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unobtainable ingedients
Zsword replied to Patrik Vogel's topic in Grounded 2: Feedback & Suggestions
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. -
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 -
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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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Patrik Vogel 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!
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Hi ZaleCat, Would be most interested to discuss possible submission from you for the community blog, I have sent a PM. If that did not reach you, let me know.
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I am not sure if they take security seriously, as they are handling classified documents in public wifi,which we know because in order to use public printer in hotel they need to connect in hotel's public wifi. I am pretty sure that they can't make that wifi secure even with secure vpn, but instead all the communication has been quite easy to access by any spy that has seen little effort
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Grass Seed suggestions Increase drop rate by 2 or 3. Instead of chopping the grass down can knock seeds down by shooting with a bow Grass seeds drop due to gravity and can be found on the ground.
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Sweat Bees
Wombatslayer replied to masterninja1507's topic in Grounded 2: General Discussion (NO SPOILERS)
One of the images available for the picture frame is of a honey bee. So it may be coming into the game. -
Axl thought
Ariel Villarreal replied to BillyBaruJr's topic in Grounded 2: Stories (Spoiler Warning!)
It can also refer to a simple play on words, such as Arachnid Extra Large (AxL). Axel is a funny name for this enormous monster. -
I get the impression that the mysterious stranger is the fifth teenager who went missing in Tully's backyard, but for some reason she didn't want to be part of the original team and isolated herself. remember that if that's the case, she didn't use the Spac.r again to return home, which means she was miniaturized for over 2 years, surviving on her own and alone this whole time. I don't know her intellectual capabilities, but it seems that she knows how to handle the technology of the time and used the O.R.C. that she left behind after her time in the backyard. in some way, all the insects that she controls, she considers her friends.
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Yes, apparently it would be Ominent. Destroying Dr. Tully's public image would be beneficial to the board. Getting him out of the way would mean patenting many of Dr. Tully's inventions in the company's name. In my humble opinion, everything seems to indicate that the mysterious stranger will gradually become an ally in the fight with Ominent.
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been playing the game for about ten hours without any crashes. after 10 hours i suddenly started getting fatal error every 10-20 minutes. i tried every suggested solutions which are turning off nvidia reflex low latency, dlss, rtx, low graphics settings... I was actually enjoying a game after so long and suddenly this happens. Is there an actual fix for this? Setup is RX 7700 & RTX 5070. Playing on gamepass.
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jsimoneau13 started following Handy Gnat Inverted Controls
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Joseph Shaw started following Action bar, Loadouts, Radial Wheel, Co-op Suggestions
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My partner and I are both console players, I’ve read what a few of the PC players have had to say in other posts too and agree with their ideas on action bars too. See below a few suggestions we would love to see (and echoed by some of the community…), along with some more ideas, maybe something will stick. Thanks for reading… PRIMARY/SECONDARY ACTION BAR On console we have 4 slots bound to the d-pad. When swapping between primary and secondary weapons, it would be great if a 2nd set of key-binds appeared for both console and PC (6 slots/or more when supported by a mouse with additional buttons or keyboard/razor nastromo pad etc) LOADOUTS Sometimes 2 sets of weapons isn’t enough, there are so many to choose from. For example I have a Frost Knight build, but there are so many different weapons that can fit into the build that sometimes I want to switch it up on the fly if a situation calls for a slightly different approach. Perhaps loadouts could encompass: Weapons, Armour, Boots, Gloves, Rings, Trinkets/necklaces, action bars. Not sure if additional loadouts should also include abilities from the skill tree, but perhaps this could be a feature unlocked by new game plus. (New game plus mentioned to be arriving in Fall 2025 in the roadmap). RADIAL WHEEL Consumables on the radial wheel are really hard to find sometimes, just by icon alone, especially if the ones that are most frequently used aren’t on the first wheel of the consumables section, would love to be able to re-arrange the order. CO-OP Co-operative play would be amazing, my partner and I are always looking for CO-OP games, currently we both love playing avowed and are taking it in turns to get to different parts of the story on the game. We’re already planning our next characters, but new-game plus might be the answer to that. If we could have our characters play side by side, that would be amazing. Or failing that take over one of the companions. Not sure how restrictive the technical limitations of console would be on the style of co-op play. (Or even PC for that matter/game engine). We’re not a fan of split screen personally, but like to play on the same TV. Perhaps a wider field of view (3rd person view), player 1 camera control, with player 2 having either no camera control or limited influence over the camera (similar to previous fable games); could this be viable? (Though could be hard to do in dungeons or tight spaces) In an ideal world, players would be able to choose between different CO-OP settings in the game start up menu, eg… split screen, hosted online play, wide FOV 3rd person play.
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- suggestion
- action bar
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So my new record is clearing everything in Dyrford, Searing Falls etc, bounties included, and going as far as clearing Endless Paths level 9. My balanced, sane and non-cheesy group party of six chanters is looking at the ambush room at the beginning of level 10 and saying nope. ...but if I could beat that room, I could probably keep clearing to level 12 and waltz into Defiance Bay looking for someone to reforge BotEP...