All Activity
- Past hour
-
I know it will get better. The longer the game is in development the more dialogue options there will be thus lowering the repetitiveness, but yes, I too would like a toggle button for dialogue that kept any phrase from being said more than once.
-
I've had Apple TV for the summer, mostly for Murderbot, but it does have a ton of good movies and shows that aren't anywhere else. I'll probably cancel it soon though. We get our live TV through Hulu, which comes with Disney+ and ESPN+, so that's a nice freebie. Then I pay for Netflix, Amazon Prime (more for the shipping), and usually add or drop HBO depending on mood. It's too many, but still cheaper than Cable was.
-
Ragnorock225 joined the community
-
Mikayla Fergus joined the community
-
feature request Adding Trinkets to Armor Dummy
Alynxkia replied to SythiusKahn's topic in Grounded 2: Feedback & Suggestions
I like this idea, but I’d also like a trinket display shelf as well. For decor/comfy and because some of the trinkets I will never use and others I don’t have their usage linked to a specific outfit. -
jtyl joined the community
-
I just want the automatic part of it to go. I want to be able to choose to use it because it wants to activate when I don’t want to use it and it deactivates when I want to continue using it often enough to drive me crazy. I like that we still need to upgrade all functions separately. I do enjoy having the extra inventory space although nothing is preventing the developers from giving you more inventory space to make up carrying seperate tools. It is nice having the hot bar space being able to be devoted to weapons, healing items, and consumables. I greatly miss the visual appeal of all the old tools. I think the omni-tool is boring visually. I suspect that’s why we were decorations with the old tools as they knew many of us would miss them. The decor is like a memorial tribute.
-
Agree!!! I miss couch co-op games. Online is nice as it lets me play with my long distance friends but I would love to play with family and friends in person as well. Plus the way you play when you can see what the other person is doing on the same screen is very different. I do see the sound cues getting very confusing; you hear scorpion scream and no one is sure who just triggered a fight so you all panic. Sounds like fun.
-
suchef44 joined the community
-
Swissler joined the community
-
BLNKDark joined the community
-
dietrich01236 joined the community
-
No more building in cans?
YouWillEatTheBugs replied to RichyPier's topic in Grounded 2: Feedback & Suggestions
-
Buggies could have an embedded torch support
Alynxkia replied to Gustavo Lima's topic in Grounded 2: Feedback & Suggestions
A saddle upgrade that allows for a torch holder sounds awesome. Maybe the first upgrade only fits a slime mold torch, the next can do that or regular torch, then maybe a long lasting firefly lantern? I wouldn’t mind if each upgrade (or a seperate upgrade) let us attach additional armor to our buggy to protect them. - Today
-
OtakuPhil joined the community
-
Multiple bases-shared storage
Alynxkia replied to jammychap's topic in Grounded 2: Feedback & Suggestions
In Grounded 1 gnats could carry supplies so perhaps we could tame multiple gnats and have them linked to “gnat houses” and ant chests in range of a “gnat house” with tenets could be accessible. -
taniacpl joined the community
-
I want to be able to grow the flowers that are in grounded so I am all for them expanding on this.
- 1 reply
-
- suggestion
- wish
-
(and 2 more)
Tagged with:
-
Illnesses, long-term exhaustion and recovery
Alynxkia replied to RichyPier's topic in Grounded 2: Feedback & Suggestions
This could be a lot of fun as it would give more purpose to cooking and into building comfort into our bases.- 1 reply
-
- suggestion
- wish
-
(and 3 more)
Tagged with:
-
Wallpaper and dyeing workbench
Alynxkia replied to RichyPier's topic in Grounded 2: Feedback & Suggestions
There are a lot of spray cans in Grounded 2, and I wouldn’t mind some of them turning into paint spray cans that we could gather various colors from. I’m also a fan of being able to make some dyes/paints at the crafting bench you mentioned. We could go somewhere a little unique with the wallpaper pattern aspect, and unlocked new patters by finding “inspiration” in the yard. Things like spotting the random drawings in the game, certain landmarks or making it to a certain view… or we could just use science to unlock new sets like we do with signs.- 1 reply
-
- suggestion
- wish
-
(and 2 more)
Tagged with:
-
Molnár Levente joined the community
-
I don’t like how it auto-activates or auto-deactivates as that has resulted in problems for me when I want to harvest something that’s near a grass blade or some other harvestable resource that uses the only tool or when my buggy keeps walking in front of me. I want to be able to choose to use it rather than having it try to be automatic. I’m OK with it taking up an existing hotbar slot if it needs to or a special additional hot bar spot. I get that a lot of players are enjoying it just as it is so perhaps this can be one of the features we can choose to have on or off.
-
No more building in cans?
Alynxkia replied to RichyPier's topic in Grounded 2: Feedback & Suggestions
I hear you. There are lots of places that I want to build in this game, but like you mentioned with the cans and bottles we can’t. (Ex. Skateboard. Yes, you can build off the ground right next to it and basically incorporate it but it’s not the same as being able to actually build on top of it.) I’m hoping that as the game develops further and they know that they’re less likely to move the objects in the game around that they will allow more building in and on objects. Or at least allowing the placing of torches and other light fixtures, as I really enjoyed placing lights in a whole bunch of places in Grounded 1. I had placed multiple lanterns inside of the lily pad flowers in Grounded 1 and the effect was really pretty… although I was super disappointed that I couldn’t tell that the lights existed from my tree base. But this conversation is reminding me to go check out if we have building rights inside of ant hills. For a brief period of time and Grounded 1 we did have that ability and I loved it. I had built some stairs in the Abandon Ant Hill so you could get back up on the ledge and placed wall lanterns all around. Of course this building freedom in ant hills also let you cheese the Assistant Manager fight if you chose to… but if that’s the way some players wanted to tackle the fight why not? More building freedom please -
phoenixtwo87 started following Cloudy with a chance of Rain
-
Grass not growing back
Alynxkia replied to Will Moore's topic in Grounded 2: Technical Support (Spoiler Warning!)
I also encountered the issue of grass not regrowing. Weeds regrow, regardless of whether I take out the stem or not. I went and mowed a huge swath of land to get grass for a build and over 20 in game days later there is nothing. In Grounded 1 grass always regrew despite the patch notes saying if you cut the stems they wouldn’t, which was nice as they were a good fiber source and sometimes you chopped stems you did not mean to. There’s an opportunity here though. I’ve noticed I have a surplus of spoiled meat so the game could let us make fertilizer and if we spread that in areas, it could encourage grass to regrow. I know other players are encountering the opposite problem where they can’t get things to not grow through their base so maybe we could be able to make a weed killer. We do already get venom, but there’s also a lot of spray cans where we could gather a new material from. (Speaking of spray cans, I would like being able to gather paint from some of them to use on our bases.) For now, I’m going to build a base somewhere else on the map and try to stay out of the area where the grass is not regrowing to see if perhaps there is a respawn counter that I’m just not giving enough time to run out. Enshrouded has a system like that if where if you don’t stay out of an area for a long enough period of time, things do not respawn. (The intent is to make it so you don’t have to re-fight enemies unnecessarily just because you needed to go back to your base.) Nothing else in Grounded 2 seems to be working by that rule so I don’t think I’m going to get any good results from this, but I will try it anyway. -
lemm started following Grounded 2: Announcement & News
-
I had lots of fun treasure hunting in Red dead redemption 2 and Kingdome Come: Deliverance, as treasure maps had notes and/or drafts of landmarks, which I could either remenber or find by cross checking the map, without the need to ever look up a guide. You can't expect players to simply wait to stumble upon glittering ground by luck, you have to give a chance to figure it out to the ones willing to do so instead of just looking up a guide. Below my experience so far: - I was able to open the suitcase. Even thought I was actively looking for the first part of the code after finding and testing the second one., I've to admit that I found the other piece by pure luck, while I was reading a book just for fun. The loot inside was quite underwhelming... - I stumbled upon a secret mixer event (honestly, all I wanted was the milk tooth my radar was sensing) involving scorpions and rewarding you with enchanted sickles, and in the same area I noticed a glitter, which, after digging it up, revelead a locked chest. The location of the key? not a clue in the world. - The sizzling key you are provided with by progressing the story states that "it is hot and smells like cinnamon". My best guess was to head out to the BBQ area and look out for donuts (there are none). After inspecting the inside of the grill for an hour, which is quite tiresome given the constant sizzling effect and related increased thirst rate, I gave up and googled the location, and apparently the cest is below a tree in a completely unrelated area, with no traces of sizzling or cinnamon... Please don't effectively lock content behind guides.
-
The TV and Streaming Thread: That's Entertainment!
Lexx replied to LadyCrimson's topic in Way Off-Topic
Ok, finished Weak Hero s2. The ending was nice, I liked it. -
Waypoints and gamertags
SandDog28 replied to SabiSneed's topic in Grounded 2: Technical Support (Spoiler Warning!)
Have you found a workaround or any update on this? I am on my first playthrough, and after loading my save, no markers are showing in the game anymore—storyline, trail markers, or individual waypoints. I have tried toggling them on and off, and back on, and nothing seems to be bringing them back. -
Are there any plans to release a Grounded version for Switch 2? An update or enhanced version would be amazing — many fans are hoping for it. Thanks!
-
Hi! Objectively, from the game mechanics perspective, Deadfire is the superior system. One can still dislike the changes from PoE to Deadfire of course - but often that seems to stem from the fact that people don't welcome any changes to something the liked in general, even if the changes are for the better. I felt the same way initially when Deadfire's beta came out (there is still a ranting post from me to be found here in the forums somewhere). I was just disappointed that they didn't keep the rules as they were instead of re-inventing the wheel - but I came around eventually once I got used to the changes and once I got an overall better grasp of the game and its new systems. I would suggest you give it a bit more time. I think it's totally worth it. Here are some changes to game systems which are improvements: power level scaling makes sure that low level abilities and spells scale/progress and stay impactful. For example: unlike PoE's Magic Missiles which are basically useless in the later game, Deadfire's Power Level scaling adds more and more missiles to that spell so that it's still worth casting even in the game the (multi)class system works very well and allows for a lot of interesting and fun to play combos. In PoE we only got some cross-class talents. the affliction/inspirations system is more intuitive and practical than PoE's affliction system which had no solid structure. It's also more tactical because you can counter afflictions with the fitting inspirations (and not only Priests' prayer spells) - and you get resistances and immunities on top While I miss the 6th party member, the endurance/health system and per-rest spells, the new approach (party of 5, only health, per-encounter spells) have their advantages, too. Mainly it made it easier to design and balance encounters - and imo one can feel and see that: a lot less meaningless filler fights for example. the PEN/AR scales much better with your progression than PoE's DR did (even though it's a bit too punishing on PotD imo) stealth in combination with sneaking and pickpocketing is just no comparison to PoE (pickpocket wasn't even possible) the interrupt/concentration system is a lot more tactical and not just an uncontrollable side effect it was in PoE - instead the interrupt is a powerful tool and having concentration is a meaningful protection against it unique item enchantments in PoE were not that diversified, the enchantment system is pretty generic: you put the same enchantments on every weapon/armor. In Deadfire every unique item has a unique enchtantment and weapons and armor have unique upgrade "trees" with interesting effects - many of them lead to cool combinations with certain (multi)class abilities which are fun to explore Deadfire has a nice UI-based AI-"if this than that"-scripting tool which is leages better than anything you can do with PoE's party AI settings pets (not the Ranger's Animal Companion) which were only cosmetic in PoE have useful individual and party-wide effects now in Deadfire the new weapon proficiencies grant you a weapon modal but the system doesn't give non-proficient weapons disadvantages - PoE's weapon focus soft-locked you out of certain weapon choices you can export party members as hireligs for other playthroughs the stacking rules are much less obscure and less "all over the place" in Deadfire the combat log is a lot more detailed and helpful the character info (currect stats, effects etc.) is more detailed And so on and so forth... I personally liked the tone and "vibes" of PoE better than Deadfire, I also liked the main story of PoE more - but the systems design of Deadfire is way, way better than PoE's. While it's absolutely valid to dislike the changes made (initially of forever) - a game has to meet your taste after all for you to be happy with it after all - it's not right to call Deadfire's game system inferior. Mechanically Avowed is nothing like PoE... or Deadfire either (unfortunately). Besides it being a first person, real time action RPG (like Skyrim etc.), it also has more streamlined character creation and progression systems, UI etc. due ot it being developed for gaming consoles (and therefore gamepads) as well. PoE and Deadfire were originally designed for PC only and their mechanics and the UI options are a lot more intricate. Outer Worlds stuff is the same as Avowed in that regard basically. There are lots of mods for Deadfire and they are easy to install and manage (Deadfire has a build-in mod manager - another plus). I took a quick look but cannot find any mod which would introduce a whole bunch of PoE rules into Deadfire - besides some minor things like putting PoE's Riposte chances into Deadfire - or some unique items. Here's an overview: https://www.nexusmods.com/games/pillarsofeternity2/mods?sort=createdAt Cheers!
-
Performances are mostly fine everywhere else, but my FPS drop significantly (up to 13-15) when I get inside the statue, which I can hardly explain given that there's not really much going on there, all while the nvidia bar shows around 50-60% GPU and 30-40% CPU usage. The game also seems to lag more as the gameplay session gets longer ...my best guess would be that VRAM is not being cleared and visiting new areas gradually fills it up, but I'm not really an expert.
-
Laeticia Fraguas started following Steam crossplay issue
-
Hello, I bought the game on PC via Steam, wanting to play with my brother and his girlfriend (which they have via the Xbox app) crossplay does not work. There is the F1 key which is to activate this mode (bottom right of the game menu) but when I press it it does nothing, it loads then I have again the little message which says to activate the mode. I tried to leave my Xbox app open like for Steam, re-installed the game but still not. Between them (my brother and his girlfriend) they see each other online and can join without any problem but I do not even appear and therefore cannot join. I would need help pls :c
-
- steam
- crossplatform
-
(and 2 more)
Tagged with: