Deep Rock Galactic
Acty! Jul 1, 2017 @ 11:20am
Too hard to find way back on random maps.
My last two attempts at randomly-generated maps have resulted in the crew being unable to find their way back to the drop-pod. Molly sprints off and goes through some crazy hole the first chance she gets, so she's no help. Meanwhile, lacking any kind of beacon that lasts more than a few seconds, we can't really mark our path in any way. And even when within 50M of the drop pod, you can't dig through much solid rock before the game starts to teleport you to the beginning of your tunnel that you're digging (whether due to lag or to prevent players from going where they're not supposed to).

It's really frustrating to spend twenty or more minutes on a mission just to have it end in no credit rewards due to your map being crappy. A simple fix would be to have a beacon/marker that didn't disappear within ten seconds. Even if you could only place one, it would be nice to place at a poorly lit critical junction.

Another alternative might be to have molly get back to the pod by retracing her steps. This would prevent her from just going up a tiny hole that the group didn't intend to make (or maybe that was created by a supply-drop or an exploding bug).

I like the idea of having to plan your routes; it makes the game more perilous and realistic. But if the randomly generated maps are going to be this convoluted, then I believe we need a few more tools at our disposal to mark our path (or an enhancement to the existing marker).
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Showing 1-11 of 11 comments
Dwarfurious Jul 1, 2017 @ 11:28am 
This was partially due to a team comp of three engineers and a scout who was new to the game. I should of joined as a Driller since the mission was near end :P
The rest is just trying to remember your way back, Engineers can use sentry's or platforms to mark entrances.
You can stop molly from pathing up the holes by plugging them with Platforms as well.

Scout will likely get new navigation tools and holding LMB to mark a spot for longer has been suggested, but lots of marks can clutter up the UI. Maybe holding TAB would reveal marks.
Acty! Jul 1, 2017 @ 12:24pm 
Sentries seem to be the best way to mark things; they're highly visible (and actually cast illumination) and they're permanent. I might change my strategy to only put them at places that help mark the path.
Brawson Jul 1, 2017 @ 1:10pm 
You definitly need a good driller on your team. I just burrow all the way to the pod.
Dwarfurious Jul 1, 2017 @ 1:21pm 
Drilling all the way is not typically necesary, you should try to follow the tunnel until the path veers off course and it becomes quicker to drill a shortcut. One way to do this is to have the scout just zip ahead of everyone else with his grappling hook, then drill towards him at an intersection.
Brawson Jul 1, 2017 @ 1:56pm 
It's useful for teams that can't navigate well, It's not the only way back just a helpful way if you get stuck.
VongolaXth Jul 1, 2017 @ 8:09pm 
I don't have access to this game (yet i hope :D) but the idea of something like torches (maybe with different colors to mark different things like red is a dead end and green is the way to the pod) or just a chalk / pencil feature to mark walls and paint a arrow showing the direction to the pod?

You still would need to search for those things, because just an easy beacon would be too easy to follow back and i think to explore and be aware that you need to get back again and to not forget where you came from is something you need to be prepared of.
Hobocop Jul 2, 2017 @ 8:07am 
Originally posted by TheFives:
I like the idea of having to plan your routes; it makes the game more perilous and realistic. But if the randomly generated maps are going to be this convoluted, then I believe we need a few more tools at our disposal to mark our path (or an enhancement to the existing marker).

Originally posted by VongolaXth:
I don't have access to this game (yet i hope :D) but the idea of something like torches (maybe with different colors to mark different things like red is a dead end and green is the way to the pod) or just a chalk / pencil feature to mark walls and paint a arrow showing the direction to the pod?

You still would need to search for those things, because just an easy beacon would be too easy to follow back and i think to explore and be aware that you need to get back again and to not forget where you came from is something you need to be prepared of.


I Don't have the game either, but...

I had the same idea with the chalk, though probably more like some kind of high hi-visibility spraypaint.
Simple, effective, cheap, permenant, no HUD clutter.
Color-specific to the player that placed it? Scout exclusive?
Last edited by Hobocop; Jul 2, 2017 @ 8:19am
Dwarfurious Jul 2, 2017 @ 12:17pm 
I could see a Spraypaint/Chalk being an item for the scout to mark stuff, maybe it reacts to light well so its easy to spot, or glow in the dark. it would have limited ammo ofc.
Night_Rage Jul 12, 2017 @ 6:51pm 
Random Generated maps are where...?
All i see are the regular missions ( First Dive all the way to Green Depth)
Dwarfurious Jul 12, 2017 @ 8:53pm 
Everything after rookie grinder is procedurally generated
DorfMaster Jul 19, 2017 @ 12:33pm 
Perhaps you could just dig arrows into the cave walls if you're struggling? Sometimes you just gotta make do with what you got.
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Date Posted: Jul 1, 2017 @ 11:20am
Posts: 11