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I have "finished" Elephantasy: Flipside as in "reached an ending" (there are 4). The game is significantly more hardcore (challenging and janky), than Tunic. It is also possible to teleport right outside the final boss room by editing the save file, if one knows the room’s coordinates. The final boss battle lasts about 8 minutes, providing that you do not die to the RNG and bugs. While I found the experience to be more frustrating than rewarding, due to the visibility (only one room is visible at a time) and platforming, if one seeks an old-school adventure with exploration and puzzles, this is it. It is also not possible to take screenshots via Steam Overlay.
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Vampire: The Masquerade - Bloodlines 2, Thread 2
Humanoid replied to Katphood's topic in Computer and Console
I think hiving launch clans behind DLC is a deal-breaker for me even if the game miraculously isn't a complete car crash. -
It's a weird mix of styles, both in terms of setting and in gameplay. Ultimately I almost always preferred it when the game allowed for emergent gameplay, and was least happy when the game tried to be cinematic. It was great for example when the game let you bypass an early boss fight by means of a trivial QTE. But where was that kind of freedom later in the game, and in PL? It's almost a bit of Bethesda-itis. "We put a lot of effort into this awesome content, and you will experience it.
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Random video game news... RNG is your friend!
melkathi replied to Frak_the_2nd's topic in Computer and Console
I am afraid you'l be right, and it will be one of those souls-action games. On the other hand, nothing in the trailer prevents it from doing a complete plot twist and have the characters travel forward in time to bring their rivalry into the current era to battle it out at a music event as K-Pop Idols. Then the game would be part life sim, part music industry management sim, part dating VN Unlikely, One can hope. -
The TV and Streaming Thread: That's Entertainment!
melkathi replied to LadyCrimson's topic in Way Off-Topic
I don't know what to watch since I don't really like anything. I think last time I liked something was Ted Lasso, and before that Stranger (the Korean crime series). Or was it the other way around... I need to make money to make my own shows... - Today
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kathrinhaeseler joined the community
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The TV and Streaming Thread: That's Entertainment!
LadyCrimson replied to LadyCrimson's topic in Way Off-Topic
Other k-dramas I tried recently: ---My Dearest Nemesis, romcom (Viki) - Actor who played Sunho in Weak Hero1. Pretty silly. Not the best ever but the 10 (1 hr) episodes made it not wear out its welcome too much. ---Study Group (Viki) - Student obsessed w/studying/forming a study group. Of course, he also has uber fighting (and speed) skills. Bullies, friendship/life lessions, but much lighter/absurd tone for most of it (the typical eventual conflict and past-trauma plotting later). Not as serious as Weak Hero and adults play a role. 10 (40-45min) episodes. After trying a few others plus some C-dramas, gave up looking for new and re-watched: ---Lovely Runner (Viki) (2022) - could possibly be my fave romcom-drama-timeslip series the past couple years. There are plot holes near the end but eh, it's time-slippin'. Both funny and dramatically touching at times. Can't recall if I mentioned it before, but I've watched it three times. >.> ---20th Century Girl (Netflix) (2022 film) - coming of age romance, bittersweet, touching. Watched it because it had the same male lead as Lovely Runner. I think he's a new fave. -
Ghost Gaming joined the community
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powersledge joined the community
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Random video game news... RNG is your friend!
LadyCrimson replied to Frak_the_2nd's topic in Computer and Console
It's cinematic only but for a game, I like that it's a Korean Joseon era setting. Not many (AA/AAA) pc-games with that folklore/look. Sadly (for me) it's probably a "souls-like" action/adventure/SP meaning outside of being pretty, it won't be for me (unless I cheat my way through it ). But I'm kinda curious if it'll manage to distinguish itself, gameplay-wise, as something more than ending up being largely known as a Korean "Black Myth Wukong." Like more rpg elements (party members, a tad less linear, whatever, etc). Probably not, but who knows. UE5 engine. Character is inspired by a Korean novel and/or real life person turned into a legend, or something. One of those things. -
The TV and Streaming Thread: That's Entertainment!
uuuhhii replied to LadyCrimson's topic in Way Off-Topic
they put out a trailer for starting production -
The All Things Political Topic - What's Going On...?
uuuhhii replied to Lexx's topic in Way Off-Topic
it is all posture most trade are covered by usmca so tariff rate are really just for show it send uncertain signal for usmca adjustment next year -
The All Things Political Topic - What's Going On...?
rjshae replied to Lexx's topic in Way Off-Topic
U.S. has tariff exemptions for goods under the 2020 free trade deal with Canada and Mexico. Apparently, Canada is matching those. Canada will match US tariff exemptions under USMCA trade pact, Prime Minister Carney says So, not as bad as it seemed? -
I love the buggy idea, and how much mobility they provide in game. While I'm sure that there's work being done on new mounts, I think that incorporating flying mounts would be the coolest addition, compared to any other ground bug. I get that flight might make for a lot of issues and borders that would need to be placed, but even if the bug could only fly a small distance above the grass, it would be amazing. My idea was to utilize the caterpillars as a way to obtain a tamed butterfly, maybe by capturing it in some way, or simply finding a cocoon which can be picked up and placed in a hatchery. If the player was able to fly on a butterfly, I think that ziplines could be left out of the game entirely, and it would be such a beautiful experience too, fluttering over the grass. I think it would be reasonable to give a max flight height, which would avoid issues with players flying too high and getting to areas where they shouldn't be, for example, the top of the picnic table, if you wanted to avoid that.
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Eprony joined the community
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Demondisco1989 joined the community
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Kingpeople joined the community
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XxKiLlWycTxX joined the community
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The All Things Political Topic - What's Going On...?
uuuhhii replied to Lexx's topic in Way Off-Topic
usa freeze visa for truck driver in the middle of trade war while canada concede to usa and lower tariff -
Random video game news... RNG is your friend!
Sven_ replied to Frak_the_2nd's topic in Computer and Console
I've seen the usual crowd is all over it for all the wrong reasons. To me, it's a bit like a bunch of characters that may happen if you hit the "randomize" button in a Bethesda-style character editor and then take the first decently legit rather than funny option. The trailer also doesn't feature much of any dialogue or interaction, and it's supposed to be a companion trailer. Falls fairly flat to me. Then again, TOW1 overall was kind of a bit "flat" and never risking much. Baby's first Boyarsky/Cain-Like RPG. Pentiment had a lot more spice and flavor. RE: Bad optimization? Do you mean Grounded 2 (saw somebody mention it would be quite demanding, but then it's still Beta)? I think we're partly in a weird transition stage now. For many years, there weren't much leaps made in technological terms. On consoles, you (usually) don't have to worry anyway -- 30/40 frames per second are still a thing here, at least in dedicated quality or balanced modes if available (like in Mafia currently). And on PC, there weren't really any PC showcases. It's all "multiplatform games", FPS unleashed on PC -- and the sky (and your pockets) are the limit. Nvidia seem to have realized this, they aren't promoting 1,000Hz/1,000fps screens for fun, they see business opportunity. Now there's a bit of raytracing (the mandatory bits of it not really demanding, see Indiana Jones or Doom). Oh, and UE5 with its Lumen. But it seems both inexperienced developers as well as Epic are still not quite there. That's the tradeoff when always using the latest tech: It's inevitably also the least tested. There also seems a confusion on PC: Whilst consoles have used (dynamic) upscaling for years, on PC too it was always meant to be mandatory for now, if going by Jensen's words. Still, all recent titles are still running on hardware 5, 6 occasionally 7, 8 years old. Personally, I'm curious as to when whether games are going to be consumed the same way as movies. The point at which a critical mass doesn't care about how much older a release is than what's currently out (few would skip on Alien/Aliens in favor of some vanilla Hollywood flavor of the week monster ride just because those are "old" movies). In a way, it's already happening. As outside of games pushing actual photo realism, there's diminishing returns. Grounded ain't such a game pushing for the realism. Much like the upcoming Borderlands 4. And to an extent, also The Outer Worlds 2... -
Lostgirl181 joined the community
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I just did a clean install and installed 577.00 and it didn't fix the issue :(. I guess ill just wait for future patches.
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I was getting the same error on a brand new PC, and tried everything I found online but nothing was working. My brother recommended to check that the monitor's HDMI cable was plugged in directly to the graphics card and not the motherboard, and....YEP it was not plugged in to the graphics card. Plugged it in and the game was able to load right up with no errors. It was a super dumb fix, but worth double checking .
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Prime Cell joined the community
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ataualpaneto2001 started following BUG - Game keeps crashing while loading; Unreal error
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unreal error every time. When I'm playing, out of nowhere the game crashes and the unreal error appears, usually when it's dawning in the game. I'm playing on a Dell g15 core i5 13k with rtx 3050 and 24gb ram.
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ataualpaneto2001 joined the community
- Yesterday
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Sorry I missed it, i went to the latest post to see if there was any solutions. But Thanks for the input, I will give it a try when i get home. I am definitely sending those crashes to Invidia lol.
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After trying to use the map for navigation and marking areas of interest, I have noticed a desync between the markers you place and where they actually seem to mark out. I will place a marker and travel to it, only to find myself in a different place than what I marked. This, for example, has happened many times when trying to go to an ants nest entrance; the marker will leave me standing in the middle of a field of grass, with not even any ants around to suggest where the entrance might be. The resource tracker is also messed up, as going to the locations it shows is *very* vague, often requiring a lot more travel to find what you went in search of. Milk Molar locations on the map are inaccurate as well, though since the map doesn't show underground layers or elevation on said markers, there's no real way to know if what I'm looking for is above me or below me in some tunnel I don't know about. I think a part of the fix here could be something simple like an up or down arrow, suggesting if something is above or below your current elevation. If this seems like it gives away to much or is too 'easy', Ominent is supposed to be a high tech company, right? Add in a quest to activate some sort of device of theirs that would give you more accurate information on items hidden around the map. This would make sense, and allow you to add some level of challenge to gaining this ability.
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When a building part is placed inside of, or close on top of, the ground surface, all respawns in that area should be shut down. This should include plants, resource points like Acorns, insect or animal spawn points such as for Larvae... everything. The points are *not* removed, and if the building part is moved, the respawn timers will be reset, allowing things to grow and spawn there again normally. ALL building parts should be included in this, but especially foundations, scaffolding, and floors should have this effect, along with any other 'base level' building blocks that a player might use as a foundation for the rest of the base to be constructed on.
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In my recent gameplay (it wasn't happening all the time, but seems to be doing so increasingly as I play) the Aphids have been appearing stuck in place and seemingly standing upside down in the air, close to the ground. I do not know why this is happening, but it might have something to do with them spawning low enough to the ground to clip through it and thus trying to stand on the underside of the ground surface. While stuck like this, they will chirp constantly, and sometimes jump, vanishing 'up' into the ground, then coming back into view. There also seem to be a few of them now underneath some of the foundations of my base, where they are both stuck and invisible, chirping incessantly. They can be killed, which causes them to drop the ground normally, but I'm pretty sure this is not how they are meant to function.
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As the title says. Drying racks should be able to pull material from nearby storage, rather than the current pattern of grabbing the thing you want to dry, taking it to the rack, putting it on the hooks and the re-depositing the remainder. I would even go so far as to say a bit of pre-sorting could be applied to the drying rack, where when you look at it to decide what you want to add to it, it only shows what *can* be added to it, instead of all the things you have in your inventory that can't. This is similar to how the station that makes thread doesn't show you rocks, or food in its list of things you can make using it; only the web and plant fiber.
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Keeping it short, whenever a player uses hot deposit, instead of just cramming things into chest with the same items, items should also sort themselves out, maintaining some kind of order inside the chests. Hot deposit seems like it was designed to allow players to quickly empty their inventories into chest and continue exploring, but the sheer mess it makes inside the chest almost defeats this purpose.
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Rebecca Garforth started following Grounded Multiplayer constantly giving errors!
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Hi! My fiance and I have been trying to play grounded together since August 3rd, but every time we do we get this error message (attached). We've tried everything: verifying files, changing who would host, even tried uninstalling and reinstalling the game each, turning crossplay on and off - nothing worked. When we did get different error messages we were able to fix those but it brought us back to this one. I've been able to do multiplayer with a friend previously, and we've both been able to join a friend starting a multiplayer lobby but not at the same time. We aren't on the same wifi, or in the same house - though we did try this too. Any help would be appreciated!