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- Past hour
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Nathan Dolan joined the community
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Radtazzler joined the community
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thegrepins joined the community
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Figured I would just throw a suggestion out there, that might add a little flare to the already grounded gameplay mechanics I just love physics implementations in video games and UE5 has a lot to offer for procedural and unique physics animations etc... such as active ragdolls which can be implemented for any live asset in engine. It would be cool to see a bug flailing about and messing with grass or environment, even if it's in the death state. Strange to see some of your other games like "Outer-worlds" "Avowed" which has pretty good physics based ragdolls and physics implementations being in UE4&5. Terrain destruction or deformation would be cool and of course would go well with ragdoll physics of bugs. I know that this game has a lot going on when it comes to performance and other asset factors though I figured I would cast a reel of possible ingenuity out there and see if I get a bite. Hope all is well and I like what I'm playing so far in the 2nd Grounded.
- Today
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Mr .Red joined the community
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SethG911 started following Motion Control Fix
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SethG911 joined the community
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There are in fact Globs pre placed in the game for you to make the Coaltana and Sickles. They also only use candy to repair so they're even sustainable. (Though someone in a full four teen team would be going without a fancy elemental tier 3 melee) Snail armor you can at least take advantage of upgrading armor gives it a free repair for 3 repairs currently, though yeah, once you burn through those it is kind of a trophy set until we get our tier 3 busting unlocked this winter.
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Is PoE2 too easy?
Chaospread replied to Ocelot's topic in Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
I have never played turn based mode but i can say yes, normal difficulty with a full party is quite easy. Try veteran (and maybe scaled), but the real challenge is PotD + Scaled + SOLO (viable but very difficult with low playing experience) OR, if you wanna a full party, try PotD + scaled + some Magran's challenges. -
roamiastros joined the community
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Patokkau joined the community
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Joseph Shaw started following Block and Parry while dual wielding
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Gadge4lyfe joined the community
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The All Things Political Topic - What's Going On...?
Gorgon replied to Lexx's topic in Way Off-Topic
Kristi Noemi's finest brownshirts at it again -
정상빈 joined the community
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Buggy lost when getting close to ice
Thyrosis replied to Thyrosis's topic in Grounded 2: Feedback & Suggestions
Thanks for both of your replies. That is true and I did this, but it takes 8 seconds for the buggy to arrive. That indicates that the buggy is nowhere near where you are. Because 8cm in the game is a long way for us Like Alynxkia suggested, bolting for the nearest non ice area (which is 1 step back really) or behaving like a lab door would make sense. Disappearing into thin air and taking 8 seconds to reappear, does not make sense. -
dastiii joined the community
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In G1 was very annoying that weevil nose only have one purpose. Now it's happening again. I love how G2 give more uses to some materials, like bombardier beetles part (and boiling glands), but this doesn't apply to stinkbugs. Their gas sacks (a rare loot) have plenty of uses (smoothies, arrows...) but their parts (common loot) only have two uses, gas mask and the torch tier 3. Maybe the glue will make a comeback (I hope) later but now they don't have much use. It will be nice some smoothie, meal... using weevil nose and/or stinkbug.
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Feature Request: Acorn Grind
Adrian Amoros replied to aurelien.fontaine78's topic in Grounded 2: Feedback & Suggestions
More uses of acorns top (since they are a guarantee drop) will be nice. -
The devs said if there will be flying mounts, they'll appear in the endgame. Being realistic, I prefer a mount who can glide with their wings (like a ladybug/ladybird) at the moment. In the roadmap they talk about megabosses, since G1 I want a bird boss fight (like a dragon fight) but there are things more usefully before that. Basics raids aren't a problem, let's see the new raids mechanic's first Taming worker ants will be nice, but grinding basics resources aren't difficult, and they have work to do in their colonies :S
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Buggy following to close
Adrian Amoros replied to Spladash's topic in Grounded 2: Feedback & Suggestions
First I was thinking "Oh, how cute, is like a real pet claiming for attention". But yes, is very annoying. Please, fix this in the future. -
Buggy lost when getting close to ice
Adrian Amoros replied to Thyrosis's topic in Grounded 2: Feedback & Suggestions
You can call again your pet using the buggy wheel. Press the call buggy and maintain a few seconds and a wheel with all your buggies will appear, choose your pet and they will arrive in a few seconds. You can use it to change your buggie without going to their nest. -
I dont see a way to produce the globs for the ice sickles or for the coaltana. would love to make a second pair of icesickles or a coaltana. The snail-shells are what really pisses me off, though. If I cant farm them, I effectively can't use the sanil armor because i cant repair it. Now its just a trophy in my base.
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Playing Poe2 for the first time, and it is way, way easier than PoE 1 on Normal difficulty + turn based mode. Has anyone else had this experience? Is it because of turn based battles being easier to manage? I was thinking of doing a second run on veteran or higher afterwards with more multiclasses, but I'm not so sure now. Should I opt for real time combat + scaling enemies on my second playthrough? What's the recommended setup for a challenging run?
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Ocelot changed their profile photo
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The adrenaline passive stops functioning after you enter conversation. The bonus will disappear if you are below 50% health, and it will not activate if you drop below 50% health after having been in a conversation. Returning Storm does not benefit from cooldown reduction when cast from a grimoire. It does benefit from essence cost reduction, but the cooldown is 20 seconds no matter how you cast it.
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BIG ROB DUB started following Storage Bin Icons
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Could we please get more storage bin icons for labeling we have all the same ones as the first one I don't know too much about adding things to the game but I don't feel like storage bin icons would be that hard we just need more of a variety so we can label bins with other icons there are so many different items in the game but only so few icons
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I actually can't think of a blueprint I can't build right now. There are some that are in finite quantity (Snail shell shards, for example), but everything I've seen I've been able to make, and I'm well into just doing silly side things in post game.
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Founder's skins missing.
Twodoorthemad replied to Raiyside's topic in Grounded 2: Technical Support (Spoiler Warning!)
I own the game and paid a subscription to nvdia geforce now and my dlc was there from steam. Nvidia geforce now I can access my founders pack dlc - Yesterday
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Hey, I've recently completed the released story (still much to uncover) and wanted to give some feedback on the first ~30h played. I realize that this is still early in development and some of these might already be fixed in a patch that is yet to release. The system I've played Grounded 2 on: System: PC Client: Steam CPU: Intel(R) Core(TM) i9-14900KF GPU: NVIDIA GeForce RTX 4080 SUPER Memory: 32557 Mb DDR5 General feedback/issues encountered in the first 30h; Bow Aim Assist needs to disappear The current Aim Assist is mandatory (no settings to disable) and is actively stopping players from hitting weakpoints. You currently have to not "zoom/aim" if you want to hit weakpoints, as the Aim Assist is so strong that trying to hit weakpoints while aiming will make you run out of mousemat. Mutation loadout hotkey need to return I have not found any key, pressed or held, that let's you switch between the mutation loadouts as you could in OG Grounded. This stops the engaging gameplay of swapping loadouts mid combat while you swap weapons based on new enemies entering. It leads to mutations being less interesting, since you have to maneuver through menues. Stopping what ever you're doing. Dodge function seems pointless/underutilized As bugs attack animation seemingly has a hit-scan lock based player position when the attack animation was initialized the bug will hit with the attack even if the Dodge-action is preformed within Perfect Block window, or before. I've seen larvae change tradjectory mid-air to hit doing the Dodge-action. If it's meant purely as a relocation feature, or for dodging away from area-of-effect attacks and projectiles, it should be clearly stated in Survival Guide/Tutorial. Building a mutation and maybe a "dodge follow-up attack" around this new feature instead would open up entire new playstyles. Ambush/Stealth is underwhelming due to "power" of sneaking Sneaking in the game is not that great or effective. Going for a Ambush build with the new dagger/dualwield equipment and bonuses will often suffer due to the sneaking being as bad as it is. If this playstyle is to be carved out, you might need to either add a Sneaking/Stealth mutation or equipment bonuses to make enemies less likely to detect you. This is doubly true about O.R.C. bugs, as they seem to more consistently aggro without line of sight while sneaking. And often aggro if you just enter a room that they're in, even if you're sneaking as you enter and they don't have line of sight. "The Stranger"s invasions are more annoying than a future danger you must prepare for. (as I think is intended) This might be because of bugging spawning conditions. As when they "suddenly" arrive they can spawn right on top of you, glitching out the entire game and killing you before the game unfreezes. The most important change to this feature must be that the bugs do not spawn ON your location as they do now. The spawn radius of the MIXR-defence event was perfect, and should be used as an example. I think you had a better idea the first time around. With the invasions being focused on your base and giving you time to prepare for an assult. This would incentivize building fortifications and giving more thought on base location and construction. It's just annoying to either have to wait for the invasion OR go out exploring/gathering. As currently you might be in your first fight with a Wolfspider and suddenly the event starts and spawns a myriad of bugs around you. Stats-window is a great step but must be accurate This is one of the new additions that I applauded. However when playing for a bit I quickly noticed that it still does not show the total picture of your character. If it does, a lot of mutations and trinkets do not currently work. "Resource explosions" are too extreme When you carve, hack, or bust a resource open they currently are way too violent. And often causes a lot of resources to disappear. Two extreme examples are; Clay, that often fly several char models high when harvested, Feather, that scatters so violently that pieces often fly out of rendering distance. Different bugs that I've ecountered: Dismounting occationally intently kills you. After defeating one of "The Stranger's" invasions and getting the reward you remain in combat and can not sleep ect. Backpack occationally falls through the floor, and "Recover Backpack"-feature relocates but does not put it above ground. O.R.C. bugs often lead to the game stuttering when they transition from attack animation to hit-scan registration. "Pebblet foundation" unlock remains available for purchase after bought, leading to a potential RAW Science dump.
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It's all Elon's fault, one of his cost cutting measures via DOGE was getting rid of all and any secure portable printers. Mind you, the subscription to HP was doubling the budget deficit. Heh. Five times more than that ingrate Volodomyr. via the transcript: "I would like to thank once again my American counterpart, for the proposal to travel out here to Alaska." "We're thankful to the citizens and the government of the U.S. for carefully taking care of their memory." "I would like to thank President Trump for our joint work, for the well wishing and trustworthy tone of our conversation." "Thank you. Thank you."
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Lonnar started following unobtainable ingedients
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Hello Grounded Team, first of all, I understand and appreciate that Grounded 2 is still in prerelease. I enjoy seeing the game take shape and I know content will continue to be added over time. That said, there’s one aspect of the current build that feels frustrating: We receive blueprints for gear and items that cannot actually be crafted, because the required materials aren’t obtainable in the prerelease. Unlocking a blueprint is normally exciting, but right now it often leads to disappointment when I realize I can’t use it. From my perspective, it would make more sense to hold back blueprints until the related content is ready. This way, everything unlocked during prerelease feels meaningful and achievable, instead of being a reminder of unavailable features. Another point is Tier 3 tools and progression. Many materials and areas in the world seem to require Tier 3, but those tools are not accessible. I had expected Tier 3 to become available during prerelease, but at the moment a lot of content feels visible yet permanently locked. I completely understand that development takes time and not everything can be available at once. Still, I think the prerelease experience would feel more rewarding if either: unavailable blueprints/materials were hidden until ready, or at least part of Tier 3 progression was introduced during the prerelease phase. Thank you for reading this feedback, and for all the work you’re putting into Grounded 2. I look forward to seeing how the game continues to grow!