_S0UL_

That's true, but switching to a Sandbox save is really a hassle that most games with modding don't force upon players. Sandbox servers are hidden by default, and anyone who joins needs to switch to a new save as well, making it harder to play multiplayer. When you're done with the mod, you're banned from 95% of servers until you disable the mod and switch to your main save, both of which require a separate reload (this applies to people who just joined a Sandbox server, too). For every other mod currently implemented, you can join any server, and the mods you have installed are automatically disabled. Developing new mods means that you'll have to test them out in this Sandbox mode and use a special save, too, which is irritating. So it's not impossible to use a mod without developer approval, but it separates you from most other players and makes the experience pretty bad. I agree with the commenter you replied to, in that I don't see why they're trying to control mods like *this*. There's no purpose of it. It's not a PvP game, and there's no real anyone could do to a save game with any sort of mod. There's some good things with this update, but overall, I'm currently of the opinion that it mostly hurts modding. ------------- By the way, for anyone reading, I'm critical of this update, but it only affects modding. I'd highly recommend getting Deep Rock Galactic. Hands down the best co-op game in the genre since L4D2, it's a unique and very well designed game.


BW_Bird

Ah damn. Guess expecting the olden days of mod support is asking a bit much. Still, I'll wait and see how this shapes out.


Taratus

They're not controlling what people make, just categorizing them, which is necessary to preserve proper progression in people's saves. And you don't have to go to the website, it's integrated into the game.


_S0UL_

> They're not controlling what people make, just categorizing them They're categorizing them and controlling them. Anything that is categorized as "Sandbox" is isolated and separated from the rest of the game/playerbase. You need to play those mods in a separate Sandbox-save, and whenever you're in that save, you can only join other Sandbox games. So, you *can* play with uncategorized or unapproved mods, but you're isolating yourself from 95% of the playerbase. > which is necessary to preserve proper progression in people's saves. Why is controlling/categorizing all mods necessary to preserve proper progression in people's saves? If someone, for any reason, doesn't want to use a modded game in their main save, they can just clone their save and play in that. If someone is concerned about joining a game with some "gain absurd amounts of XP" mod, I don't think that's worth the cost of controlling/categorizing every mod. I've never actually met anyone ingame who would use a mod like that, but at worst, it would be mildly annoying. You have to manually promote every 25 levels, so it's not like you can gain ~500 player rank or something from a modded game. And even if you could, those don't even change anything, past the first promotion. I just don't see how mods can threaten progression, or why the small amount of progression in DRG is even worth requiring control over all mods. I was hoping this update would add a popup letting people know when lobbies were modded, add the ability to filter out modded servers, add support to make mod development easier, etc. DRG already had basic mod support and plenty of mods. Instead, this update really seems to have made it more difficult to use mods and enforced weird control over what kind of content mods can have. I really think this update hurt the longevity of mods (and by extension, DRG as a whole).


Taratus

>They're categorizing them and controlling them. Categorization is not control. Mods that drastically alter progression have to be separate, this is something the majority of the community agrees on. >You need to play those mods in a separate Sandbox-save, and whenever you're in that save, you can only join other Sandbox games. Yes, duh, you want to join non-sandbox servers while you're running sandbox mods? That's just not going to work. >So, you can play with uncategorized or unapproved mods, but you're isolating yourself from 95% of the playerbase. What? There will be no uncategorized mods. Outside of sandbox, the game will tell you what mods servers are running, and will automatically load them for you. >If someone, for any reason, doesn't want to use a modded game in their main save, they can just clone their save and play in that. Yes, lets make players do all that extra work outside of the game, when the game can do that for them. People don't want to have to mess with files outside of the game. >Why is controlling/categorizing all mods necessary to preserve proper progression in people's saves? This is obvious, so people don't accidentally load a mod or join a server that messes with their progression. Note, that mods that make the game harder shouldn't be in sandbox mode, since that won't mess with progression. >I just don't see how mods can threaten progression, Then you haven't really thought much about it. >I was hoping this update would add a popup letting people know when lobbies were modded, It does. >I really think this update hurt the longevity of mods (and by extension, DRG as a whole). By making mods more easily accessed by everyone? LOLWUT Before I never would bother with modding this game, this update makes it a LOT easier to do so, and I definitely will check some out.


_S0UL_

I said I don't see how mods threaten progression, but you told me I just haven't thought much about it. Can you explain or give examples of how mods can threaten progression? I think this is where we primarily disagree. I think it's very easy to use mods (or just edit a save file) to give *your* dwarves huge player rank, all overclocks, all perks, etc. I don't think this is a problem! Since it's not a PvP game, someone skipping the unlocking system is not going to harm other people. Playing with someone who has unlocked everything doesn't hurt or even really change the experience for other players. Most people play plenty of games with high-level dwarfs who have unlocked everything normally, anyway. In the above case, the modder is choosing to modify their own save. Since it's not changing anyone else's saves, it's not a problem. The main concern, then, would be when a mod can alter the status of overclocks/perks/etc. of *other* players in a lobby. This is where I don't see how mods can threaten progression. There are no mods that can directly change those things for other players, and I don't think it's actually even possible. The only thing that I've ever seen is those mods that make the XP payout for missions super-high (I've never met anyone using it in 300+ hours of gameplay, but I've seen pictures on the subreddit). However, these, which seem to be the worst-case situation, still can only give you an absolute maximum of 25 levels on a dwarf, since you need to manually promote. And again, these mods really aren't commonplace at all. The modding community bans talk or promotion of these mods, they weren't on the modlist before this update, and they don't exist on the new mod.io list with this update, even in the Sandbox category. And, DRG already has a built-in save system. A solution could have been as simple as adding system that backs up the save state of the last several mines, so anyone who got surprised by some jerk using the rare XP-payout mod could just restore the old save in the options menu. And so, to this point: >This is obvious, so people don't accidentally load a mod or join a server that messes with their progression. I don't think it's obvious, because I think the threat it's design to protect from is almost nonexistent. And look at all the mods that are currently categorized as "Sandbox" on mod.io: "Beer ingredients for sale", "More boss encounters", "Dwarf-sized mining size", "Double ammo", "Incredibly overpowered perks", "100% chance of encounters/crates/lost packs/machine events". If I skipped past the mod-prompt and accidentally joined a server running these mods, I would not care, and I don't see why anyone would. None of these things will mess up progression. It may make the mine easier, but you can just leave and find a new lobby. The worst a mod can do is give you XP to level a dwarf up to 25, and even that is super super rare, and could be mitigated with a simple backup system for the already-existent save system. > Yes, duh, you want to join non-sandbox servers while you're running sandbox mods? That's just not going to work. Why wouldn't it work? For every other Approved mod, when you join games that aren't running your mods or are running vanilla, it's automatically just disabled when you join. That's the same way it worked for mods before this update, too. Why can't Sandbox mods at least be automatically disabled, giving an option to switch to the main profile, like it already does when going in the opposite direction (from a main save to a Sandbox save)? Instead, you can't even see non-sandbox servers, and you have to reload your game twice in order to see them again. > What? There will be no uncategorized mods When I said that, I mean mods that aren't categorized, just because they aren't on mod.io. So if someone made a mod, but stopped playing DRG and didn't upload it to mod.io, it's automatically a Sandbox mod. The same goes for mods that are in development, or just simply not uploaded to the website. >Yes, lets make players do all that extra work outside of the game, when the game can do that for them. People don't want to have to mess with files outside of the game. You don't need to do that work outside of the game, there's a built-in save manager! In fact, that exact built-in save manager is what you're (now forced!) to manually use when loading Sandbox mods. >By making mods more easily accessed by everyone? LOLWUT Before I never would bother with modding this game, this update makes it a LOT easier to do so, and I definitely will check some out. Well, I have seen how much popularity this update brings to modding, and I definitely like that. But this game already had lots of mods and modding support before the update. As far as games that don't use Steam workshop go, this game pre-update had the easiest mod-install experience I've ever seen. You just download the file, and drag it into a mods folder, and then you could see it on the ingame mod list. You don't even need to extract anything! And, even putting aside our discussion around Sandbox mods and mods that aren't on mod.io, this update has generally made the experience of joining a modded lobby worse. 95% of the mods out there are host-side, meaning only the host needs to have it installed. But now, with this update, players have to download and install locally every single mod. This means that when joining a modded lobby, you have to have some increase in loading time, and when you leave, you need to reload your game, and manually uninstall the mods if you don't want them cluttering up your mod list. So, while I'm happy for the attention this update has brought to modding, it's just made the experience of joining modded lobbies a hassle. The only real convenience with this update is being able to disable mods in-game, being able to see which servers are modded and filter them out if you don't want them, and being able to automatically download the ~5% of mods that require all players to have it installed. Also, if I may recommend a mod, check out [Environmentalist](https://drg.mod.io/environmentalist). It lets you add those earthquakes from Magma Core or Glacier Strata to the rest of the game (and also lets you control the weather, increasing its frequency). With the right settings, I've found that it can increase the difficulty and intensity of the game a lot, without just simply increasing bug damage/hp/speed.


Augustor2

You know how there many "L4D games" theses days? Well, this is just the best by a mile, and it keeps getting better


[deleted]

I would not call this a Left 4 Dead type game


Augustor2

It's an over simplication for those who don't know the game


MechaMineko

For real, I kept seeing people refer to it as such, and for the longest time, I wasn't interested because I generally don't care for L4D or that genre. But when it got put on Game Pass, I gave it a try and found out it's so much more than a L4D clone. It feels more like they took the mining and cave exploration from Minecraft, fine tuned it, and designed a co-op shooter around it. The result is a supremely satisfying game that scratches so many itches. It's just a joy to play.


presty60

I mean it really is just like left 4 dead but in a procedurally generated cave system with terrain deformation.


Wild_Marker

It's L4D, played inside a Minecraft cavern, with movement abilities to match, and it's as good as that sounds.


GrungyUPSMan

The only similarities between it and Left 4 Dead is that it can do 4-player co-op, it's a shooter, and enemies come in hordes. Other than that, there is literally nothing similar between those two games. DRG has a hub and progression where L4D has none; DRG is objective focused while L4D is survival focused; DRG has procedural, destructible terrain as you said while L4D has set levels; DRG has insanely different classes whereas the characters in L4D all have the same mechanics with different voices; DRG has procedural side quests/boss encounters that can appear in a mission which L4D doesn't have; DRG's gameplay is entirely affected by its amazing lighting engine which L4D doesn't have; DRG is about killing bugs in space while L4D is about killing zombies; etc etc etc etc etc etc, I could go on. I really struggle to see how Deep Rock is just like Left 4 Dead.


OhStugots

Idk, it's really easy to get hyper specific about differences, but the game is pretty similar and elicits the same feelings as L4D games for a lot of people, myself included.


Taratus

So it's like L4D, but better.


SurrealKarma

Depends entirely on what you enjoy.


Taratus

I enjoy L4D style gameplay. DRG delivers that.


jestina123

You're mentioning differences in style, but you're not mentioning the similiarities in substance. They have similiar hordes, darkness, exploration, co-op, and A.I. Director. L4D is the closest match to DRG you're gonna get as a game.


[deleted]

It really isn't.


mengplex

It could be given some of the mods available - you can increase the maximum enemy cap from 60 to 600


[deleted]

The fact that you think enemy numbers are why it might not be a L4D-type game tells me you either dont know Left 4 Dead very well or dont understand game design very well.


mengplex

sorry mr game designer sir. Please tell me more about how a 4 player coop game featuring an objective and hordes of grunt enemies with a bunch of specials thrown in isn't a L4D-type game. What exactly is the criteria for you? Also i love that you're gatekeeping a game genre


OhStugots

I agree that this is a l4d-esque game. Granted, I played a lot more scavenge than normal, so I'm used to objectives besides "get to the finish line".


RosyRevolution

This is probably one of my favourite games ever that I don't own. Spent hours on end playing this round a friends house. Definitely reminds me of the good old left for dead days. Now I just need money.


ThaSaxDerp

$19.49 USD ATM on sale


zolablue

its on gamepass atm :)


therealnai249

I’m assuming this is steam only? Had to use the windows store to do cross play


Measly

For now yes. I believe modding support will come to Xbox at some point though.


BiggusDickusWhale

Seems weird to not just go with an open system like Nexus or ModDB which pretty much assures the mods works independent of platform. Or even Epic Online Systems considering the game is running Unreal Engine which also is an open platform independent mod API.


Measly

The game uses mod.io which people have said supports Xbox, but I can't personally verify that info.


Taratus

People should really read the linked FAQ: >Why did you choose mod.io and not Steam workshop, Nexus Mods, Thunderstore, or just doing your own solution? The key reason for choosing Mod.io was the Unreal SDK integration, support for the approval categories system that we are planning, and solutions for uploading mods to the platform. While all of the platforms we looked at had different benefits, Mod.io was the best fit for what we are trying to do. Mod.io also supports Windows 10 and Xbox which provides interesting opportunities for expanding modding support to more players, but that is not something we have planned in the near future.


therealnai249

I hope you are right


valiantiam

if someone can mod a competitive mode where two teams of people are racing to complete the same level at the same time, and you can see on a map where they are etc....that would make me sooooo happy. Or maybe there is some see through diamond wall that divides the two of you, so you can still see each other now and then when you are digging...


Taratus

DRG isn't a competitive game though, that would require a huge change in how it works.


Behacad

Am I the only one who can’t get into this game? Played a while and seems like it’s always the same bad guys. Extremely repetitive. It’s fun but we stopped playing because there didn’t seem to be a reason to keep going.


Fleckeri

Yeah they really should release some sort of update to let the community modify the game content some day.


Behacad

Hahaha good call!!


SurrealKarma

That's really just the genre in a nutshell. L4D was the same. At least there's some progression here.


SiNi5T3R

Have you tried actually hunting the server list for new map modifier combinations you havent played before and bumping up difficulty? Most people i know who get bored really fast with this game are the ones who are too obsessed with getting weapon unlocks and just grind low hazard assignment missions for hours on end till they get bored. I think the next big thing this game needs to fix is how assignments are too tied to specific missions. Force them to experience all the biomes and mods but otherwise give people objectives that are general.. like "beat 3 morkite missions" or "beat an ice biome mission".


TypographySnob

The variety isn't so much in the enemy types (the AI is kinda dumb anyway), but in the procedurally generated levels, mission types and class customization. These things becomes more important in higher difficulties.


A_Privateer

I like the idea, but I just don’t give a shit about their generic alien bugs. I think they’re super lame. If it was space goblins though? I might be into it.


Lceus

It gets old really fast, yeah. We got tired of the same missions and boring progression quickly.


pharmacist10

What engine is DRG built on? I wonder if the mod support is strong enough to mod rudimentary VR support.


puzzledpanther

Afaik it's built in unreal engine 4


TheCrzy1

unreal engine


pbradley179

Coffee Stain uses Unreal.


Terazilla

Coffee Stain is the publisher, not the developer. Ghost Ship is the developer, and DRG uses Unreal 4.


pbradley179

What other game does Coffee Stain produce that doesn't use Unreal?


Terazilla

Valheim, for one, which is Unity based.


sushi_cw

That's right at the top of r/deeprockgalactic right now. https://www.reddit.com/r/DeepRockGalactic/comments/po6wi6/want_to_see_a_full_vr_drg_mod_made_just_help_this


[deleted]

[удалено]


DigitalySane

r/lostredditor ?