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Update Proposal: Garden Storms
Alynxkia replied to Bruno Astie's topic in Grounded 2: Feedback & Suggestions
Based of the number of posts I’ve seen and the positive responses to them I agree, many players want something of this nature. It would certainly give us a reason to be switching up armor, more often or to have multiple sets stashed around the map in various bases. I think it might be interesting to have some resources and bugs spawns only appear in certain weather. It might be frustrating waiting for the right weather though… shrug. Who’s to say we can’t make a weather machine in the late game. Once you accept shrinking machines and mind controlled bugs, the sky’s the limit. -
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As I mentioned in my original post, nothing in the fight one-shots you, except when the boss perfect-parries, dazing you and stabbing you. It's extremely rare, but it can happen. You’ve probably never experienced it because you can easily complete the entire fight without the boss doing it (I’ve already beaten this boss without getting hit a single time and ofc she never parried any of my attacks so i never got dazed). So, the problem isn’t the gear or max health, but that one move, probably not even an intended mechanic. Secondly, I disagree. T3 gear (even if rogue) and max health at that point should be enough to avoid getting one-shot by any of the current creatures in the Yard. That’s the gear you'll be using to face the stronger bugs and bosses in the next patches. As for the ladybugs, you're free to disagree. I’m not saying they’re hard to kill; they’re not. I mean, if we go by that logic, nothing is hard to kill once you know what to do. The point is, at the current stage with max health and maxed T3 gear, nothing in the current Yard should be able to one-shot the player. Again, you might disagree, and that’s okay, but there are bugs of the same level who barely do damage to you let alone one-shotting you and then you have that Orc Lady Bug, just doesnt make sense. So, you shouldn’t be punished like this just for missing one perfect parry or dodge. As for not running hardcore, I just enjoy it because it helps me get better, run the game more times, discover more stuff, notice details, and refine certain strategies. In Whoa! you lose a tone of durability from dying, you have to go back and retrieve all your backpack, so even if you don't play the game in Hardcore this type of unbalance will still affect you and that is why, in my opinion it should be looked at.
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Update Proposal: Garden Storms
Philippe Osmari replied to Bruno Astie's topic in Grounded 2: Feedback & Suggestions
I believe most people want this. -
Disappearing Buggy
Philippe Osmari replied to Stephanie Fryer's topic in Grounded 2: Technical Support (Spoiler Warning!)
The same thing happens to me. I've already lost several ants. -
found a bug that happened with arrows and the bow shooting at orb weaver jr. and arrows would grow massive. i was using grub armor and had the beginner bow sprig bow and normal arrows. file size is too large https://steamcommunity.com/sharedfiles/filedetails/?id=3547587265 not sure if this will work or not .
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So part of the problem here is neither set of Tier 3 gear we have right now is good for taking single big hits of damage: Rogue armor is like the second squishiest archtype in the game (after ranger) and Fighter Armor is great for shrugging off multiple little hits, but doesn't have the Resistance to endure big single strikes. Since we don't have a T3 mage armor with its higher resistance, big single hit attacks are just going to hurt. Also make sure you're using your Sticky Lady in Reds and Human Foods. The Mosquito Rapier is also massively buffed in this game compared to 1 and easily let's you keep a Ladyguard to just, ignore any attack in the game. Even guard crushes deal chip damage through it, and sword stamina boost means you almost always have max stamina for light attack sequences. I also don't know what at all you mean with the boss having a parry attack. Sure they deal a lot of damage but nothing in the fight came close to one shotting me in just the scorpion armor with only 1 health upgrade. Ladybugs definitely deal massive damage though, especially with the Stampede/bull charge, but that's okay, because I don't think they have a single attack that crushes guards, and attack very slowly and rarely. Big sneak attack strategies resolve normal ladybugs easily enough and will give a big boost against the 1 ORC ladybug in the game that you sort of 'have' to resolve. (and even that one is pretty avoidable) Also, don't hardcore this game, especially as a first run, in an EA that has that just seems, excessive.
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Rebekah joined the community
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Sontsuo started following Possible new enemy? and Grasshoppers
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My buggy went down while fighting, I died right after. I respawned and my buggy is now under the map w a red skeleton head. I wasn't able to get to him in time to revive him. I cannot call him and he's not available. I cannot hatch another buggy bc it says I already have one but can't cancel this current one. Xbox platform. My last save is from like 10 hrs of play time before that......and he's full of good inventory. Hopefully they patch it so I can retrieve him.
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If the reason this wasn't fully fixed was memory, I would prefer it to go back but thanks for fixing it in the latest update. The game now runs much worse over all but I do see that this is fixed.
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That’s what the national guard is for, right? Other totalitarian governments have “forces of the Interior Ministry” to deal with dissident and critics
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I am finding some parts of the game a little too easy. I was thinking it might be nice to have a couple subs modes that can be selected to add additional challenges when choosing Mild, Medium, Whoa, and Customized. Tech Failure: While initially it was nice that I could find wolf spiders and scorpions on the map because it made for easier hunting when I needed parts, I realized being able to see them so easily took away a lot of the apprehension I had when traveling around in Grounded 1. I could choose to just not use the feature, but I think it might be nice to have a mode where there is basically a technology failure with the scanner and the map only shows resource nodes that you have harvested at least once before and it doesn’t show any of the resources that are currently a living bug. Lack of Direction: This could be used with Technology Failure or on its own, but the map would no longer display exactly where you need to go for the story or for chips. You could use the scanner feature like normal unless you also selected Technology Failure. Grindfest: Craftables would require an additional resources. I don’t mean the quantity of the current resources would increase, but rather that additional different resources would be needed. I believe the current plan is for five tiers of weapons/armor/omni-tool upgrades. Tier 1 recipes would need an additional common resources. Tier 2 would need two common resources. Tier 3 would need an uncommon resource. Tier 4 would need a common and an uncommon resource. Tier 5 would need two uncommons or one rare resource. HOA: Much like Grindfest this would make it so building/utility production/decor options required additional materials. Depending on how much your build, you might already find building as grindy as you would ever want it to be which is why this was not built into the Grindfest mode. Building pieces like floors, roofs, walls would need an additional common resource. The two sturdiest building materials would need two additional common resources. (In Grounded 1 this was Ash and Mushrooms) Utility production items would vary. Early game items like the roasting spits and storage baskets would need another common resource. Things like spinners, dew collectors, and jerky racks would need an additional uncommon resource. Later game utility production items would need an additional rare resource. Decor would need a more careful look as I feel like the high use items like torches and sconces have to only require another common material to not reach insane grind levels. The items only used once to a couple times in a typical build can have uncommon or rare resources added. Ex: Fireplaces get used, but not anywhere near the same quantity as the other light sources. These were just some thoughts to add in additional optional challenges to the gameplay.
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Hey Everyone, First off, I want to mention that I’m playing Grounded 2 as Perma Death mode — if I die, I have to start over. Even though this isn’t the intended way to play, I believe my experience can still offer valuable insights for other Grounded players and the devs. In many ways Grounded 2 is harder than the current Grounded 1, and that’s totally fine. Heck, even the significant healing nerf compared to the first game is fine by me. That said, there are a few things that either need polish or need to be tuned down. As someone who’s been through plenty of runs with max health upgrades and fully upgraded T3 gear, I’ve gone from barely losing health to being one-shotted, which doesn’t feel ideal. Here are a few specific cases: 1. Orc Ladybug There’s one attack (I believe it’s the charge forward) that can one-shot you. This seems a bit excessive. 2. The Boss Fight Nothing in this fight should one-shot you if you have T3 fully upgraded gear and max health upgrades — not even the sword charge stab. However, there is one exception: if the boss perfectly parries you, dazing you, you instantly die. This mechanic feels flawed. Having an attack that deals more damage with no way to avoid it (you can't even see it coming), feels problematic. The fact that the perfect parry mechanic is completely RNG too it doesnt help. You can consistently hit her while she’s blocking, and nothing happens. You can break her guard, and again, nothing happens. But the moment you start hitting her, it’s pure RNG whether she will perfectly parry you, leading to either a flawless fight or, well, "tough luck, you’re dead." I’m all for one-shot abilities from bosses (which I think can be good for extra added difficulty), but I feel these abilities need to be more fleshed out and should have visible cues that allow players to react. For instance, the same perfect parry ability causes me to lose 80% of my health if it happens during the fight. However, if I’m hitting her and she perfectly parries me, I die instantly. Why not reverse that? The first instance should require me to dodge or perfect parry the attack, while the second one feels unfair because it’s just RNG. Sometimes, she even perfects parries after I’ve already broken her guard, and she hasn’t fully recovered from it. This leads me to another suggestion: better indicators for counter-attack abilities and preventing mobs from spamming these attacks, especially when they lack visual animations. (Also may I add that if a bug blocks, but you brank the stance, that bug can't re-block again straight after? Gets specially boring agaisnt Multiple Warrior Ants and Orb Weavers) For example, with Wolf Spiders when you’re using daggers, they’ll sometimes perform the grab attack without going into the fang position at all — it just happens. Sure, after a lot of playtime, you can almost predict the timing by intuition, but I feel like a game like this should always provide visual or sound cues to help with that. Also the costant spam of this attack makes it so that she barely ever does any other attacks except that and the Jump. Can't be intended. These are the most blatant issues I've encountered so far. Everything else that might do more damage than it should is still manageable. For example, bees might deal too much damage with their triple attack, which can sometimes bug out, causing them to hit you even if they’re too far away, or occasionally miss even when they're too close. Anyway, off the top of my head, in 9 runs where I’m trying to 100% the current content, these are the most glaring problems I’ve found (And the ammount of bugs that are under the mesh... like A LOT). Keep in mind that this is just my opinion, and I don’t expect changes to these issues to even happen. Just marely feedback and suggestions. I’ll keep playing Grounded 2 and can’t wait for the next bits of content. I’ll follow up with a much larger post filled with additional suggestions, but I’ll wait until we get the first couple of fixes for the current issues and bugs. Best regards, Stay Grounded, Glermz
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I think one bug I was missing from grounded was Grasshoppers, I feel like they are everywhere outside and would make for some cool fighting mechanics with jumping or even vibration from the chirping. Also, make some cool armor that gives jump boost and/or lessen fall damage
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First off all let me say that me and my wife have been playing grounded for nearly 3 years and have been having a blast being shrunken with the environment. Grounded 2 is a fantastic sequel to the series and can’t wait to see what else is in store for us mini’s. That being said my wife and I were discussing what we could possibly see being added to the park and we had come up with implementing grasshoppers! With being difficult bugs being able to jump and soar through the skies with devastating jump attacks and abilities. And perhaps with the gear that follows could be a rogue based armor set that allows you to be able to jump higher (not as high as a grasshopper of course) with having fall damage resistance x3 (if you have a full armor set). The armor set would look so neat with the helmet for a rogue based armor set! Anyway just wanted to give out one of our many ideas. Thank you obsidian for giving me and my wife a fantastic game to spend time together!!! A nose knows!
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Disappearing Buggy
Tanner Platter replied to Stephanie Fryer's topic in Grounded 2: Technical Support (Spoiler Warning!)
I have issues with my buggies disappearing from my nest completely. Most of the time when they get hurt they go back to the nest to heal and once the timer is done they are gone. I’m playing on medium so they should be back after the heal period. I’ve lost several buggies this way. Pretty much anytime one of them gets knocked out I have to hatch another egg. -
Improvements to buggys???
Tanner Platter replied to Bananaman1887's topic in Grounded 2: Feedback & Suggestions
I agree more buggy types would be awesome especially a scorpion. I was getting ready to add a topic for that exact reason when I read your post. I also like the idea of buggy armor and more abilities. In a post I made I made the point that the red ant chop ability should upgrade with your Omni tool. That way you can still harvest stuff from your mount after tier one. -
Trail Marker Clutter Improvements
Dubai Blackout replied to Cerai's topic in Grounded 2: Feedback & Suggestions
Your idea for customizable trail marker visibility is spot-on. It’s like managing home décor too many elements can overwhelm the space, just as too many markers can clutter the game view. The range-based and Peep. R options you suggested would be like choosing when to close or open Dubai Blackout Curtains , giving control over what you see and when you see it, without removing functionality. This would make navigation cleaner, more immersive, and far more enjoyable for exploration-focused players. -
Improvements to buggys???
Bananaman1887 replied to Bananaman1887's topic in Grounded 2: Feedback & Suggestions
Forgot to add the fact that when your orb weaver buggy gets stuned from a fall and you land on it you die instantly -
Buggy additions (Use of bow)
Bananaman1887 replied to Snoopie_JP's topic in Grounded 2: Feedback & Suggestions
Think of that on a flighing buggy that would need come nerfing -
Bananaman1887 started following Improvements to buggys???
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I'd love to see new abilities being added to the buggys such as the red soilder ant could sniff out food and water. The orb weaver could sommon spiderlings to help fight More buggys such as the scorpions,bees the wolf spider and cocroch would be great additions to grounded 2 Armor for buggys is something I'd love to see added and instead of the armor for thr pets in grounded 1 they would give stat ability if the red soldier ant had red ant aromor it would have increased carrying capacity
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Hola equipo de soporte, Estamos teniendo un problema con una partida en Grounded 2 en un servidor compartido. El jugador que originalmente creó la partida (el host) tiene como último guardado una versión anterior a la parte final del juego. El problema es el siguiente: Cuando el host entra a la partida como invitado (no como host), no se le actualiza el guardado con el progreso más reciente. En cambio, el resto de jugadores sí tienen el guardado actualizado, incluyendo los avances recientes y cercanos al final del juego. Nos gustaría saber si hay alguna forma de sincronizar correctamente el progreso del host con la versión más reciente de la partida compartida, ya que actualmente no puede continuar desde donde lo dejó el resto del grupo. Gracias por la ayuda. Saludos
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I love the spicy mustard here. It's like wasabi or a horseradish but better. Father-in-law has been hot smoking whole salmons and we just been devouring them with some lemon, salt, dill, and mustard.