The morkite thing is definitely just a matter of being newish to the game, I can't remember the last time I had to hunt for a morkite vein. You get a lot better at spotting things with a little experience.
+2
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
DRG continues to be rad with updates, tackling one of the issues which is the kind of Best of perks that lead to all my dawi having almost the same ones
It's time to take a look at Update 28: Feeling Perky. The main features of this update are the New Perk System, the first part of the Space Rig Overhaul, and an expansion on how we handle skins for customizing the look of your weapons. Let’s dive in!
One thing that’s been high on our to-do-list for a long while has been to give the Perk System an overhaul, and with update 28 we have finally found the time to do it. When we originally introduced Perks way back in Update 14, it was our first attempt at adding some deeper progression and customization to the gameplay experience. And as with all other features, we release them as soon as we think they are *functional*, rather than necessarily *done* - both to get new content out to you guys as fast as possible, but also because we believe that game features mature best in the hands of the players, and through the valuable feedback we get from you.
When we started designing the Perk System, we had a few clear objectives in mind: We wanted you to get access to a bunch of tasty Perks, but at the same time we had to be careful that they were not overpowered or broke the game balance in general. This, combined with a pretty quick first pass on Perks that were mainly adjustments of existing numbers, resulted in what could seem like underwhelming perks.
And boy, have we gotten a lot of feedback on the Perk System…! An underlying tone regarding feedback on Perks has been that many players felt they were underwhelming. For example, the Weekend Athlete Perk (10% increase in sprint speed) got a lot of flack. And while a 10% increase in run speed is enough to make a very big difference in an actual combat scenario, we hear you - it DID look, sound, and feel less impactful than it actually is.
Another issue arose with the fact that many players started regarding certain Perks as must-haves. Iron Will is such a case - oh yes, let’s talk about the elephant in the room! Iron Will in its original implementation could totally result in epic wins - but more often than not it results in a sort of “soft fail” instead, leaving you beyond salvation but still running around reviving each other endlessly. We’ve also seen some players straight up refusing to play with players unless they had Iron Will equipped. The writing on the wall is clear: The fact that so many players feel they MUST use Iron Will is counter to our design, and it has been unbalanced for a long time. So with Update 28 the functionality of Iron Will will change. We’re quite excited (and a bit anxious) to gauge the reaction from you all from it over the coming weeks.
But just apart from “fixing” Iron Will, we’ve introduced a fairly meaty overhaul to how we regard Perks in general. For Update 28, our overarching goal was to make Perks feel a lot more interesting and varied, and to force you guys to make some tough choices instead of going with the same loadout all the time. And secondly, we wanted to go through all the perks and reevaluate and rebalance them to make them more satisfying to use.
And to facilitate this, all Perks are now split into two categories: Passive and Active Perks.
Passive and Active Perks
With the launch of Update 28, you will be starting the game with 2 Perk slots: 1 Passive and 1 Active. The Perk Tree will allow you to unlock two more Passive Perks and any promoted dwarf will get a second Activated Perk slot. When fully unlocked, your dwarf will be able to equip 3 Passive and 2 Active Perks.
So, you’ll have 5 Perk slots in total, but the choices should now be a lot more impactful. And we believe: Tougher choices = More interesting gameplay!
Passive Perks
Passive Perks are pretty much what the Perks used to be. Equip one of these and you get a passive increase to a given stat - such as Deep Pockets, that allow you to carry more minerals. No interaction or activation needed - equip it and the benefit is just there. Nice and simple.
Active Perks
Active Perks however, requires activation from you, and generally have either a Cooldown on their use, or limited uses - sometimes even both! And since they are limited use, this allows us to make Perks with significantly more powerful effects than we’ve seen so far, or to make less powerful ones be usable more often.
For Activation of the Perks, we decided not to go with a dedicated activation button, but instead map it specifically to each in a contextual manner. Take Iron Will for instance - since it is now an Active Perk.
After being incapacitated, you will have a period where you can activate it by pressing and holding [JUMP]. You can only do this ONCE per mission. Now, before you call on Karl’s wrath because of this change, hear us out: When using Iron Will, you will now have a longer period alive, with less movement speed reduction than before, and you will remain invulnerable for the full duration. All in all, this results in you being more certain that you can actually manage to revive a downed fellow Dwarf, reach some Red Sugar or simply spend your final rage on finishing a Dreadnought. Yes, you can only use it once - but you decide when. And when you do, you will be getting some proper bang for the buck!
With Update 28 we are also introducing a bunch of new Perks, both Passive and Active, and have tweaked the costs and requirements for pretty much all of them. This means that all Perk purchases have been reset, any spent Perk Points have been refunded to you, and all Perks need to be unlocked once more.
We hope you’ll have a lot of fun playing around and experimenting with the new Perk System, and as always we’re looking forward to hearing your feedback.
Space Rig Overhaul
The Space Rig has been another thing we really wanted to update for a long time. It is, however, a large task, and we will be doing it in steps. The first and most crucial step is what we’re doing in Update 28 - the overall rearranging and restructuring of the place, and getting everything in more contextually sound and meaningful positions instead of just having rows of identical terminals next to each other. Work on the Space Rig will continue from now on and up until we end Early Access and launch the game fully, and will include full terminal overhauls such as how we’ve treated the Forge by giving it a fully custom model from the get-go.
Weapon Skins and Meshes
Sometimes good things come out of a bug, and the next new feature I want to highlight is one of those. As some players have pointed out and shared images of, we had a glitch in the Equipment Terminal that allowed you to quickly switch some of the weapon skins together.
This was part of our design discussion ever since we first started talking about Mesh Skins, but after seeing the reaction this glitch got from you guys, we decided to turn it into a proper feature.
This means that Weapon Skins are now divided into two distinct categories: Frameworks and Paintjobs. Frameworks change the actual model - adding or altering stuff on the weapon to make it look different. And Paintjobs is the overall coloring and texturing of the weapon. Making this split allows for a lot more combinations than were available so far, and should serve to make new Paintjobs feel a lot more rewarding to get than before, since you can use it with any Framework. Every existing skin has gone through this revamp, and you get to keep anything you’ve already unlocked.
Wrapping up the game and our next focus
So that’s the meat of Update 28. We are currently in a state where we are working hard on getting the game ready for 1.0. One of the biggest outstanding topics is what we refer to as “Onboarding” and is all about Tutorials and getting a great and smooth start when you play Deep Rock Galactic for the first time. Another topic is the upcoming Miner’s Manual which will give you more insight into the world of Deep Rock Galactic as well as play-tips and instructions to play missions among many other things. And last but not least we’ll be doing a ton of quality of life improvements and bugfixes to the game all over the place.
Update 28: Feeling Perky will drop on the 30th of January. It’s time to sharpen your pickaxes and get back into the mines of Hoxxes.
DRG continues to be rad with updates, tackling one of the issues which is the kind of Best of perks that lead to all my dawi having almost the same ones
It's time to take a look at Update 28: Feeling Perky. The main features of this update are the New Perk System, the first part of the Space Rig Overhaul, and an expansion on how we handle skins for customizing the look of your weapons. Let’s dive in!
One thing that’s been high on our to-do-list for a long while has been to give the Perk System an overhaul, and with update 28 we have finally found the time to do it. When we originally introduced Perks way back in Update 14, it was our first attempt at adding some deeper progression and customization to the gameplay experience. And as with all other features, we release them as soon as we think they are *functional*, rather than necessarily *done* - both to get new content out to you guys as fast as possible, but also because we believe that game features mature best in the hands of the players, and through the valuable feedback we get from you.
When we started designing the Perk System, we had a few clear objectives in mind: We wanted you to get access to a bunch of tasty Perks, but at the same time we had to be careful that they were not overpowered or broke the game balance in general. This, combined with a pretty quick first pass on Perks that were mainly adjustments of existing numbers, resulted in what could seem like underwhelming perks.
And boy, have we gotten a lot of feedback on the Perk System…! An underlying tone regarding feedback on Perks has been that many players felt they were underwhelming. For example, the Weekend Athlete Perk (10% increase in sprint speed) got a lot of flack. And while a 10% increase in run speed is enough to make a very big difference in an actual combat scenario, we hear you - it DID look, sound, and feel less impactful than it actually is.
Another issue arose with the fact that many players started regarding certain Perks as must-haves. Iron Will is such a case - oh yes, let’s talk about the elephant in the room! Iron Will in its original implementation could totally result in epic wins - but more often than not it results in a sort of “soft fail” instead, leaving you beyond salvation but still running around reviving each other endlessly. We’ve also seen some players straight up refusing to play with players unless they had Iron Will equipped. The writing on the wall is clear: The fact that so many players feel they MUST use Iron Will is counter to our design, and it has been unbalanced for a long time. So with Update 28 the functionality of Iron Will will change. We’re quite excited (and a bit anxious) to gauge the reaction from you all from it over the coming weeks.
But just apart from “fixing” Iron Will, we’ve introduced a fairly meaty overhaul to how we regard Perks in general. For Update 28, our overarching goal was to make Perks feel a lot more interesting and varied, and to force you guys to make some tough choices instead of going with the same loadout all the time. And secondly, we wanted to go through all the perks and reevaluate and rebalance them to make them more satisfying to use.
And to facilitate this, all Perks are now split into two categories: Passive and Active Perks.
Passive and Active Perks
With the launch of Update 28, you will be starting the game with 2 Perk slots: 1 Passive and 1 Active. The Perk Tree will allow you to unlock two more Passive Perks and any promoted dwarf will get a second Activated Perk slot. When fully unlocked, your dwarf will be able to equip 3 Passive and 2 Active Perks.
So, you’ll have 5 Perk slots in total, but the choices should now be a lot more impactful. And we believe: Tougher choices = More interesting gameplay!
Passive Perks
Passive Perks are pretty much what the Perks used to be. Equip one of these and you get a passive increase to a given stat - such as Deep Pockets, that allow you to carry more minerals. No interaction or activation needed - equip it and the benefit is just there. Nice and simple.
Active Perks
Active Perks however, requires activation from you, and generally have either a Cooldown on their use, or limited uses - sometimes even both! And since they are limited use, this allows us to make Perks with significantly more powerful effects than we’ve seen so far, or to make less powerful ones be usable more often.
For Activation of the Perks, we decided not to go with a dedicated activation button, but instead map it specifically to each in a contextual manner. Take Iron Will for instance - since it is now an Active Perk.
After being incapacitated, you will have a period where you can activate it by pressing and holding [JUMP]. You can only do this ONCE per mission. Now, before you call on Karl’s wrath because of this change, hear us out: When using Iron Will, you will now have a longer period alive, with less movement speed reduction than before, and you will remain invulnerable for the full duration. All in all, this results in you being more certain that you can actually manage to revive a downed fellow Dwarf, reach some Red Sugar or simply spend your final rage on finishing a Dreadnought. Yes, you can only use it once - but you decide when. And when you do, you will be getting some proper bang for the buck!
With Update 28 we are also introducing a bunch of new Perks, both Passive and Active, and have tweaked the costs and requirements for pretty much all of them. This means that all Perk purchases have been reset, any spent Perk Points have been refunded to you, and all Perks need to be unlocked once more.
We hope you’ll have a lot of fun playing around and experimenting with the new Perk System, and as always we’re looking forward to hearing your feedback.
Space Rig Overhaul
The Space Rig has been another thing we really wanted to update for a long time. It is, however, a large task, and we will be doing it in steps. The first and most crucial step is what we’re doing in Update 28 - the overall rearranging and restructuring of the place, and getting everything in more contextually sound and meaningful positions instead of just having rows of identical terminals next to each other. Work on the Space Rig will continue from now on and up until we end Early Access and launch the game fully, and will include full terminal overhauls such as how we’ve treated the Forge by giving it a fully custom model from the get-go.
Weapon Skins and Meshes
Sometimes good things come out of a bug, and the next new feature I want to highlight is one of those. As some players have pointed out and shared images of, we had a glitch in the Equipment Terminal that allowed you to quickly switch some of the weapon skins together.
This was part of our design discussion ever since we first started talking about Mesh Skins, but after seeing the reaction this glitch got from you guys, we decided to turn it into a proper feature.
This means that Weapon Skins are now divided into two distinct categories: Frameworks and Paintjobs. Frameworks change the actual model - adding or altering stuff on the weapon to make it look different. And Paintjobs is the overall coloring and texturing of the weapon. Making this split allows for a lot more combinations than were available so far, and should serve to make new Paintjobs feel a lot more rewarding to get than before, since you can use it with any Framework. Every existing skin has gone through this revamp, and you get to keep anything you’ve already unlocked.
Wrapping up the game and our next focus
So that’s the meat of Update 28. We are currently in a state where we are working hard on getting the game ready for 1.0. One of the biggest outstanding topics is what we refer to as “Onboarding” and is all about Tutorials and getting a great and smooth start when you play Deep Rock Galactic for the first time. Another topic is the upcoming Miner’s Manual which will give you more insight into the world of Deep Rock Galactic as well as play-tips and instructions to play missions among many other things. And last but not least we’ll be doing a ton of quality of life improvements and bugfixes to the game all over the place.
Update 28: Feeling Perky will drop on the 30th of January. It’s time to sharpen your pickaxes and get back into the mines of Hoxxes.
All great changes. I really like the perk change ups, some of them felt really good and other just situational or not as good. Changing them to have greater impact is always great for these types of games. Can't wait to see them all.
What's the best way to leave feedback where the developers might see it? Reddit? or Discord?
All great changes. I really like the perk change ups, some of them felt really good and other just situational or not as good. Changing them to have greater impact is always great for these types of games. Can't wait to see them all.
What's the best way to leave feedback where the developers might see it? Reddit? or Discord?
This is a damn good update, it's rather overwhelming how much change there is for people who have hit end game versus the progression new players will face.
Having to edit each build was a bit troublesome but it's going to be so worth it in the long run.
Perk changes are fucking fantastic, there are a few core perks I take still but each class I change up some. Still more tweaking needed but my god what a big step up.
The space rig redesign is fantastic, different enough to be off putting but the basic hub is just worlds better.
Gun cosmetics and skins are now separate so you can now have a glyphid hunter skin with a primal blood colors. Moar dakka while looking fantastic.
Seriously, get in and edit your builds at least and then take a break, it's rather overwhelming.
Have they said whether progression will persist in 1.0?
I've not seen anything but I imagine it will all carry over.
There are too many people with prestiges levels stupid high to have all that work disappear.
Yeah I really enjoy the game but if they reset back to 0 for everything I'm quitting. It's too much of a grind when I just want to jump in and kill stuff.
We just got this today. OMG that was amazing! We had golden bugs, is it only tied to that condition?
100% agree with Karoz, this last update was amazing. The perks are really good now. I love the falling break one for the scout. Allows me to zip up to stupid heights and then take 75% less damage. For mule missions, the % less damage near the mule is great for the gunner and other less mobile classes. I do hate how the deep pockets one got moved all the way back, but oh well.
I kinda want to try the bug pet perk, does anyone know how good it is?
It's pretty solid and you can tame the tank grunt and I guess the slasher grunt? Confirmed the former, unknown on the latter.
They even tanked a dreadnought for a bit.
They can't target Mactera and their roars are distressing when you're use to using audio cues for the enemies coming in but you get to pet em like loot bugs.
By default they are all named Steve, I hope they randomly generate names in the future.
I kinda want to try the bug pet perk, does anyone know how good it is?
It's pretty solid and you can tame the tank grunt and I guess the slasher grunt? Confirmed the former, unknown on the latter.
They even tanked a dreadnought for a bit.
They can't target Mactera and their roars are distressing when you're use to using audio cues for the enemies coming in but you get to pet em like loot bugs.
By default they are all named Steve, I hope they randomly generate names in the future.
Did they just re-re-balance perks? I logged in and perks were all reset and it seems the tree is laid out a bit differently. No more super awesome falling damage boost but now you can hover?
Did they just re-re-balance perks? I logged in and perks were all reset and it seems the tree is laid out a bit differently. No more super awesome falling damage boost but now you can hover?
They did change the perks, heavily.. They had to because some were utterly mandatory.
Did they slide in some stealth stuff with this patch? For one the difficulty level seems to be a bit higher across the board, more mobs at lower difficulty levels. Also I was really digging the M1000 but now it seems the bullets travel slower? It's much harder for me to sniper when mobs are on the move.
Example, I just did a point extraction on +75% difficulty. Landed and had a dozen electro bugs, a dozen glyphids, 2 slashers, and a guard. Right off the bat. For curacy on the M1000, I was kiting glyphids and from just a couple feet in front of me, I noticed bullets missing the face and hitting body parts or the ground. I'll try and turn down some graphics options and see if that helps but at this point, I'll head back to the GK2.
Were you alone or in a group? Because some missions on higher difficulties basically have enough ambient bugs to form an immediate horde to defend against.
Especially on extraction points since it factors in a sub par platform helping you out so throws in even more bugs.
Solo this morning. But our group saw it some last night. Might just be bad luck. More annoyed with the M1000. I really liked a slower harder hitting sniper like weapon. If the bullets have lag time even at closer range, I'll switch back.
EDIT: Did a mission with the GK2 and it's night and day. Bullets get on target even when I keep the trigger pulled. I picked a mission with Mactera Swarm since they tend to zoom around and I was picking them off no problem.
Ok they need to serious allow a mute button for the commander... Trying a mule mission, I get the fuel cells going and I'm at 90%. Unfortunately I had 2 praetorian, 1 oppressor, 1 warden, 1 tunnel bug, and tons of regulars and web shooters. I had to kite like crazy and it was driving me up a wall trying to do this while the commander is barking at you to get back to the zone. Ended up failing as I ran out of ammo and had no way of getting to my resupply pod with that many enemies.
Speaking of resupply pods. I'm seeing more of them in Mule missions but most are empty. Is there a trick to getting them to open up or is it random luck that they'll have ammo left?
Might need to stop setting solo Mule missions to Hazard 3. It's so RNG heavy. The uplink and fuel cell stuff can land all over the place but this one was in a hole so I couldn't even really move much. Throw in a Bulk Detonator, Oppressor, 2 praetorian's and a never ending stream of glyphids, I just didn't have the firepower to handle it all while trying to stay in the tiny circle.
If the equipment lands in the open, then it's super easy to kite enemies while getting them setup.
Depends what you're playing as. Engineer is extremely solid in that type of mission. The mini-mules gurantee you a few resupplies, and you can go all tower defense with the bug repellant platforms.
Upon the perk reset, I blindly filled every perk I could from left to right so I don't have to think about it later. The perks seem less groundbreaking anyway.
Upon the perk reset, I blindly filled every perk I could from left to right so I don't have to think about it later. The perks seem less groundbreaking anyway.
Pet Steeve is the best perk! I use it with the scout but I'd imagine for less mobile classes it would work even better (since Scout Steeve tends to fall behind a lot).
I wouldn't mind some sort of helper with point extraction drop pods. I just spent 30 minutes doing a mission, only to fail because the drop pod lands in some super remote part of the map and I have no idea how to get to it as a Scout.
It does happen but sometimes there is an odd side cavern that has some amount of resources that can be hard to get to and sometimes the drop pod ends up there.
Best to try to see if there are any of these side caverns while you're getting aquarqs so you have an idea where the path might be at the end.
Found those inactivated supply drops in the mini mule missions and I gotta say they aren't really worth it unless you just are desperate for ammo/health and have a driller get you access to it.
Finally got my scout to 25, started the deep core missions and first OC is Cryo Minelets! That's some amazing luck given they are one of the best for the NUK17.
2nd Anniversary Update
Party Hat, Golden Bosco and Live-stream
Hello Miners!
Two years ago, we pushed the scary-looking button called "Release to Early Access", in the firm hope that Deep Rock Galactic would become the next big thing in co-op gaming. Today, we can look back at a fantastic journey where we've exceeded all our goals - not to mention the privilege of witnessing you all play and enjoy the game, while helping us spread the word on space-mining dwarves. And even more amazing to us is the fact that Deep Rock Galactic is now played and enjoyed by more players than ever, all over the world. This calls for some celebration!
So, we've just released a small update to remind us all that Deep Rock Galactic has been in orbit for two years. Like last year, Management has dressed up the Space Rig, and every dwarf will receive a unique Year Two Party Hat. And you can claim this for all your classes with one easy click! The 2-Year Party Hat will be available for at least a week.
In addition to this, Bosco now has Paintjobs to unlock in addition to Frameworks, to celebrate the little drone's importance to the operation. Owners of the Supporter Upgrade will receive a special Gilded Paintjob for him, and all players will gain access to four additional new Paintjobs as they upgrade Bosco: Abyssal Frost, Scorched, Corporate Mint, and Primal Blood.
Tomorrow, the 28nd of February, on the actual 2-year day, we'll be livestreaming from the office of Ghost Ship Games, as well as host another AMA on Reddit at r/deeprockgalactic. The AMA will start at 10am CES and continue for many hours into the afternoon. We'll also be revealing the new Roadmap, further outlining our current plans up until launch and into the future.
The livestream will kick off with the usual Deep Dive stream at 1pm CET (UTC+1), but we plan to continue all day long and into the evening, so fans around the globe can get a chance to watch it live and participate in the chat. We'll stream simultanously to the Steam page, Twitch, Youtube, and Mixer.
Rock and Stone, Miners! Let's make this weekend a Deep Rock Galactic weekend!
Cheers
Ghost Ship Crew
Patch Notes
New Content
2-Year Party Hat claimable for all in the Space Rig
Space Rig party celebration
Gilded Bosco Paintjob added to Supporter Upgrade
4 Paintjobs added to Bosco's Mastery bar
Misc. fixes
Added final countdown to Iron Will Activation, when the entire team is down
Fixed potential crash
Made mission select monitors work on client + late join
Fixed Dash sound activation being too loud
This is on sale and I'm tempted to buy it. Is it decent to play solo, or best experienced in coop? Sometimes if I don't have buddies on I still like to play these games solo if it's not too much of a hair pulling experience.
Posts
The morkite thing is definitely just a matter of being newish to the game, I can't remember the last time I had to hunt for a morkite vein. You get a lot better at spotting things with a little experience.
Singleplayer, so I was the host. A Google search say it's come up for a number of other people as well.
Perky Update Preview
Plain Text
It's time to take a look at Update 28: Feeling Perky. The main features of this update are the New Perk System, the first part of the Space Rig Overhaul, and an expansion on how we handle skins for customizing the look of your weapons. Let’s dive in!
One thing that’s been high on our to-do-list for a long while has been to give the Perk System an overhaul, and with update 28 we have finally found the time to do it. When we originally introduced Perks way back in Update 14, it was our first attempt at adding some deeper progression and customization to the gameplay experience. And as with all other features, we release them as soon as we think they are *functional*, rather than necessarily *done* - both to get new content out to you guys as fast as possible, but also because we believe that game features mature best in the hands of the players, and through the valuable feedback we get from you.
When we started designing the Perk System, we had a few clear objectives in mind: We wanted you to get access to a bunch of tasty Perks, but at the same time we had to be careful that they were not overpowered or broke the game balance in general. This, combined with a pretty quick first pass on Perks that were mainly adjustments of existing numbers, resulted in what could seem like underwhelming perks.
And boy, have we gotten a lot of feedback on the Perk System…! An underlying tone regarding feedback on Perks has been that many players felt they were underwhelming. For example, the Weekend Athlete Perk (10% increase in sprint speed) got a lot of flack. And while a 10% increase in run speed is enough to make a very big difference in an actual combat scenario, we hear you - it DID look, sound, and feel less impactful than it actually is.
Another issue arose with the fact that many players started regarding certain Perks as must-haves. Iron Will is such a case - oh yes, let’s talk about the elephant in the room! Iron Will in its original implementation could totally result in epic wins - but more often than not it results in a sort of “soft fail” instead, leaving you beyond salvation but still running around reviving each other endlessly. We’ve also seen some players straight up refusing to play with players unless they had Iron Will equipped. The writing on the wall is clear: The fact that so many players feel they MUST use Iron Will is counter to our design, and it has been unbalanced for a long time. So with Update 28 the functionality of Iron Will will change. We’re quite excited (and a bit anxious) to gauge the reaction from you all from it over the coming weeks.
But just apart from “fixing” Iron Will, we’ve introduced a fairly meaty overhaul to how we regard Perks in general. For Update 28, our overarching goal was to make Perks feel a lot more interesting and varied, and to force you guys to make some tough choices instead of going with the same loadout all the time. And secondly, we wanted to go through all the perks and reevaluate and rebalance them to make them more satisfying to use.
And to facilitate this, all Perks are now split into two categories: Passive and Active Perks.
Passive and Active Perks
With the launch of Update 28, you will be starting the game with 2 Perk slots: 1 Passive and 1 Active. The Perk Tree will allow you to unlock two more Passive Perks and any promoted dwarf will get a second Activated Perk slot. When fully unlocked, your dwarf will be able to equip 3 Passive and 2 Active Perks.
So, you’ll have 5 Perk slots in total, but the choices should now be a lot more impactful. And we believe: Tougher choices = More interesting gameplay!
Passive Perks
Passive Perks are pretty much what the Perks used to be. Equip one of these and you get a passive increase to a given stat - such as Deep Pockets, that allow you to carry more minerals. No interaction or activation needed - equip it and the benefit is just there. Nice and simple.
Active Perks
Active Perks however, requires activation from you, and generally have either a Cooldown on their use, or limited uses - sometimes even both! And since they are limited use, this allows us to make Perks with significantly more powerful effects than we’ve seen so far, or to make less powerful ones be usable more often.
For Activation of the Perks, we decided not to go with a dedicated activation button, but instead map it specifically to each in a contextual manner. Take Iron Will for instance - since it is now an Active Perk.
After being incapacitated, you will have a period where you can activate it by pressing and holding [JUMP]. You can only do this ONCE per mission. Now, before you call on Karl’s wrath because of this change, hear us out: When using Iron Will, you will now have a longer period alive, with less movement speed reduction than before, and you will remain invulnerable for the full duration. All in all, this results in you being more certain that you can actually manage to revive a downed fellow Dwarf, reach some Red Sugar or simply spend your final rage on finishing a Dreadnought. Yes, you can only use it once - but you decide when. And when you do, you will be getting some proper bang for the buck!
With Update 28 we are also introducing a bunch of new Perks, both Passive and Active, and have tweaked the costs and requirements for pretty much all of them. This means that all Perk purchases have been reset, any spent Perk Points have been refunded to you, and all Perks need to be unlocked once more.
We hope you’ll have a lot of fun playing around and experimenting with the new Perk System, and as always we’re looking forward to hearing your feedback.
Space Rig Overhaul
The Space Rig has been another thing we really wanted to update for a long time. It is, however, a large task, and we will be doing it in steps. The first and most crucial step is what we’re doing in Update 28 - the overall rearranging and restructuring of the place, and getting everything in more contextually sound and meaningful positions instead of just having rows of identical terminals next to each other. Work on the Space Rig will continue from now on and up until we end Early Access and launch the game fully, and will include full terminal overhauls such as how we’ve treated the Forge by giving it a fully custom model from the get-go.
Weapon Skins and Meshes
Sometimes good things come out of a bug, and the next new feature I want to highlight is one of those. As some players have pointed out and shared images of, we had a glitch in the Equipment Terminal that allowed you to quickly switch some of the weapon skins together.
This was part of our design discussion ever since we first started talking about Mesh Skins, but after seeing the reaction this glitch got from you guys, we decided to turn it into a proper feature.
This means that Weapon Skins are now divided into two distinct categories: Frameworks and Paintjobs. Frameworks change the actual model - adding or altering stuff on the weapon to make it look different. And Paintjobs is the overall coloring and texturing of the weapon. Making this split allows for a lot more combinations than were available so far, and should serve to make new Paintjobs feel a lot more rewarding to get than before, since you can use it with any Framework. Every existing skin has gone through this revamp, and you get to keep anything you’ve already unlocked.
Wrapping up the game and our next focus
So that’s the meat of Update 28. We are currently in a state where we are working hard on getting the game ready for 1.0. One of the biggest outstanding topics is what we refer to as “Onboarding” and is all about Tutorials and getting a great and smooth start when you play Deep Rock Galactic for the first time. Another topic is the upcoming Miner’s Manual which will give you more insight into the world of Deep Rock Galactic as well as play-tips and instructions to play missions among many other things. And last but not least we’ll be doing a ton of quality of life improvements and bugfixes to the game all over the place.
Update 28: Feeling Perky will drop on the 30th of January. It’s time to sharpen your pickaxes and get back into the mines of Hoxxes.
Rock and Stone, Miners!
Mikkel Martin Pedersen,
Game Director of DRG
Fuck yeah, that looks rad!
What's the best way to leave feedback where the developers might see it? Reddit? or Discord?
Not sure, they also have fairly robust steam forums
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This is a damn good update, it's rather overwhelming how much change there is for people who have hit end game versus the progression new players will face.
Having to edit each build was a bit troublesome but it's going to be so worth it in the long run.
Perk changes are fucking fantastic, there are a few core perks I take still but each class I change up some. Still more tweaking needed but my god what a big step up.
The space rig redesign is fantastic, different enough to be off putting but the basic hub is just worlds better.
Gun cosmetics and skins are now separate so you can now have a glyphid hunter skin with a primal blood colors. Moar dakka while looking fantastic.
Seriously, get in and edit your builds at least and then take a break, it's rather overwhelming.
Rock and Stone.
Selling Board Games for Medical Bills
I've not seen anything but I imagine it will all carry over.
There are too many people with prestiges levels stupid high to have all that work disappear.
Had a wipe on a tower and forgot to use my instarevive and suddenly I'm down whaaaaaa?
Still love the changes, Iron Will is dead, long live Iron Will.
@Irond Will
Yeah I really enjoy the game but if they reset back to 0 for everything I'm quitting. It's too much of a grind when I just want to jump in and kill stuff.
We just got this today. OMG that was amazing! We had golden bugs, is it only tied to that condition?
100% agree with Karoz, this last update was amazing. The perks are really good now. I love the falling break one for the scout. Allows me to zip up to stupid heights and then take 75% less damage. For mule missions, the % less damage near the mule is great for the gunner and other less mobile classes. I do hate how the deep pockets one got moved all the way back, but oh well.
It's pretty solid and you can tame the tank grunt and I guess the slasher grunt? Confirmed the former, unknown on the latter.
They even tanked a dreadnought for a bit.
They can't target Mactera and their roars are distressing when you're use to using audio cues for the enemies coming in but you get to pet em like loot bugs.
By default they are all named Steve, I hope they randomly generate names in the future.
I love Steve and want to pet himb immediately
They did change the perks, heavily.. They had to because some were utterly mandatory.
Cause yeah, Iron Will was a must, now it's up for debate.
I haven't given up insta-revive yet but I'm tempted.
Example, I just did a point extraction on +75% difficulty. Landed and had a dozen electro bugs, a dozen glyphids, 2 slashers, and a guard. Right off the bat. For curacy on the M1000, I was kiting glyphids and from just a couple feet in front of me, I noticed bullets missing the face and hitting body parts or the ground. I'll try and turn down some graphics options and see if that helps but at this point, I'll head back to the GK2.
Especially on extraction points since it factors in a sub par platform helping you out so throws in even more bugs.
EDIT: Did a mission with the GK2 and it's night and day. Bullets get on target even when I keep the trigger pulled. I picked a mission with Mactera Swarm since they tend to zoom around and I was picking them off no problem.
Speaking of resupply pods. I'm seeing more of them in Mule missions but most are empty. Is there a trick to getting them to open up or is it random luck that they'll have ammo left?
I've never seen a resupply pod I didn't summon myself so I'm confused by the question.
If you're "finding" empty pods then you're lost and walking in circles.
Armchair: 4098-3704-2012
No there are now supply caches already in the map. If you find one and repair it there's a chance to activate a resupply on it.
Selling Board Games for Medical Bills
Yeah I find them all the time on Mule missions now. Usually buried so you have to dig them out. Sounds like it's a random chance on them.
If the equipment lands in the open, then it's super easy to kite enemies while getting them setup.
Armchair: 4098-3704-2012
Pet Steeve is the best perk! I use it with the scout but I'd imagine for less mobile classes it would work even better (since Scout Steeve tends to fall behind a lot).
Best to try to see if there are any of these side caverns while you're getting aquarqs so you have an idea where the path might be at the end.
Found those inactivated supply drops in the mini mule missions and I gotta say they aren't really worth it unless you just are desperate for ammo/health and have a driller get you access to it.
DRG is half off including DLC
Armchair: 4098-3704-2012