11:35 About ten days ago I posted on reddit some ideas for how to move forward with the lithophage in S4.5 or S5. The overall concept was that DRG couldn’t eliminate the rockpox but managed to push it into “containment zones” that had to be maintained. These were my three base ideas: *1) Simple Containment Mission* - contagion spike cleanup becomes its own mission type, with something like 3/4/5 spikes per mission (depending on length) and 1/2/3 of the spikes (respectively) “hatch” into a Corruptor as soon as they’re disturbed. *2) Lithophage Exclusion Zone* - an entire biome dedicated to rockpox containment, it would only offer the above mentioned mission type, and the _actual_ biome beneath the infection would be randomly selected from the naturally-occurring biomes (Salt Pits, Magma Core, etc.). *3) Containment SpecOps* - this would be a special “deep dive” totally dedicated to cleaning up lithophage infections that have broken out from quarantine (again, based on the mission concept from idea #1). Each stage’s primary objective would be focused on rockpox cleanup, but its secondaries would pull from the same secondary pool as regular deep dives (morkite, eggs, mini-mules, dreadnought, black box). Completion would award players with a blank core, a weapon core, and a cosmetic core.
Proposal 1 feels most likely, 2 is basically the same and 3 feels like it might be too much focus on rockpox. Keep the mutator as there are bound to be stragglers and this works really well
Definitely would like to see number 1. Since I’m assuming season 5 and 6 will be a whole new concept that would be a good way to keep season 3 and 4 content but also have it make in game sense that fits with the story
An idea for the first proposal would be maybe they could make it similar too industrial sabotage with one big lithophage in the middle and a few smaller meteors on the sides which need to be cleaned up before attacking the major one
I think a new mission type of event could something like a F.O.B, where to dwarves have to clear an area, call in supplies and turrets and establish a base. I'm not sure how this would work but it could be a fun idea
If they somehow make that into a potential endless defense where you can extract out whenever you feel like (just so you're not forced to play until you die after establishing the base) or just test out the limits of crazy builds/terraforming with limited nitra, I think it can become something really special!
I feel like the departure of Troels wasn’t a bad thing. If it means he can do more of what he wants and he can move his life in the way he wants then good for him. He will always be welcomed to DRG.
yeah, and at least as far as his job on the project is considered, his work here is done. The soundtrack is complete, it's not lacking in anything, and it's damn amazing. no need to stick around at this point.
@@poyloos4834 That's not entirely true. Troels didn't just compose the soundtrack, he was also responsible for all of the immersive sound in the game. Unless DRG stops getting content after this season, which is unlikely, the soundscape of the game is not completed and they're going to need a new sonic architect. And whoever they may be, they'll have some real big shoes to fill, because Troels did an amazing job with DRG.
Glad to see lots of DRG creators pointing out the flaws that are starting to become apparent in the seasonal formula. I hope they take some of this criticism to heart for whatever they do next season
The flaw is that they frontloaded Seasons 1 and 2 with _way_ too much content. They were also working on the new set of weapons long before the Seasons were even announced. This set expectations way too high. Don't think GSG is doing much "wrong," so much as they did too much right with the first couple of Seasons. And - people forget - that even back then, people were complaining. I'm not saying nobody should critique the new Seasons, but it's just a bit unfair is all. I think Seasons were meant to be like this from the start. A little bit of flavor that sort of runs "in the background" of your usual gameplay. After all, DRG has never had a plot or story, not a concrete one anyways. It's always been an arcade-y shooter at its core. Trying to cram in world-building, new missions, and objectives every 3/4 of a year was always going to be too big of a task for Ghost Ship. I wouldn't be surprised if future Seasons are around the size of 4, or even smaller. Maybe we'll get another mission or batch of weapons down the line, but it will be the exception, not the rule. The problem here is that GSG set the "exception" as everyone's first taste of Seasonal content, which was a mistake if you ask me.
@@bugjamsI don't think people are asking for a bunch of crazy stuff EVERY season. I think the problem with them is just how long a season lasts. When I've seen all the content a new season has in 20 minutes/1 mission, my first thought is "this is everything for the next 7-8ish months." so by the time we've gone 2 seasons of nothing crazy, it doesn't look like much when you hear 2-4 but that's actually kinda close to 2 years.
@@bugjams If they're gonna be smaller than 4, then it's hard to call them seasons at that point, mini updates is more suitable. I personally was very skeptical when they announced it because I felt like it will eventually just become cosmetic drops with nothing actually added, which is kinda the case for s4. I wish they went back to just updates, no one was complaining about the lack of themed updates. Most updates added something new, things that were permanent features in the game. Because I miss the times when me and my friends were excited, excited for new enemies, excited for deep dives and overclock system, excited for machine events that followed after that. These seasons kinda feel empty, like someone has already pointed out, you can see everything it has to offer in 1 or 2 missions, that's sad as hell
Definitely the events feel so incredibly rare. I wish you could maybe tell the game somehow 'I want to hunt this specific thing', be it the OMEN (I really like the OMEN, I even made a list of like thirty possible additional modules that will certainly never be added because it's a tiny event in a massive game), Rival stuff, Lithophage, whatever, and the game would prioritize those somewhat. Realistically, the company in-universe would probably quite appreciate that and be very accepting of someone experienced actively seeking out these dwarf-hunting nightmares that Hoxxes now harbors, and it would even allow for some more alterations and additions to the less varied of them (again more for stuff like the Caretaker or OMEN where it doesn't change based on, like, terrain or anything and is just the same fight every time). The Deep Dive season challenge definitely fits right in, and I think maybe weapons could be done for it, or perhaps something like challenging you to complete missions with modifiers, either specific ones, or any modifier. I do hope new regions or missions come next, though, because I would love to see what they could do with that. Perhaps alongside the long-awaited perk update.
Im reminded of Dead By Daylight's offering system, where players can use items to influence what random map they get placed into, or where certain objects spawn in the map. Having some sort of system where players could spend credits or minerals to affect the chances of events would be interesting. Flavor it as the players bribing mission control to give them the juicier contracts or something.
The challenge with re-randomizing weapons on each stage of a deep dive is that ammo is supposed to carry over from one stage to the next. Different guns have different ammo capacities, and different mods can also affect the cap. The crossbow really complicates things, as it has two different ammo types. The devs would need to implement some sort of ammo conversion algorithm, and, ideally, some lore to explain what's going on in-game in the dropship between missions.
Hi Sniss! It's going good, thanks! And thank you for taking the time and effort to make these awesome videos. And yeah, I'm happy we were able to address the issues with the S04 DLC. Rock and Stone!
Ooh!! I remember AxisKronos brought up the fact we usually develop nicknames for the bugs, but he couldn't think of one for the Septic Spreader, but after this, your comparison to Menaces gave me an idea: What if we use that as it's nickname? "Mini-Menace"!
Stuff like jet boots could be modifiers by equipping everyone with them automatically or by having the boot box deploy from the pod, kinda like molly. I really hope we get new tech like the boots in future seasons, as they look like awesome fun!
well, if we're gonna have a positive modifier, why not a negative one too? high gravity modifier. actually, that one sounds pretty annoying, but i think it could make you consider the map and how you move a lot more, much like what low gravity does.
Season challenges are definitively one of my reccurent nitpick of DRG seasons. Execpt the class one, I don't really change how I play to complete it since assignments usually dictates what mission I have to do and the biomes in biome challenges are frequently locked. It always suck to have a challenge you can't decide if you do it or not
I've always felt the same way, I'm not a fan of the locked biomes, the timed mission selection and the forced modifiers. To me they're the only "bad" parts of DRG
I would really like to see power ups like enemy radar or night vision goggles in the future. I'm sure they could be balanced and they fit into the scifi them well.
This is great idea and creates some neat balancing opportunities like the radar you mentioned could have heat meter to players can't have it up all the time and choose the right moment. Thermal/NV goggles could be a problem as bright lights would blind the user meaning throwing flares would be annoying. Perhaps a power up could be each player gets a single super-flare to throw out. Behaves like a regular flare but brighter and never goes out. Activated by holding the flare button. Box contains 4 super flares. Each player can hold only 1 at a time so no-one can hoard them all. Good for lightning a cave before an extended encounter like events, bosses and later waves.
@@PlebNC flares blinding night vision works as built-in balancing, you’d need to coordinate with your team in order to attain more information about the cave and situation you’re in
To be honest, I'm incredibly happy with the state of this game. That majority of content creators I watch and some of my closer friends (all of which have hundreds upon hundreds of hours in-game) talk about improvements that could be made to content--and I agree that small things *could* be done to make the game even more stellar--but as a student with ADHD and a very limited pool of free time, being able to just sit down to a friendly community and an enjoyable (and rarely game-breakingly buggy) experience for an hour or so fulfills me.
the only thing im worried about in the future is how they move on from the Rockpox without totally removing it, i think a good way to add a new biome is to have the "rogue comet" fucking crash into the planet and make its on lithophage biome where the hazard warning would be common but not always there, obviously there would always be rockpox stuff to deal with in the biome (and it would keep the rockpox enemies around and Harold too) and i think putting the hazard bonus there sometimes would be a good way to keep people going there to deal with the rockpox as incentive to keep the infection stuck to its own area so it doesnt spread across the planet again, they always make it a point that "nothing goes away forever" with cosmetic items but i hope thats the same for mission content too
Super insightful suggestions here, I agree the random events are getting so numerous that it’s hard to run into certain content. Does the “rival presence” mutator ever spawn anymore? I really like the idea of having the players either increase the chances of certain kinds of encounters (like rival or plague) OR making new seasonal stuff tied to biomes in some way. Imagine two new biomes themed around robots or plague specifically, and they occasionally spread their influence to another biome? Just my thought on how to make these wonderful elements still accessible in the future
kind of glad we rarely get rival presence. i like deep rock galactic, but i have very little patience with rivals. this is a game about shooting alien bugs, why the hell are there alien robots?
I really feel your point on the season stuff being added to the random encounters instead of new missions and biomes. I think it's also important to point out that as new content gets added to the random objectives and random encounters, each individual one becomes more rare. I joined in season 3, so I have only really done maybe one prospector and nemisis encounter each, and when I think about new players joining post season 4, I think it would be a shame for them to not only miss out on the rival tech encounters, but also the season 3 and 4 encounters. Most players wouldn't really put that much time into the game, so it would suck if they never got to experience corruptors and prospectors, as well as all the "base game" encounters like crassus detonators and BET-C.
I think the next season should give the prestige system some love. As I see it now, it is just level up, spend a ton of resources, and get a fancy new profile frame with some blank overclocks (I have them all). It'd be neat to see perhaps some additional content or maybe even rank up exclusive content (Overclocks or cosmetics only obtainable via prestige?) to make prestiging more rewardable.
Well its not important, and the developers might not have any intention of adding it. I'd love to see more lore added to the game. A use for error cubes, finding out who the rivles are, and maybe even a picture of karl!
The stingtail is one of my new favorite enemies. Tough as nails, and the grapple is both threatening as all hell and one of the funniest things to get hit by. You just get flung wherever and you gotta work with it. I hear the squeak and then my friend suddenly screams while being flung across the cave.
Personally I would love for them to dive deeper into concepts already present in the game, like xynarch suckers on bet-c. I feel like they could do so much with them, or wtf the omoren hearthstone is in relation to the planet.
I think, a new mission type where there’s insanely high buy spawn chances, but less rare enemies, and all you have to do is kill a certain amount of bugs to win, would be very fun.
This is the wrong place but my comment would get buried on your outerwilds video so I’ll comment here. I saw the thumbnail of your “why you should play outerwilds” video and decided to not watch it. I made it my goal to play it blind and my god was everything so much better because of that choice. I had not the slightest idea what to expect but I wasn’t disappointed by anything. The story was heartbreaking and I just want to thank you? Idk yeah
I was literally tabbed out looking at some emails during the outro, and was literally saying "bwoow, bwoow" with the music. I tabbed back in to restart the music part, and saw you wrote the words on the screen! I died laughing lmao. Crazy how the music in the game makes us do that haha.
I just got into DRG a few months ago around the start of this season and MAN I wish I had started playing sooner. It’s so good! I’ve been binging you videos lately too since they’re kinda funny and also informative
What they could do with the plague spikes after the event is not only make them their own mission type, but also have the whole secondary primary objective thing be a new mutator and work like deep dives do. cause right now it seems lithophage stuff is mostly just the sole secondary primary objective mutation.
I had this idea for season 5 or some future season called "rival come back" basically since the dwarves and DRG were so busy trying to clean up the rock pox. The rivals managed to get enough data to set up mining operations. Management is quite mad about this obviously so they send you in sabotage the rivals mining operation and steal all the resources. The mission would be a bit of a mix between Point extraction or on-site refining with industrial sabotage. Maybe you can find cargo containers and misson control can send down little rocket things to lift the rival cargo crates to the space rig (basically letting them use one of the scrapped ideas for a mission type) Another idea was that the rivals started weaponizing the bugs
Personally the update was a bit of a washed to me I didn't like rock pix. I just found the rock pox enemies to be unnecessarily bullet spongy or brain dead easy to kill if you bring blow through on minigun. I know you're supposed to hit the weak spots but half the time you can't even fucking see them.
I would love if they re-added manual guidance cutoff. The flexibility of being able to shoot in multiple directions at once made it better than the alternative of weapon switching. The boost to missile velocity was enjoyable as well and felt nice on both the guided and non-guided missiles
I agree with what you said about previous season content not really showing up. I really like the rival presence and the nemesis is probably my 2nd favorite enemy in the game. But I think I have only seen two or three this past six months, and I’m level 150 in the season 3 terminal. I really wish they had a 100% chance to have at least one rival presence always on the board
My favorite change so far about the update is the change to the enemies on the Contagion Spikes. Before, in Season 3, I used to almost exclusively encounter infected Praetorians when cleaning the spikes, and only occasionally saw the infected Grunts during swarms. Now, the enemies near the spikes are more varied, which definitely makes dealing with them way more interesting and less repetitive
I appreciate you calling out the formulaic directions the seasons are going as well. It’s hard for me to really articulate my thoughts on this season as the content that we did get is of standard GSG quality. The issue is that it all fits in the same “lanes” that things have in the past. Cosmetic tree, scrip, Pass, random event. Done dusted and shipped. It feels like they’ve trapped themselves a bit into what a season has to be. Breaking that mold in order to implement a new game mode or new mission types might have to happen. Great video as always and congrats on 50K! Can I though the silver play button? 🥺 Seems like you’re gonna get it real damn soon 😂 Much love gamer ❤
My favourite new thing is the 8bit versions of swarm themes that play on jetty boot. Harold’s nice but 8bit dance of the dreadnought? Nothing could compare.
You know that Ghostship is going to make it so that if you point at a Corrupter, there is a 1 and 10,000 chance of your dwarf screaming, "IT'S HAAAAAROOOOOOLLLLD"
Great points overall and I think you really touched on the concern that as Deep Rock grows and more events get added that we run the risk of oversaturation and very low spawn chance for these elements. I'm curious what your thoughts may be on adding more separation to mission types or hazards, perhaps there's an orbiting moon with 3 more biomes, and on these biomed players will have a higher chance of fighting the rival cooperation, or an infected zone at the pole that has a higher chance of meteor strikes? As games like this continue to grow they eventually need to cel-divide so that everything doesn't end up pulling from one gigantic pile of content. Just an idear, thanks for reading and thank you for all these videos, you're one of my favorite Deep Rock youtubers to watch!
I feel like there's a pattern with Season themes, with two seasons being dedicated to one theme, and if we consider that the Lithophage theme is following the same pattern as the Rival theme in Season's One and Two, *what theme could we see next? in Season 5?* A theme for a new type of Hoxxes animal species? A theme of abandoned Rival tech? A theme of ELVES invading Hoxxes? Those are my guesses.
Well the Dwarves in this game works for an Elf company. Unless the invading Elves are another company I don’t see why the Elves would make it even harder for their workers to do their job.
@@Unchainedful Oh they are? Didn't know that. I just thought Dwarves were racist towards Elves because of something else like Elves not being as strong as Dwarves or whatever, not because of them working directly under Elves.
I'm overall very satisfied with the new season. Between the new enemies and season event, much needed changes to overclocks for balancing, and well implemented new additions for gameplay, I think this season stands out noticeably more than Season 3 did. However, I am bummed out that perks were not touched at all this time around, despite probably a good portion of the community asking for tweaks and buffs for both passive and active perks in DRG for some time now. But, I can't complain too much since GSG did put a lot of extra time and work into making Season 4 a standout season for players new and old, much like Seasons 1 and 2, in my opinion. And at a time like this where so many other games crumble and fall because of lack of communication, terrible game changing decisions, and neglect for care, it's nice to see DRG going strong after all this time and pain with modern gaming.
the way you could combine the rockpox stuff into one mission is, you need to clean an area where there is a rockpox meteor, you crack the meteor, and then harold comes out of it and he's more of an actual boss now.
I would love some more mission types in the future. I really like the missions where you feel like you ,,work" for DRG (Morkite refineing, Drilldozer). Like, maybe DRG made an antidote for rockpox so we have to build giant machines that pump it into the ground, and we have to assemble them bit by bit. Or new variations to missions we allready have, like a mission with a diffrrent Heartstone. This spacedwarf mining concept has so much potential , im sure they gonna have cool ideas for a long time in the future.
Harold was heavily suggested on the official reddit threads. I suggested an infected dwarf body floating outside that would occasionally turn to look and knock on the glass outside the station. Maybe even saying "Help me".
From what i have seen I will definitely put a lot of time into this season with my friends. I do agree that the season system is showing it's hand because of how similar the structure is between them. First it was robots gathering data and now it's a lithophage outbreak. I feel going forward that instead of seasons they should do campaigns where they can focus on 1 theme easily whilst also being able to add in more stuff. For example, season 1&2 would be the Campaign of the Rival Incursion and season 3&4 would be the Campaign of the Lithophage Corruption. If the seasons are going to still work like how they are now I think that can help give them the space to add in new stuff alongside the Campaign. Like new biomes, weapon reworks, new overclocks, new mission types and new enemies. Oh and a perk overhaul because I think the system needs another one. There could be a mid-campaign update on the GSG channel saying we are doing good work but more stuff has appeared on the scanner and then they would show what other things have popped up whilst everything was going on. I think this system could help them have more room to work within to still have theme centered updates and still be able to add different things along with the update when they feel it's ready to release. For new ideas I had an idea for a mission type called 'Old School Salvage'. We would go deeper into Hoxxes IV to find long abandoned mining posts to find a minecart with a Tritylite crystal stuck to it. Something along the lines of increased demand for the mineral in the Galactic market. With the build tool we would make rail lines through the caves that we can ride like the pipes. Eventually we would take the minecart to different turnstiles (circular platforms) to gather info of what happened to the outpost in a blackbox attached to the minecart before we call the drop pod to pick us up. I think it would be cool to see what other mining operations DRG has going on on Hoxxes IV. Oh and since we have sleeveless armor now I think it would be cool to have more arm tattoos to look for and find in Matrix Cores or backpacks to equip to our Dwarves. Can't wait to finally play this update and see where the game will go next.
I gotta say, one of the things I really appreciate about how ghost ship has handled the seasons is that each one contains not just the season event, but also some content for the game as a whole as a secondary focus. See the new weapons or grenades in the past seasons and the new enemies in this season. That's a balancing act many games completely forget to even address. This being said, I'd love for a season to be themed wholly around some new permanent content like a new biome. Maybe theme it to exploring the biome and then dealing with some issue the dwarves have brought into it. I suppose there'd be logical issues with that like how said Biome wasn't completely overtaken by the Rivals or Rockpox by the time we get there, but maybe that's something they could think of a way to address.
A cool new mission type that they could make would be one where you go around collecting Plaguehearts. The cave system would be similar to either a Mining Expedition or Exterminate mission and there would Lithophage Outbreaks and/or dormant meteors that need cracking, maybe the occasional Harold too. Leaving the Lithophage Outbreak to just a mutator would be kind of a waste with how much work has been put into it and having meteor showers occur wouldn't make much sense lore-wise once they are done with the Lithophage story arch.
the thing with the random events, they could probably use the system they have for infections, aka random areawide "mutators" ontop of everything else that makes spawning certain types of events more common, like a "rival drop" that makes incursions more common, or a machine node that makes machine events more common than others etc OR they could tie it to biomes too
while new missions would be fun, what about adding more variety to current missions? A bit like what they did with adding more dreadnoughts maybe during egg hunt, some of the eggs are in egg carrying glyphids maybe during on-site refining, it selects from a random variety of machinery the dwarves need to set up and maintain that all do different things? maybe salvage could end up having to salvage the remains of different mission types? maybe in point extraction you could call down machines and defences, and it could become an endless mission where the longer you stay the greater the rewards? maybe season 5 could be themed around DGG expanding it's influence on hoxxes and setting up underground fortresses, and there could be missions around setting those up?
I'd love for ghostship to see this video and really take on board the suggestions posed in this video, they all seem like brilliant suggestions and I'd love to see ghostship take them on board. Rock and stone you beautiful dwarves.
Something I just realized. As an engi main jet boots will probably pair well with RJ compound. Just to give more control and give you a fall damage break that doesn't consume platform amo, plus you can throw out platforms to let the boots cool without loosing hight I think they don't change weapons mid deep dive is due to ammo consistency
I think also that there should still be some sort of reward for the season random events AFTER the season ends. Rival stuff doesnt really give you anything besides XP and a few creds so even if they do pop up more its just... there i guess ? Whereas in their respective seasons you'd be excited to see and do them. It just kind of feels wasted after the season is over imo
8:48 - Funny enough, the changes to the pellet, mag, and ammo count are exactly what I suggested since it doesn't seem like they can actually make both barrels shoot. I made the suggestion in the Discord that if it was an engine limitation, they should should just alter the numbers so it's the same ammo economy. Someone said it wasn't an engine limitation. Looks like I was right.
Very much agree with your thoughts on season updates as a whole, I don't want to see this game get bloated with events that lower the chances of coming across each type. Like you said, I haven't seen a rival comms router or data deposit in months, whereas the meteors were pretty much a constant in every mission. I know the whole point is that the previous season's events become less common, but that basically means that if you weren't playing during that season it won't be as much of a presence for you.
So far this season I have had some of the most fun swarms because of the added complications of the new bugs and jet boots. They add so much variety and fun
The boots seem like an amazing idea. There are a lot of times where the verticality of Hoxxes makes the contagion spikes absolutely insane to deal with, so these boots will hopefully make these challenges more accessible, no matter the randomness of worldgen.
I’ve been playing this update everyday since its release and I’ve yet to encounter a rockpox corruptor, which is literally the poster boy of the season… So yeah, what I’ve encountered so far was very fun but I think moving the big new feature thing to something controllable like a new mission type or a biome rather than something that have a chance of spawning may be a great idea, especially for unlucky fellas like myself…
Thoughts about the last few comments of the video and for if they're going to continue on this 2 season theme, I think if they just keep the lithophage warning areas on the map and implement a rival company warning too and have missions in those areas have a chance at spawning those season specific events but only in those areas. It makes sense for those things to only happen in the "active" areas and keeps the dilution of the original event pool the same no matter how many more season events they add
Also FYI you are not gonna get many rival stuff outside its modifier(including random event stuff) so its normal to get em rarely, i do feel like machine events need a few new variations and one in particular needs a full rework or removal along with something similar that allows u to get a pick of overclock or cosmetic as an activity
What's missing is the new bosco paintjob in the cargo crate. That said: It's sad that crates and backpacks are being somewhat neglected. I know it's hard to create a constant flow of cosmetics but for me personally the reward from getting something from these is way higher than unlocking stuff in the terminal. (Yeah, I can just not unlock them and they go into their pool, but cmon) Maybe we could get random minerals, a voiceline complaining it's empty, some data that mission control praises you for collecting, some cryptic message from Karl (adding some lore snippets) etc.
I encountered a stingtail in sandblasted, and theyre a fcking threat when combined with the sand spouts. It pulled me straight into a spout which launched me through the entire cave and just killed me outright from fall damage.
I think I have to agree. Deep Rocks seasonal model isn't actively harmful or malicious like most games seasonal models, but it is still a seasonal model, and that means it ends up feeling very samey. I think its very limiting in what an update can do as well, as they always have to fit the theme. As an example, we'd never get something like Escort Duty in the seasonal model unless the entire season was focused on Ommoran Heartstones. Maybe if the theme for that season was "new mission types" or "roughnecks at work" or something we could see that, but its still limiting because it requires the whole season to be based on the thing thats adding it. (That said, i would adore a "roughnecks at work" season thats focused entirely on additions that feel like we're a mining company, things like the hardhat cosmetic would have fit that kind of theme). Destiny has the same problem coupled with its seasonal model being malicious unlike DRG's. But the ways seasons are built means you always know whats coming. It shouldn't make updates feel worse, but they do. Something about human psychology just doesn't appreciate the updates as much when they're packaged like that, and it also feels like we get way less updates. Also also, while I adore that they're not removing old seasonal cosmetics, putting them all in the cargo crates and lost packs, which don't spawn very often, is honestly not much better in practice. In principle its very different, and for that I love Ghost Ship, but in practice, getting old seasonal cosmetics just doesn't happen thanks to how rare those events are, and how large the item pool has gotten. I think they need to move these cosmetics to more sources. Cosmetic overclocks would be a big one, as that pool seems weirdly small (over half the cosmetic overclocks I've gotten have been variations on the same beard, and in general I'm never excited to get a cosmetic overclock).
The new enemies REALLY feel like they are a part of the game, for context i started playing this season and i just presumed that these enemies have been in since day 1, just harassing everyone
I think this update really helped refine the game towards what it’s meant to be, even if the stingtail is a total pain and its grab attack needs a longer cooldown
If you add Jet Boots as a mutator you'll just end up with Scout being the least desirable class and lobbies that ask for a minimum of promotions probably also adding the rule of no Scouts. It would also become too similar to low gravity. What they should do imo, is having them at least be some sort of challenge similar to BET-C. Not exactly great when the mission becomes infinitely easier because you got lucky ._.
I said it somewhere else, but the beer swapping weapons mid dive seems really hard to implement. Youd have to take into account current ammo count, how many ammo mods one gun has vs another, convert them, and from a coding perspective thats a lot of point for something to go wrong
I think adding something like a weekly pass objective is great. Like "play with the leadstorm 10 times" would be fun and every time you complete a mission it adds extra pass points like 100 ten times. I think something like that would be great. Thank you to any devs reading this
Add weapon, enemy, and hazard level season challenges just adjust the number's based on what weapons these are and the enemy types. Sleeveless armors, maybe tattoos in a later update? Maybe hair and hats could get separated later too.
Translated by Google: What I love about Deep Rock Galactic is its business model that despite being a game as a service, is perfectly executed because there are no micropayments, you have free passes at no additional cost and monetization is very friendly since DLC is optional and not required. This is a clear demonstration that the problem with games as services is not that they are bad, the problem is the terrible execution with excessive micropayments and a very abusive monetization to squeeze and get money from the players in that bad way.
This update seems amazing. As a long time DRG fan this will add tons to the experience however for season 5 the team at GSG will likely have to shake up the formula a bit more before these seasons start looking all the same. Can't wait to play!
I'm excited for the balance changes/reworks. In future updates I'd love to see more overclocks for weapons and continuing to improve subpar overclocks to make them viable alternatives. I'd also love to see some changes made to perks, either reworking the less impactful ones or adding new perks.
Started playing as soon as I could this morning, didn't realize there was a YT vid. over 20 lithophagge warning missions. No corruptour or breeder or jet boots. =( Lots of "Goopers" (Septic Spreaders) though. They certainly hurt alot. Fun how they seem to act as mortars rather then direct fire. Has made all these retrieval missons a pain. RIP station 5.
I'm amazed by how much they added with all the other new game products they are working on like survivor. I agree it would be fantastic to see more biomes, maybe an extra deep and dark area, and an area out in the asteroid field from all the blown off planetary debris where you have to travel between floating islands. Would be a hard one there but would be very different.
I feel like they’re are plenty of things about DRG that are scratching the surface of unused potential. So here’s some rapid fire ideas we’ve all had at one point. 1. Giving Gunner and Driller more mobility. Don’t get me wrong, I love all the classes, but the fact that Gunner and Driller have no FAST mobility without a perk will always be an itch I can’t scratch. 1a. Give Gunner an OC that gives the guns recoil so powerful it launches you back. Fortnite actually had a gun like this years ago, where if you shot it, it would send you flying the other way, unless you were crouched. So, unless gunner is crouched, this OC would give Gunner recoil on his gun. The Leadstorm can be more consistent, The Hurricane can give bursts of high speed but you can only turn if your shooting, and the Thunderhead can be a nice mix. 1b. Drillers primaries can now increase all teammates movement speed if they walk through it. Fire would just give a flat speed boost, Ice physics, and let the green goop increase jump speed and height by like 30%. 2. A new “event” or mission type, requiring miners to race from one point to another. Here’s some subcategories for whatever works best. 2a. A small track, like an Olympic circle but bigger, and not a circle. Have Dorettas cousin, Delores or something, dig a small track. You have to move the track to power something that is required for the mission. Maybe the story reason is that batteries just drain, or they aren’t compatible with the machine type. 2b. Triple the length Dotty digs in an escort mission, and make the dwarfs deliver or build something. Maybe add the rails or a train system. I think this would work best in the shape of like a race track that isn’t the Indy 500 “Ok so the tunnel on the left is shorter, but it’s very easy to get knocked off, and we don’t have the platforms or nitra to make it safe. On the other hand, the right tunnel has a ton of (insert biome hazard that can’t really be removed or dealt with” “What if we don’t need rails? I mean it’s down anyway, scout can deliver it like Amazon, Engi can make steps on the wall, Gunners goes down anyways, and a driller tunnel in the wall can provide cover from like 200 degrees.” 2c. A battery that prone to freezing or overheating and is very fragile. If it’s freezing, you have to use your body heat and fire damage to keep it warm. (Don’t throw it) But if it’s overheating, you’ll need to use freezing weapons or have your dwarf touch it as least as possible. 2ca. Make the battery required for multiple things. Wanna set up an industrial military turret here? You can but it means you’ll have to unplug the giant lamp that keeps Macteras and some of the smaller Glyphids away. Maybe make the battery required for objectives. Instead of keeping multiple things from not breaking, you have to pass, the battery from thing to thing until ____ happens. 3. Support overclocks. A reverse grappling hook that lets you shoot terrain at bugs, a zipline that’s way faster but you can’t hold or do anything, drills that are sent out flying straight like that one Smash Bros. item, Engi platforms that are either bouncy or are placed vertically. The ideas go on and on like a flare, platform, zip line, turrets that can be placed on more things/moving things, etc etc
i think the season objectives should be split into 2 categories, weekly and daily Daily could be stuff like what we already have, but maybe also "kill X amount of X enemy" and "get X amount of kills with X gun" or "Drink X randowizer for X missions" While weekly missions could be "Play X amount of deep dives" or "Defeat X amount of X boss"
@@doomsdaylamb yeah, i can see a level 400 sweat trying to kill a praetorian or something ASAP with all his overclocks while the level 3 misses out. same issue i found when sniss in this video said the challenges should include using a specific weapon. that locks out a lot of the newer players that hasn't unlocked every weapon, and it does take a few hours just to level up every class just to unlock every weapon. the season challenges seem to be a good balance right now, not sure if you can improve on it considering new players.
I cant believe Sniss recorded, edited, rendered and uploaded this video in under 20 minutes from the official release. 💪💪💪
@@marthahorace ain't no way
@@m4riosi 0:21 read screen
club penguin
The wooooshing noise is so loud
Maybe he got the season early?
11:35 About ten days ago I posted on reddit some ideas for how to move forward with the lithophage in S4.5 or S5. The overall concept was that DRG couldn’t eliminate the rockpox but managed to push it into “containment zones” that had to be maintained. These were my three base ideas:
*1) Simple Containment Mission* - contagion spike cleanup becomes its own mission type, with something like 3/4/5 spikes per mission (depending on length) and 1/2/3 of the spikes (respectively) “hatch” into a Corruptor as soon as they’re disturbed.
*2) Lithophage Exclusion Zone* - an entire biome dedicated to rockpox containment, it would only offer the above mentioned mission type, and the _actual_ biome beneath the infection would be randomly selected from the naturally-occurring biomes (Salt Pits, Magma Core, etc.).
*3) Containment SpecOps* - this would be a special “deep dive” totally dedicated to cleaning up lithophage infections that have broken out from quarantine (again, based on the mission concept from idea #1). Each stage’s primary objective would be focused on rockpox cleanup, but its secondaries would pull from the same secondary pool as regular deep dives (morkite, eggs, mini-mules, dreadnought, black box). Completion would award players with a blank core, a weapon core, and a cosmetic core.
Proposal 1 feels most likely, 2 is basically the same and 3 feels like it might be too much focus on rockpox. Keep the mutator as there are bound to be stragglers and this works really well
Definitely would like to see number 1. Since I’m assuming season 5 and 6 will be a whole new concept that would be a good way to keep season 3 and 4 content but also have it make in game sense that fits with the story
I love idea 1.
An idea for the first proposal would be maybe they could make it similar too industrial sabotage with one big lithophage in the middle and a few smaller meteors on the sides which need to be cleaned up before attacking the major one
All 3 are great ideas!
I think a new mission type of event could something like a F.O.B, where to dwarves have to clear an area, call in supplies and turrets and establish a base. I'm not sure how this would work but it could be a fun idea
Easily my favorite mission idea I’ve heard
Akin to Starship Extermination, just with ALOT more bulk detonators
so a dungeons defenders 2 mission in deep rock?
yes PLEASE that sounds amazing! It could maybe even be an endless mission type?
If they somehow make that into a potential endless defense where you can extract out whenever you feel like (just so you're not forced to play until you die after establishing the base) or just test out the limits of crazy builds/terraforming with limited nitra, I think it can become something really special!
@@frontrider3240 yea I understand that, i just feel like after a while of fighting on Hoxxes it would become more feasible
Your points of contention about the season are incredible and the improvements suggested are perfect. I hope they add exactly what you proposed.
W pfp btw, rock and stone, ya pancake lovah
@@Can_0_Worms Rock & Stone aswell, Mr. Steal your Decleration of Independance.
@@Can_0_Worms thank you kind dwarf. Rock and stone
Some well meaning corrections:
- Scale Brigade can be made sleeveless
- And that's it :)
What about the elf suit?
@@randomcontent789 we don't talk about the elf suit.
@@manboy4720 we don’t talk about the elf suit.
Your turn
@@randomcontent789 i plead the fifth.
The best part about the Amazonian hair is that Hylians are not Elves. They are technically humans, as stated in Twilight Princess.
I feel like the departure of Troels wasn’t a bad thing. If it means he can do more of what he wants and he can move his life in the way he wants then good for him. He will always be welcomed to DRG.
yeah, and at least as far as his job on the project is considered, his work here is done. The soundtrack is complete, it's not lacking in anything, and it's damn amazing. no need to stick around at this point.
cope
@@ExValeFor bruh that is the exact opposite of DRG spirit
@@poyloos4834 That's not entirely true. Troels didn't just compose the soundtrack, he was also responsible for all of the immersive sound in the game. Unless DRG stops getting content after this season, which is unlikely, the soundscape of the game is not completed and they're going to need a new sonic architect. And whoever they may be, they'll have some real big shoes to fill, because Troels did an amazing job with DRG.
happened to payday 2 when simon viklund left, and the guy they got afterwards was also really good.
Glad to see lots of DRG creators pointing out the flaws that are starting to become apparent in the seasonal formula. I hope they take some of this criticism to heart for whatever they do next season
Agreed
The flaw is that they frontloaded Seasons 1 and 2 with _way_ too much content. They were also working on the new set of weapons long before the Seasons were even announced. This set expectations way too high. Don't think GSG is doing much "wrong," so much as they did too much right with the first couple of Seasons. And - people forget - that even back then, people were complaining.
I'm not saying nobody should critique the new Seasons, but it's just a bit unfair is all. I think Seasons were meant to be like this from the start. A little bit of flavor that sort of runs "in the background" of your usual gameplay. After all, DRG has never had a plot or story, not a concrete one anyways. It's always been an arcade-y shooter at its core. Trying to cram in world-building, new missions, and objectives every 3/4 of a year was always going to be too big of a task for Ghost Ship.
I wouldn't be surprised if future Seasons are around the size of 4, or even smaller. Maybe we'll get another mission or batch of weapons down the line, but it will be the exception, not the rule. The problem here is that GSG set the "exception" as everyone's first taste of Seasonal content, which was a mistake if you ask me.
@@bugjamsI don't think people are asking for a bunch of crazy stuff EVERY season. I think the problem with them is just how long a season lasts. When I've seen all the content a new season has in 20 minutes/1 mission, my first thought is "this is everything for the next 7-8ish months." so by the time we've gone 2 seasons of nothing crazy, it doesn't look like much when you hear 2-4 but that's actually kinda close to 2 years.
@@bugjams DRG plant spotted
@@bugjams If they're gonna be smaller than 4, then it's hard to call them seasons at that point, mini updates is more suitable. I personally was very skeptical when they announced it because I felt like it will eventually just become cosmetic drops with nothing actually added, which is kinda the case for s4.
I wish they went back to just updates, no one was complaining about the lack of themed updates. Most updates added something new, things that were permanent features in the game. Because I miss the times when me and my friends were excited, excited for new enemies, excited for deep dives and overclock system, excited for machine events that followed after that. These seasons kinda feel empty, like someone has already pointed out, you can see everything it has to offer in 1 or 2 missions, that's sad as hell
Definitely the events feel so incredibly rare. I wish you could maybe tell the game somehow 'I want to hunt this specific thing', be it the OMEN (I really like the OMEN, I even made a list of like thirty possible additional modules that will certainly never be added because it's a tiny event in a massive game), Rival stuff, Lithophage, whatever, and the game would prioritize those somewhat. Realistically, the company in-universe would probably quite appreciate that and be very accepting of someone experienced actively seeking out these dwarf-hunting nightmares that Hoxxes now harbors, and it would even allow for some more alterations and additions to the less varied of them (again more for stuff like the Caretaker or OMEN where it doesn't change based on, like, terrain or anything and is just the same fight every time). The Deep Dive season challenge definitely fits right in, and I think maybe weapons could be done for it, or perhaps something like challenging you to complete missions with modifiers, either specific ones, or any modifier. I do hope new regions or missions come next, though, because I would love to see what they could do with that. Perhaps alongside the long-awaited perk update.
Im reminded of Dead By Daylight's offering system, where players can use items to influence what random map they get placed into, or where certain objects spawn in the map. Having some sort of system where players could spend credits or minerals to affect the chances of events would be interesting. Flavor it as the players bribing mission control to give them the juicier contracts or something.
@@david2222121ohhhh, that's a cool idea.
Maybe a few biomes can have a higher chance of spawning one of the mini bosses than others. And the it could change every few hours.
The challenge with re-randomizing weapons on each stage of a deep dive is that ammo is supposed to carry over from one stage to the next. Different guns have different ammo capacities, and different mods can also affect the cap. The crossbow really complicates things, as it has two different ammo types. The devs would need to implement some sort of ammo conversion algorithm, and, ideally, some lore to explain what's going on in-game in the dropship between missions.
They could try with ammo percentage remaining
the turnaround time is impeccable
Hi Sniss! It's going good, thanks! And thank you for taking the time and effort to make these awesome videos. And yeah, I'm happy we were able to address the issues with the S04 DLC. Rock and Stone!
Glad to hear that snowball got a buff! It's one of my favorite overclocks in the game
It's super fun because you can justify using it on a medium-sized group of bugd instead of waiting for a large
@@literatemax Plus it is fantastic for Praetorians and for Menaces
Ooh!! I remember AxisKronos brought up the fact we usually develop nicknames for the bugs, but he couldn't think of one for the Septic Spreader, but after this, your comparison to Menaces gave me an idea: What if we use that as it's nickname? "Mini-Menace"!
I can't wait for the inevitable white septic spreader goo mods.
@@PlebNC oh god oh fuck
The shitter
takes just as long to say mini menace as it does to say septic spreader, pointless nickname
@@socuciusergalla3241 what kind of leaf-loving son of a mud-miner would insult a brother's idea like that?
Stuff like jet boots could be modifiers by equipping everyone with them automatically or by having the boot box deploy from the pod, kinda like molly. I really hope we get new tech like the boots in future seasons, as they look like awesome fun!
well, if we're gonna have a positive modifier, why not a negative one too?
high gravity modifier. actually, that one sounds pretty annoying, but i think it could make you consider the map and how you move a lot more, much like what low gravity does.
Season challenges are definitively one of my reccurent nitpick of DRG seasons. Execpt the class one, I don't really change how I play to complete it since assignments usually dictates what mission I have to do and the biomes in biome challenges are frequently locked. It always suck to have a challenge you can't decide if you do it or not
Deep Rock has the best challenges of any game I've played
I've always felt the same way, I'm not a fan of the locked biomes, the timed mission selection and the forced modifiers. To me they're the only "bad" parts of DRG
i never got why biomes get locked. why can i not play sandblasted corridors right now, but instead later? welp, guess i can't do the daily assignment.
I would really like to see power ups like enemy radar or night vision goggles in the future. I'm sure they could be balanced and they fit into the scifi them well.
Thermal vision could be good; They could make it so if the enemy is walking though goo they don't show up.
This is great idea and creates some neat balancing opportunities like the radar you mentioned could have heat meter to players can't have it up all the time and choose the right moment.
Thermal/NV goggles could be a problem as bright lights would blind the user meaning throwing flares would be annoying.
Perhaps a power up could be each player gets a single super-flare to throw out. Behaves like a regular flare but brighter and never goes out. Activated by holding the flare button. Box contains 4 super flares. Each player can hold only 1 at a time so no-one can hoard them all. Good for lightning a cave before an extended encounter like events, bosses and later waves.
@@DareDarrell *Unable to see obvious cliff in front of you.*
@@PlebNC flares blinding night vision works as built-in balancing, you’d need to coordinate with your team in order to attain more information about the cave and situation you’re in
Light management is too important to the game to remove with a powerup imo
To be honest, I'm incredibly happy with the state of this game. That majority of content creators I watch and some of my closer friends (all of which have hundreds upon hundreds of hours in-game) talk about improvements that could be made to content--and I agree that small things *could* be done to make the game even more stellar--but as a student with ADHD and a very limited pool of free time, being able to just sit down to a friendly community and an enjoyable (and rarely game-breakingly buggy) experience for an hour or so fulfills me.
the only thing im worried about in the future is how they move on from the Rockpox without totally removing it, i think a good way to add a new biome is to have the "rogue comet" fucking crash into the planet and make its on lithophage biome where the hazard warning would be common but not always there, obviously there would always be rockpox stuff to deal with in the biome (and it would keep the rockpox enemies around and Harold too) and i think putting the hazard bonus there sometimes would be a good way to keep people going there to deal with the rockpox as incentive to keep the infection stuck to its own area so it doesnt spread across the planet again, they always make it a point that "nothing goes away forever" with cosmetic items but i hope thats the same for mission content too
I think they will do it like with Rivals, in that they become one of the modifiers.
I've been thinking they could make it so the comet is super small so the meteors are rare and make the rockpox related stuff rare
Super insightful suggestions here, I agree the random events are getting so numerous that it’s hard to run into certain content. Does the “rival presence” mutator ever spawn anymore? I really like the idea of having the players either increase the chances of certain kinds of encounters (like rival or plague) OR making new seasonal stuff tied to biomes in some way. Imagine two new biomes themed around robots or plague specifically, and they occasionally spread their influence to another biome? Just my thought on how to make these wonderful elements still accessible in the future
rival presence still spawns it's however pretty rare, about as rare as haunted cave imo
There's rival presence on the first stage of this week's EDD.
kind of glad we rarely get rival presence. i like deep rock galactic, but i have very little patience with rivals. this is a game about shooting alien bugs, why the hell are there alien robots?
Changing the loadout between deep dive missions would make it very hard to track your ammo usage, I can see why that isn't a feasible option
I'd love to see some kind of rescue mission in the future for a lost or injured mining crew.
Why rescue someone when you can hire someone else?
@@vinccool96experience or special equipment
@@arcanum3882that was a joke
Wouldn’t that just be the Salvage missions? Or did you have something else in mind?
I really feel your point on the season stuff being added to the random encounters instead of new missions and biomes. I think it's also important to point out that as new content gets added to the random objectives and random encounters, each individual one becomes more rare. I joined in season 3, so I have only really done maybe one prospector and nemisis encounter each, and when I think about new players joining post season 4, I think it would be a shame for them to not only miss out on the rival tech encounters, but also the season 3 and 4 encounters. Most players wouldn't really put that much time into the game, so it would suck if they never got to experience corruptors and prospectors, as well as all the "base game" encounters like crassus detonators and BET-C.
I think the next season should give the prestige system some love. As I see it now, it is just level up, spend a ton of resources, and get a fancy new profile frame with some blank overclocks (I have them all). It'd be neat to see perhaps some additional content or maybe even rank up exclusive content (Overclocks or cosmetics only obtainable via prestige?) to make prestiging more rewardable.
Well its not important, and the developers might not have any intention of adding it. I'd love to see more lore added to the game. A use for error cubes, finding out who the rivles are, and maybe even a picture of karl!
The stingtail is one of my new favorite enemies. Tough as nails, and the grapple is both threatening as all hell and one of the funniest things to get hit by. You just get flung wherever and you gotta work with it. I hear the squeak and then my friend suddenly screams while being flung across the cave.
Personally I would love for them to dive deeper into concepts already present in the game, like xynarch suckers on bet-c. I feel like they could do so much with them, or wtf the omoren hearthstone is in relation to the planet.
I think, a new mission type where there’s insanely high buy spawn chances, but less rare enemies, and all you have to do is kill a certain amount of bugs to win, would be very fun.
This is the wrong place but my comment would get buried on your outerwilds video so I’ll comment here.
I saw the thumbnail of your “why you should play outerwilds” video and decided to not watch it. I made it my goal to play it blind and my god was everything so much better because of that choice.
I had not the slightest idea what to expect but I wasn’t disappointed by anything. The story was heartbreaking and I just want to thank you? Idk yeah
I was literally tabbed out looking at some emails during the outro, and was literally saying "bwoow, bwoow" with the music. I tabbed back in to restart the music part, and saw you wrote the words on the screen! I died laughing lmao. Crazy how the music in the game makes us do that haha.
I just got into DRG a few months ago around the start of this season and MAN I wish I had started playing sooner. It’s so good! I’ve been binging you videos lately too since they’re kinda funny and also informative
What they could do with the plague spikes after the event is not only make them their own mission type, but also have the whole secondary primary objective thing be a new mutator and work like deep dives do. cause right now it seems lithophage stuff is mostly just the sole secondary primary objective mutation.
Sniss with the upload right after deep rock’s premiere
I had this idea for season 5 or some future season called "rival come back" basically since the dwarves and DRG were so busy trying to clean up the rock pox. The rivals managed to get enough data to set up mining operations.
Management is quite mad about this obviously so they send you in sabotage the rivals mining operation and steal all the resources.
The mission would be a bit of a mix between Point extraction or on-site refining with industrial sabotage.
Maybe you can find cargo containers and misson control can send down little rocket things to lift the rival cargo crates to the space rig (basically letting them use one of the scrapped ideas for a mission type)
Another idea was that the rivals started weaponizing the bugs
Personally the update was a bit of a washed to me I didn't like rock pix. I just found the rock pox enemies to be unnecessarily bullet spongy or brain dead easy to kill if you bring blow through on minigun.
I know you're supposed to hit the weak spots but half the time you can't even fucking see them.
I would love if they re-added manual guidance cutoff. The flexibility of being able to shoot in multiple directions at once made it better than the alternative of weapon switching. The boost to missile velocity was enjoyable as well and felt nice on both the guided and non-guided missiles
I agree with what you said about previous season content not really showing up. I really like the rival presence and the nemesis is probably my 2nd favorite enemy in the game. But I think I have only seen two or three this past six months, and I’m level 150 in the season 3 terminal. I really wish they had a 100% chance to have at least one rival presence always on the board
My favorite change so far about the update is the change to the enemies on the Contagion Spikes. Before, in Season 3, I used to almost exclusively encounter infected Praetorians when cleaning the spikes, and only occasionally saw the infected Grunts during swarms. Now, the enemies near the spikes are more varied, which definitely makes dealing with them way more interesting and less repetitive
Yeah... the contagion spikes just kept just spamming Rockpox Pretorians, and the swarms were like 90% pretorians, I'm happy to have more variety.
big sniss man uploads once again I am grateful
Always nice to hear your thoughts. Hope you enjoy season 04!
I agree with having more unique season challenges, especially something to do with deep dives
I appreciate you calling out the formulaic directions the seasons are going as well. It’s hard for me to really articulate my thoughts on this season as the content that we did get is of standard GSG quality. The issue is that it all fits in the same “lanes” that things have in the past. Cosmetic tree, scrip, Pass, random event. Done dusted and shipped. It feels like they’ve trapped themselves a bit into what a season has to be. Breaking that mold in order to implement a new game mode or new mission types might have to happen. Great video as always and congrats on 50K! Can I though the silver play button? 🥺 Seems like you’re gonna get it real damn soon 😂 Much love gamer ❤
My favourite new thing is the 8bit versions of swarm themes that play on jetty boot. Harold’s nice but 8bit dance of the dreadnought? Nothing could compare.
You know that Ghostship is going to make it so that if you point at a Corrupter, there is a 1 and 10,000 chance of your dwarf screaming, "IT'S HAAAAAROOOOOOLLLLD"
Great points overall and I think you really touched on the concern that as Deep Rock grows and more events get added that we run the risk of oversaturation and very low spawn chance for these elements.
I'm curious what your thoughts may be on adding more separation to mission types or hazards, perhaps there's an orbiting moon with 3 more biomes, and on these biomed players will have a higher chance of fighting the rival cooperation, or an infected zone at the pole that has a higher chance of meteor strikes? As games like this continue to grow they eventually need to cel-divide so that everything doesn't end up pulling from one gigantic pile of content.
Just an idear, thanks for reading and thank you for all these videos, you're one of my favorite Deep Rock youtubers to watch!
I love the fact that you also update with deep rock, changing your logo, changing the transitions and having to explain more things
I feel like there's a pattern with Season themes, with two seasons being dedicated to one theme, and if we consider that the Lithophage theme is following the same pattern as the Rival theme in Season's One and Two, *what theme could we see next? in Season 5?* A theme for a new type of Hoxxes animal species? A theme of abandoned Rival tech? A theme of ELVES invading Hoxxes? Those are my guesses.
Well the Dwarves in this game works for an Elf company. Unless the invading Elves are another company I don’t see why the Elves would make it even harder for their workers to do their job.
@@Unchainedful Oh they are? Didn't know that. I just thought Dwarves were racist towards Elves because of something else like Elves not being as strong as Dwarves or whatever, not because of them working directly under Elves.
@@Unchainedfulwhat ?? Fr?
Had no idea! Where did you come across this information?
I'm overall very satisfied with the new season. Between the new enemies and season event, much needed changes to overclocks for balancing, and well implemented new additions for gameplay, I think this season stands out noticeably more than Season 3 did. However, I am bummed out that perks were not touched at all this time around, despite probably a good portion of the community asking for tweaks and buffs for both passive and active perks in DRG for some time now. But, I can't complain too much since GSG did put a lot of extra time and work into making Season 4 a standout season for players new and old, much like Seasons 1 and 2, in my opinion. And at a time like this where so many other games crumble and fall because of lack of communication, terrible game changing decisions, and neglect for care, it's nice to see DRG going strong after all this time and pain with modern gaming.
Thanks for this update, I'm a new player and excited that a season is just starting right after I learn the basics. Rock and Stone.
the way you could combine the rockpox stuff into one mission is, you need to clean an area where there is a rockpox meteor, you crack the meteor, and then harold comes out of it and he's more of an actual boss now.
I would love some more mission types in the future. I really like the missions where you feel like you ,,work" for DRG (Morkite refineing, Drilldozer). Like, maybe DRG made an antidote for rockpox so we have to build giant machines that pump it into the ground, and we have to assemble them bit by bit. Or new variations to missions we allready have, like a mission with a diffrrent Heartstone.
This spacedwarf mining concept has so much potential , im sure they gonna have cool ideas for a long time in the future.
Harold was heavily suggested on the official reddit threads. I suggested an infected dwarf body floating outside that would occasionally turn to look and knock on the glass outside the station. Maybe even saying "Help me".
From what i have seen I will definitely put a lot of time into this season with my friends. I do agree that the season system is showing it's hand because of how similar the structure is between them. First it was robots gathering data and now it's a lithophage outbreak.
I feel going forward that instead of seasons they should do campaigns where they can focus on 1 theme easily whilst also being able to add in more stuff. For example, season 1&2 would be the Campaign of the Rival Incursion and season 3&4 would be the Campaign of the Lithophage Corruption. If the seasons are going to still work like how they are now I think that can help give them the space to add in new stuff alongside the Campaign. Like new biomes, weapon reworks, new overclocks, new mission types and new enemies.
Oh and a perk overhaul because I think the system needs another one. There could be a mid-campaign update on the GSG channel saying we are doing good work but more stuff has appeared on the scanner and then they would show what other things have popped up whilst everything was going on. I think this system could help them have more room to work within to still have theme centered updates and still be able to add different things along with the update when they feel it's ready to release.
For new ideas I had an idea for a mission type called 'Old School Salvage'. We would go deeper into Hoxxes IV to find long abandoned mining posts to find a minecart with a Tritylite crystal stuck to it. Something along the lines of increased demand for the mineral in the Galactic market. With the build tool we would make rail lines through the caves that we can ride like the pipes. Eventually we would take the minecart to different turnstiles (circular platforms) to gather info of what happened to the outpost in a blackbox attached to the minecart before we call the drop pod to pick us up. I think it would be cool to see what other mining operations DRG has going on on Hoxxes IV. Oh and since we have sleeveless armor now I think it would be cool to have more arm tattoos to look for and find in Matrix Cores or backpacks to equip to our Dwarves. Can't wait to finally play this update and see where the game will go next.
I would love to see what happens if Harold interacts with a Korlox seed maybe they fuse in the future.
Harold 👍
First one I found was right next to a korlok, so I hit it with a cleansing pod.
I gotta say, one of the things I really appreciate about how ghost ship has handled the seasons is that each one contains not just the season event, but also some content for the game as a whole as a secondary focus. See the new weapons or grenades in the past seasons and the new enemies in this season. That's a balancing act many games completely forget to even address. This being said, I'd love for a season to be themed wholly around some new permanent content like a new biome. Maybe theme it to exploring the biome and then dealing with some issue the dwarves have brought into it.
I suppose there'd be logical issues with that like how said Biome wasn't completely overtaken by the Rivals or Rockpox by the time we get there, but maybe that's something they could think of a way to address.
A cool new mission type that they could make would be one where you go around collecting Plaguehearts. The cave system would be similar to either a Mining Expedition or Exterminate mission and there would Lithophage Outbreaks and/or dormant meteors that need cracking, maybe the occasional Harold too. Leaving the Lithophage Outbreak to just a mutator would be kind of a waste with how much work has been put into it and having meteor showers occur wouldn't make much sense lore-wise once they are done with the Lithophage story arch.
I love to narration of the music at the end. Just onomatopoeias is very funnygoofysilly and I love it
the thing with the random events, they could probably use the system they have for infections, aka random areawide "mutators" ontop of everything else that makes spawning certain types of events more common, like a "rival drop" that makes incursions more common, or a machine node that makes machine events more common than others etc
OR they could tie it to biomes too
As you may know I was waiting 4 this video. Thank you!
while new missions would be fun, what about adding more variety to current missions? A bit like what they did with adding more dreadnoughts
maybe during egg hunt, some of the eggs are in egg carrying glyphids
maybe during on-site refining, it selects from a random variety of machinery the dwarves need to set up and maintain that all do different things?
maybe salvage could end up having to salvage the remains of different mission types?
maybe in point extraction you could call down machines and defences, and it could become an endless mission where the longer you stay the greater the rewards?
maybe season 5 could be themed around DGG expanding it's influence on hoxxes and setting up underground fortresses, and there could be missions around setting those up?
I'd love for ghostship to see this video and really take on board the suggestions posed in this video, they all seem like brilliant suggestions and I'd love to see ghostship take them on board. Rock and stone you beautiful dwarves.
Something I just realized. As an engi main jet boots will probably pair well with RJ compound. Just to give more control and give you a fall damage break that doesn't consume platform amo, plus you can throw out platforms to let the boots cool without loosing hight
I think they don't change weapons mid deep dive is due to ammo consistency
I'm so excited for the input buffer. Makes things so much smoother
fun fact if you go to the highest point in the space rig you can equip the rocket boots
I think also that there should still be some sort of reward for the season random events AFTER the season ends. Rival stuff doesnt really give you anything besides XP and a few creds so even if they do pop up more its just... there i guess ? Whereas in their respective seasons you'd be excited to see and do them. It just kind of feels wasted after the season is over imo
My idea for this is each side objective/ past season event gives a 1.25X multiplier to battlepass xp
@@VeewooTheSiren Oh that's a good idea, management rewarding you for continuing to keep the smaller threats small.
If your weapon changes for each stage of the deep dive it would give you the base ammo of the gun defeating one of the key aspects of the deep dive
8:48 - Funny enough, the changes to the pellet, mag, and ammo count are exactly what I suggested since it doesn't seem like they can actually make both barrels shoot. I made the suggestion in the Discord that if it was an engine limitation, they should should just alter the numbers so it's the same ammo economy. Someone said it wasn't an engine limitation. Looks like I was right.
Very much agree with your thoughts on season updates as a whole, I don't want to see this game get bloated with events that lower the chances of coming across each type. Like you said, I haven't seen a rival comms router or data deposit in months, whereas the meteors were pretty much a constant in every mission. I know the whole point is that the previous season's events become less common, but that basically means that if you weren't playing during that season it won't be as much of a presence for you.
So far this season I have had some of the most fun swarms because of the added complications of the new bugs and jet boots. They add so much variety and fun
The boots seem like an amazing idea. There are a lot of times where the verticality of Hoxxes makes the contagion spikes absolutely insane to deal with, so these boots will hopefully make these challenges more accessible, no matter the randomness of worldgen.
Wasn't expecting the hypnospace outlaw reference but i loved it
Congrats UA-cam. You just send me the notification, even tho is late 5 MONTHS.
this is wild
I work late today and tomorrow, but I'm excited to check it out this weekend!
I’ve been playing this update everyday since its release and I’ve yet to encounter a rockpox corruptor, which is literally the poster boy of the season…
So yeah, what I’ve encountered so far was very fun but I think moving the big new feature thing to something controllable like a new mission type or a biome rather than something that have a chance of spawning may be a great idea, especially for unlucky fellas like myself…
Thoughts about the last few comments of the video and for if they're going to continue on this 2 season theme, I think if they just keep the lithophage warning areas on the map and implement a rival company warning too and have missions in those areas have a chance at spawning those season specific events but only in those areas. It makes sense for those things to only happen in the "active" areas and keeps the dilution of the original event pool the same no matter how many more season events they add
We already have rival presence, it would make sense to put S1/2 events there instead
Also FYI you are not gonna get many rival stuff outside its modifier(including random event stuff) so its normal to get em rarely, i do feel like machine events need a few new variations and one in particular needs a full rework or removal along with something similar that allows u to get a pick of overclock or cosmetic as an activity
What's missing is the new bosco paintjob in the cargo crate. That said: It's sad that crates and backpacks are being somewhat neglected.
I know it's hard to create a constant flow of cosmetics but for me personally the reward from getting something from these is way higher than unlocking stuff in the terminal. (Yeah, I can just not unlock them and they go into their pool, but cmon)
Maybe we could get random minerals, a voiceline complaining it's empty, some data that mission control praises you for collecting, some cryptic message from Karl (adding some lore snippets) etc.
I encountered a stingtail in sandblasted, and theyre a fcking threat when combined with the sand spouts.
It pulled me straight into a spout which launched me through the entire cave and just killed me outright from fall damage.
I think I have to agree. Deep Rocks seasonal model isn't actively harmful or malicious like most games seasonal models, but it is still a seasonal model, and that means it ends up feeling very samey. I think its very limiting in what an update can do as well, as they always have to fit the theme. As an example, we'd never get something like Escort Duty in the seasonal model unless the entire season was focused on Ommoran Heartstones. Maybe if the theme for that season was "new mission types" or "roughnecks at work" or something we could see that, but its still limiting because it requires the whole season to be based on the thing thats adding it. (That said, i would adore a "roughnecks at work" season thats focused entirely on additions that feel like we're a mining company, things like the hardhat cosmetic would have fit that kind of theme).
Destiny has the same problem coupled with its seasonal model being malicious unlike DRG's. But the ways seasons are built means you always know whats coming. It shouldn't make updates feel worse, but they do. Something about human psychology just doesn't appreciate the updates as much when they're packaged like that, and it also feels like we get way less updates.
Also also, while I adore that they're not removing old seasonal cosmetics, putting them all in the cargo crates and lost packs, which don't spawn very often, is honestly not much better in practice. In principle its very different, and for that I love Ghost Ship, but in practice, getting old seasonal cosmetics just doesn't happen thanks to how rare those events are, and how large the item pool has gotten. I think they need to move these cosmetics to more sources. Cosmetic overclocks would be a big one, as that pool seems weirdly small (over half the cosmetic overclocks I've gotten have been variations on the same beard, and in general I'm never excited to get a cosmetic overclock).
Anybody else thinking about combining double trouble and layered magnificence for MAXIMUM FACIAL HAIR.
the new hurricane overclock is like using a mini gun, but with rockets
The new enemies REALLY feel like they are a part of the game, for context i started playing this season and i just presumed that these enemies have been in since day 1, just harassing everyone
I think this update really helped refine the game towards what it’s meant to be, even if the stingtail is a total pain and its grab attack needs a longer cooldown
If you add Jet Boots as a mutator you'll just end up with Scout being the least desirable class and lobbies that ask for a minimum of promotions probably also adding the rule of no Scouts. It would also become too similar to low gravity. What they should do imo, is having them at least be some sort of challenge similar to BET-C. Not exactly great when the mission becomes infinitely easier because you got lucky ._.
Only gripe i got woth this season is that i wish there was an option to keep your armor's pauldrons when making them sleeveless.
I said it somewhere else, but the beer swapping weapons mid dive seems really hard to implement. Youd have to take into account current ammo count, how many ammo mods one gun has vs another, convert them, and from a coding perspective thats a lot of point for something to go wrong
I think adding something like a weekly pass objective is great. Like "play with the leadstorm 10 times" would be fun and every time you complete a mission it adds extra pass points like 100 ten times. I think something like that would be great. Thank you to any devs reading this
5:10 i'm here to tell you it works amazingly with supporter 2 frameworks. M1000 with this paintjob is heavenly
Add weapon, enemy, and hazard level season challenges just adjust the number's based on what weapons these are and the enemy types. Sleeveless armors, maybe tattoos in a later update? Maybe hair and hats could get separated later too.
Getting the boots on low grav is going to be fun.
Love the channel! Great quick vid. I agree with updating the seasonal terminal a bit. No complaints really, more then one gum frame would be awesome!
Translated by Google:
What I love about Deep Rock Galactic is its business model that despite being a game as a service, is perfectly executed because there are no micropayments, you have free passes at no additional cost and monetization is very friendly since DLC is optional and not required. This is a clear demonstration that the problem with games as services is not that they are bad, the problem is the terrible execution with excessive micropayments and a very abusive monetization to squeeze and get money from the players in that bad way.
5:40 is literally hondo ohnaka's signature drip
This effort is very profitable
His previous ventures were no longer profitable so now he's working for drg as a "security contractor"
This update seems amazing. As a long time DRG fan this will add tons to the experience however for season 5 the team at GSG will likely have to shake up the formula a bit more before these seasons start looking all the same. Can't wait to play!
A tasteful hypnospace outlaw reference is always welcome.
I'm excited for the balance changes/reworks. In future updates I'd love to see more overclocks for weapons and continuing to improve subpar overclocks to make them viable alternatives. I'd also love to see some changes made to perks, either reworking the less impactful ones or adding new perks.
Started playing as soon as I could this morning, didn't realize there was a YT vid.
over 20 lithophagge warning missions.
No corruptour or breeder or jet boots. =(
Lots of "Goopers" (Septic Spreaders) though. They certainly hurt alot. Fun how they seem to act as mortars rather then direct fire. Has made all these retrieval missons a pain. RIP station 5.
I'm amazed by how much they added with all the other new game products they are working on like survivor.
I agree it would be fantastic to see more biomes, maybe an extra deep and dark area, and an area out in the asteroid field from all the blown off planetary debris where you have to travel between floating islands. Would be a hard one there but would be very different.
I feel like they’re are plenty of things about DRG that are scratching the surface of unused potential. So here’s some rapid fire ideas we’ve all had at one point.
1. Giving Gunner and Driller more mobility. Don’t get me wrong, I love all the classes, but the fact that Gunner and Driller have no FAST mobility without a perk will always be an itch I can’t scratch.
1a. Give Gunner an OC that gives the guns recoil so powerful it launches you back. Fortnite actually had a gun like this years ago, where if you shot it, it would send you flying the other way, unless you were crouched. So, unless gunner is crouched, this OC would give Gunner recoil on his gun.
The Leadstorm can be more consistent, The Hurricane can give bursts of high speed but you can only turn if your shooting, and the Thunderhead can be a nice mix.
1b. Drillers primaries can now increase all teammates movement speed if they walk through it. Fire would just give a flat speed boost, Ice physics, and let the green goop increase jump speed and height by like 30%.
2. A new “event” or mission type, requiring miners to race from one point to another. Here’s some subcategories for whatever works best.
2a. A small track, like an Olympic circle but bigger, and not a circle. Have Dorettas cousin, Delores or something, dig a small track.
You have to move the track to power something that is required for the mission. Maybe the story reason is that batteries just drain, or they aren’t compatible with the machine type.
2b. Triple the length Dotty digs in an escort mission, and make the dwarfs deliver or build something. Maybe add the rails or a train system. I think this would work best in the shape of like a race track that isn’t the Indy 500
“Ok so the tunnel on the left is shorter, but it’s very easy to get knocked off, and we don’t have the platforms or nitra to make it safe. On the other hand, the right tunnel has a ton of (insert biome hazard that can’t really be removed or dealt with”
“What if we don’t need rails? I mean it’s down anyway, scout can deliver it like Amazon, Engi can make steps on the wall, Gunners goes down anyways, and a driller tunnel in the wall can provide cover from like 200 degrees.”
2c. A battery that prone to freezing or overheating and is very fragile. If it’s freezing, you have to use your body heat and fire damage to keep it warm. (Don’t throw it) But if it’s overheating, you’ll need to use freezing weapons or have your dwarf touch it as least as possible.
2ca. Make the battery required for multiple things. Wanna set up an industrial military turret here? You can but it means you’ll have to unplug the giant lamp that keeps Macteras and some of the smaller Glyphids away.
Maybe make the battery required for objectives. Instead of keeping multiple things from not breaking, you have to pass, the battery from thing to thing until ____ happens.
3. Support overclocks. A reverse grappling hook that lets you shoot terrain at bugs, a zipline that’s way faster but you can’t hold or do anything, drills that are sent out flying straight like that one Smash Bros. item, Engi platforms that are either bouncy or are placed vertically.
The ideas go on and on like a flare, platform, zip line, turrets that can be placed on more things/moving things, etc etc
7 months of waiting, 2 weeks worth of content
i think the season objectives should be split into 2 categories, weekly and daily
Daily could be stuff like what we already have, but maybe also "kill X amount of X enemy" and "get X amount of kills with X gun" or "Drink X randowizer for X missions"
While weekly missions could be "Play X amount of deep dives" or "Defeat X amount of X boss"
I’m not sure if that would work well, it might cause competition for bugs and a daily mission doesn’t really feel like it fits in with DRG to me.
@@doomsdaylamb yeah, i can see a level 400 sweat trying to kill a praetorian or something ASAP with all his overclocks while the level 3 misses out.
same issue i found when sniss in this video said the challenges should include using a specific weapon. that locks out a lot of the newer players that hasn't unlocked every weapon, and it does take a few hours just to level up every class just to unlock every weapon. the season challenges seem to be a good balance right now, not sure if you can improve on it considering new players.