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I've also got this exact same issue, even down to the game running fine for a minute or two, then freezing for several seconds, then frame time spikes and stuttering like crazy afterwards. I'm on Windows 11, with a 7800x3d and a 5080. EDIT: I'm playing on Gamepass and I've seen others on Reddit talking about this same issue who are also on Gamepass, while those on Steam don't have it.
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Joshhamburg75 joined the community
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geekl0ve joined the community
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ObliviousRex joined the community
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Morten Kornum started following Faults "bugs" and irritaions
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First of all the ant... Why does it have to go in front of you or at the back of you and irritate you while chopping something or building or peering etc.? The ant gets stuck in the floor every time i spawn in a bed or sleep in a bed. The ant attacks animals on its own. If you attack something the ant automatically does it as well. The only way to stop it from attacking is to whistle at it but if it already attacked you cant make it go away from the fight. If you whistle it just stops there and get beat up. If you are in gas or sizzling the ant just stays in there when the other bug is eliminated and often gets knocked down. There should be an option to lock some of the things on your ant so it does not quick deposit so that you could always have extra stuff on the ant to repair armor and such There should be an option on how many minutes pass before each auto save because right now the game crashes all the time still and its not because of anything special. An option to toggle auto aim off The wolf spider sometimes looks like all its legs are broken if you look at it from a distance Sometimes my weapons end up in a chest even tho there are no other weapons in there Sometimes the arrows dont get picked up when you run over them Bugs spawn way to often inside stuff like roots, stones etc. Sometimes if you want to jump and pull the dandelion it often equips the dandelion first and when you press again it jumps. I think its when you are to close to the edge of something. When you run to fast from one place to another the insects does not spawn until they are next to you. The game also crashes often if you run to a new home made base. If you save the game on top of a large rock you often spawn inside it. You should add stick insects.
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Global Brands Magazine joined the community
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Funny, just recently I was in norway for 2 weeks. It's nice. Certainly more pretty than the boring flat place I'm living in.
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IronKraken started following Stuffed bug placement
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This is such a minor grievance, but I was trying to find neat places to position my stuffed bugs and I really wanted to put an orb weaver on the wall over my entrance where it won't snap at all, or on the angled part of my roof outside to which I only got the "too steep" notification. It would make for some nice aesthetic touches.
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Skif joined the community
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Tosin Ballack joined the community
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I just got my first vivarium and tamed some beasts. Need to meet Sebastian at the village to visit Anne. The first movie was really good. It did a great job at introducing a magical place and have it feel magical. You miss nothing by not reading the books. What stands out to me with Hogwarts Legacy is that unlike so many AAA titles aimed at an older audience, Hogwarts Legacy managed to have different body types. You have some people lean, some people with a bit more weight. You have old adults, you have young adults, you have children in their early teens you have children in their mid teens. Yes, predominantly they use one bodytype, especially as there is basically one human for all the poachers/ashwinders, but that is only because they created one enemy model, not because they generate every npc from one model as other games do.
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Apparently some Norwegian newspaper Aftenposten was butthurt over this. You can’t ask for better advertising when you’re Honest Government Ads Its pay walled and in Norwegian. Will check for an English transcript somewhere
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Random video game news... RNG is your friend!
BruceVC replied to Frak_the_2nd's topic in Computer and Console
Yes, this type of greed is not a good start to this game At the very least include all the clans in the vanilla game Charge for DLC once the game is out and confirmed to be worthwhile considering its tumultuous development history -
reapbuck joined the community
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Papiiboy joined the community
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Arnaganos joined the community
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wangsuo95 joined the community
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I enjoyed Hogwarts, I dont remember any of that political ideology\commentary being significant in the overall narrative I never read the books but I watched all the movies and I thought they did an excellent job at creating the Hogwarts world with its lore It had lots of fun side activities like exploring Hogwarts, Merlin Trials, breeding animals and broom races and it provides a massive open-world to explore Spells make combat interesting and varied and I like the crafting where you do end up looking for ingredients And the Companion side quests are nuanced and interesting, like Sebastian's sister quest The enemies became monotonous, you can only kill so many poachers and Ashwinders but that wasnt enough to detract from the fun factor of the game
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Ten years later, Pillars of Eternity is getting a turn-based combat mode "Testing starts later this year." So... maybe by Winter?
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fafaDylan started following How does the game determine which Random Scripted Encounter occurs?
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As the question above says, I am hoping somebody knowledgeable can explain how the game rolls the Random Scripted Encounters it throws at you. Specifically, what are gamedata files involved, and what mechanism/variable inside the files determines the encounter. For example, if I wanted to add a scripted encounter while roaming Neketaka or Dunnage or when sailing, or if I wanted to adjust the weight/frequency of event occurrence, what files should I modify? Thank you in advance.
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LOTS OF PYRO started following Suggestion: Let Tool Upgrades Carry Over to Ant Mounts
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I’ve been having a great time in Grounded 2 so far, huge thanks to the dev team for all the work you’re putting into Early Access. I’ve been streaming it regularly on Twitch (@LOTS_OF_PYRO) and it’s been an awesome experience sharing the game with my community. One of the best features right now is the Buggie system. Hatching an Ant from the Hatchery Anthill, mounting it, and riding around to farm Grass and Weed Stems is such a fun mechanic. For players who love to build (like me), it feels rewarding and makes the grind more enjoyable. But there’s a point where the flow breaks: Once you upgrade your Axe to Level II and want to cut down Husk Weeds, you’re forced to dismount your Ant to harvest those resources. This feels like a missed opportunity. The Ant mount should feel like an extension of the player, not just a Level I farming assistant. Suggestion: If the player has upgraded tools (e.g., Level II Axe), those upgrades should apply while mounted on an Ant. Being able to farm Level II (and higher) materials without dismounting would keep farming smooth, immersive, and rewarding. It would also better align with the progression system, making mounts feel more useful long-term rather than capped at early-game tasks. I know Grounded 2 is still in Early Access, and I’m excited to see how it evolves. This is exactly the kind of quality-of-life improvement that could elevate the building and farming loop even further. Keep up the great work, I’m really enjoying the direction of the game so far! — Pyro TL;DR for Devs: If players have a higher-level Axe (e.g., Level II) and are riding an Ant, tool upgrades should carry over so we can harvest Level II+ materials without dismounting.
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the other way i can picture this arena is if it is exactly a glass jar, the lid has a computer terminal on it that you input the material to choose the boss and then the lid opens, you drop in(fall damage removed for entry) and then the boss drops in and lid is shut, kinda like when kids would catch 2 bugs and put them in a container to make them fight. if you lose you bag appears at a predetermined spot outside the jar.
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to start off this idea came about because ive always hated the idea of cheesing bosses. wether it be by building up out of their reach, hiding behind wasp paper and shooting through it, or climbing the rose plant. doesnt matter if its your first playthrough or NG+10, bosses are supposed to be a challenge. especially since they arent story locked. in original grounded there was the emitter that allowed us to call waves of any bug we wanted except bosses, and if we wanted bosses we had to trek to their spawn. the problem is their spawns were designed to look like where they live and because of this each arena has several ways to cheese the boss. my idea is quite simple. a location/lab that you enter and has a "glass jar" looking room to fight the boss in. in the middle is a pedestal to put boss items in. either a cooked recipe or it could be a crafting bench style to select the boss there. when the fight starts the pedestal lowers and the door locks. the room is completely smooth and has no build rights. the door would have a bridge that connects it to the lab that retracts when the boss fight starts and you fall into the abyss if on it so you cant cheese shoot through the door, as well as the boss despawns if no person detected within the room. the boss would be spawned in by command or beamed in. nothing else is in the room so there is no hiding. just you and the boss toe to claw. this lab would be connected via pneumatic tube system to other labs for ease of access after unlocking it. could even be a mutation for beating the bosses in this arena specifically.
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all valid points. they have pointed out on the roadmap that there will be buggy upgrades, so im hoping that those will alleviate the lvl 2 stem problem cause this frustrates me as well. ive also noticed that telling them to stay acts as a pseudo-passive mode as my buggies dont tend to attack anything unless it gets right up on them when i tell them to stay.
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They were not honest in IGN interview
NukeGoose replied to vX1nf1d3lXv's topic in Grounded 2: Feedback & Suggestions
i wont hate on your attempt to give feedback, but knowing that this game is in early access what aspects that cant be tweaked are worse? sure the omni tool can be a bit frustrating to get used to, but thats now 4 items not in your inventory, 3 if you only ever pulled wrench out when stuff broke. buggys are truly awesome, even if they are a little, well, buggy. but again its early access. sure the catepillars have spikes but dont deal thorns damage, i can logic arround that depending on the weapon. is the resource analyzer a little buggy too? sure but now i can change it without having to go to a lab/tent and it shows spawns of resources. the main thing i can think of thats worse is the overall stats. some things hit harder than expected, but ive been playing with 9* armor sets for the last while and there are still plenty of kinks to work out in the damage vs armor vs buff area of the game. i guess what im saying is i truly dont see "Many" things that are worse than grounded 1 keeping in mind that this is early access/development. you make it sound like we are in arachnophobia mode with all models and its a finished project comparatively.- 4 replies
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danmick99 started following Extreme performance issues since patch 1.5
- Yesterday
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Patch 1.3.8.0.87535 is live!
davoker replied to cstanick's topic in Pillars of Eternity: Announcements & News
The DOT issues with the talents "Scion of Flame, Heart of the Storm, Spirit of Decay and Secrets of Rime" have not yet been fixed. You can find information about this here, regarding a patch made some time ago, but this patch currently cannot be used with the current version: https://forums.obsidian.net/topic/93221-community-bug-fixes/ I’m not sure, but I think the problem with these talents also applies to some class spell or item. You also have these mods that fix some bugs that haven’t been corrected yet either: https://www.nexusmods.com/pillarsofeternity/mods/385 https://www.nexusmods.com/pillarsofeternity/mods/384 https://www.nexusmods.com/pillarsofeternity/mods/377 https://www.nexusmods.com/pillarsofeternity/mods/371 -> I think this one fixes the DOT issue with the talents mentioned above. Maybe not all of these mods are actually bugs for you, I’m sharing them so you can take a look and consider whether it’s worth fixing or changing the behavior of the spells they adjust, for example. I think the DOT bug with the talents (and as I said, I believe it affects more than just those 4 talents) is quite important, because one chooses these talents to increase the DOT damage of spells/abilities of those elements. So, if you use a particular spell as your main damage spell and want to get this talent to boost its DOT damage, it’s useless because it doesn’t work. I think it’s crucial to fix this already. -
ExiledToker started following (Biggest Frustration In Game!!!)Please Fix Buggy(Ant)
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The Buggy Is The Biggest And Only Source Frustration In The Game.(Ive Played Start To Finish 2 Times And Another From Mid To Finish Twice. Attempting To 100% Current Content) Firstly The Buggy Desperately Needs A Passive Mode, Having It Instigate Fights And Or Take The Last Shot Preventing You From Getting Credit For The Kill To Add To The Stats Of Your Mutations That You Are Currently Working On is Ridiculous. Secondly Getting Off The Buggy To Harvest Lvl 2 Resources Not Only Doesn't Make Sense (Why Can I Cut Lvl 2 But Not My Buggy) But The Buggy Is Consistently Getting In The Way!! I Would Have Figured This Would Get Addressed With How Many Hot Fixes There Has Been But No. Unless I Tell The Buggy To Stay It Tries To Walk Between Me And WHATEVER It Is That I Am Attempting To Harvest. PLEASE FOR THE LOVE OF EVERYTHING AWESOME ABOUT THIS GAME FIX THIS!!
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Ok, went back into Silksong after coming down. Finally was able to beat the stupid mothwig ****ing piece of ****. It was pure random chance in the end, which is exactly what I hate in a boss fight. I'm close to the end of act1 as far as I am aware. Got 6hp now, upgraded the needle, got some tool damage and amount upgrades, and wrapped up most of the side quests that were available. The stick mother fight was pretty nice, I also liked the widow - though the widow phase 2 took me a couple hours again, because it was so damn fast, I could barely see it. Phase 1 was no big deal, made it through without getting hit, but then it became a bit much... Anyways. Same as HK, the game is great when it doesn't feel incredibly unfair and random. IMO they could have made the beginning a bit less harsh for sure, and people would have accepted it more. /Edit: I've also unlocked the reaper and the wanderer crests, but decided to stick with the default moveset. Feels more fitting for Hornet, and also I don't really have any issues with it.
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Got all excited about the Beast Crest in Silksong and used a Memory Stone on it (i.e. expand it's capacity to carry Silksong's variation of Charms) only to find out that the heal-on-attack mode doesn't activate instantly. I mean sure, it is faster than binding your wounds normally, but not enough so considering that you need to attack something to heal up afterwards. Great idea, disappointing implementation. Devs probably wanted to make sure it won't lead to players being able to facetank bosses, but as it stands I don't see the value. Yet, perhaps. I don't know how many hit points one can get by the end of the game and how much you could heal with the Beast Crest in a protracted fight. It might just edge out the regular healing. With the beginning five masks? Yeah no.
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Arrow Quiver – to avoid wasting multiple inventory slots when carrying different arrow types. Gear Loadouts – to quickly switch between classes (e.g., Ranger → Rogue), (armor, accessories, weapons, mutations). While also minimizing inventory slot usage for gear sets.
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Armor Upgrades
Matt__AsA__Hatter replied to Greg Avila-Stanes's topic in Grounded 2: Feedback & Suggestions
There's a better chance of them adding in a transmog machine to let you just make one set of armor look like anything else. With the 'founders packs' that override a cosmetics look they can just implement a system where you put into a machine one set of armor that holds the image then wear whatever you want and your look wont change. That's how Abiotic Factor solved it so they could have Tiers of armor while still letting the players look however they wanted to. I also anticipate them selling other ones in the future too. It's easy money for companies to make now.