Deep Rock Galactic
More Dystrum
Dystrum is so rare that I only discovered that it was a thing like 50 hours into the game, now I have 250~ hours and have had dystrum as a secondary just twice.
More missions and biomes need the dystrum secondary.
I especially think it should be a common secondary in the upcoming ocean-like biome

Could use a rework as well to have it be on par with other secondaries maybe it could glow naturally or look different completely (without losing it's mineral vein structure)
Última edición por asbestos fillet; 29 DIC 2020 a las 9:17
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Mostrando 16-18 de 18 comentarios
Scuzz MB 30 DIC 2020 a las 16:06 
Publicado originalmente por Deadweight:
Wouldn't hurt to have it as a secondary in refining missions

Actually what Chibbity was referring to makes sense. Point Extraction maps are the only map where a wall spawned resource is a secondary objective. Refinery, despite it's similarities has different generation patterns. Doesn't mean it COULDN'T be recoded to appear in other mission types, but then they would have to start changing some fairly consequential pieces of the game that make things work (making sure there's enough nitra, for instance).

The only place I could see where they could slip this in would be as an alternative to morkite in Deep Dives, but then that wouldn't help if you're concerned about getting the Dystrum milestones because it wouldn't count.

According to my stats, PE is my most played mission type (by a hair). Almost 500 completed PEs since I got the game and only have around 55 completed Dystrum secondaries. So, that's about as rare as you can get. If the primary concern is giving you a fighting chance at getting the Dystrum milestones completed in a more timely manner would be if they just simply increased the RNG chances that Dystrum would end up being the PE secondary,
Grotle 30 DIC 2020 a las 23:58 
On one hand, i think its nice to have an exclusive secondary that sort of fits with its primary objective.

On the other, with the recent addition of 3 more secondaries, the chance of a dystrum mission spawning is highly improbable, to the point i dont think anyone other than "the old guard" or "full timers" would notice if it just disappeared. Besides, some minerals are bound to run out, no?

I would also like to have more dystrum missions, or something similar to dystrum, for instance, a dark green vein that spawns in biomes where jadiz is found (or at least where jadiz is commonl) (Jadiz being a compressed version of said dark green mineral).

Publicado originalmente por Chibbity:
As I understood it, and having thought on my memory of it more, the way that the map gen works (or did work), there are only so many "slots" for wall dug mineral veins that can be generated; so it's a technical limitation?

Sooo...
Couldnt they just update the system to have more slots? Make the maps a bit bigger too?
For that matter, how does (did) the system assign each mineral to a slot? (I am guessing its random, since we still find oil shale even down in the heartstone room) (Also, having oil shale exclusive to just escort mission seems like a waste of a potentialy good hidden lore, implying hoxxes used to have a lot of water.)

It would also be nice for some secondaries to have a higher spawn rate in certain missions, for example, Fossils being found more often in Escort (Again, heavily implying hoxxes used to have underground sea life in the past)
pcdeltalink 31 DIC 2020 a las 1:15 
Publicado originalmente por Chibbity:
As I recall, the dev's or maybe it was Dwarfurious once explained that it can't be used on the other map types because it would take up "slots" that Nitra, Morkite, and Gold spawn in?

Don't know if that still holds true, or what other background factors play in to it, or if I'm even remembering it correctly or remembering everything that was said; but that's what I recall being said.

That makes no sense to me since Extraction missions already have gold, nitra, etc.
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Publicado el: 29 DIC 2020 a las 5:27
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