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  2. A friend wanted a transmog function and the ability to hide certain armor pieces. I could also imagine some fun changes, like allowing you to go into battle with an aphid (which would be a club without transmog).
  3. Too bad, in the first "Grounded" game I could build my house in a Coke can, and I loved it. Now there are even champagne and wine bottles (no beer?), but I'm probably not allowed to build in them. Not yet?
  4. Will we be able to keep a diary? A book where we, as Hoops, can write down everything and maybe leave funny anecdotes for our friends? Perhaps a book where we can write recipes or tricks, complete it like in "Minecraft", duplicate it, and give it to friends? We could first learn how to make something like paper (perhaps we could then use paper for firecrackers or for pictures) for notes and for books also blueberry leather. This could be a never-ending story: Friends could rate the books and notes (likes), different fonts could be unlocked, or photos could be added. They could be hidden in secret locations to give friends puzzles to solve, with a reward at the end—players could even create their own tasks for friends. Well, for that, the player would probably need keys and locks.
  5. I really love your animations and can't get enough of your ideas. How about having Hoops do stretches from time to time while she's standing still? Perhaps you could choose idle animations like these, or free play? (Maybe she'll find books or imitate things she sees others or insects doing, or she'll humorously imitate the way some insects walk.) She could stand there cool, or bored, a little cold (freezing shivering), or with slumped shoulders (perhaps if she's overloaded), or tense, doing push-ups, or combat exercises, yoga, etc. If you don't like it, you could stick with the standard ones. Once you've collected enough animations, you could put together a playlist of them or randomize them.
  6. You've always given "Grounded" and "Grounded 2" very nice, fluid, and natural-looking animations – thank you so much! Would a climbing hook be fun? Maybe later on, to keep the climbing puzzles ("how do I get up there?") interesting.
  7. Would a skill for a kind of concentrated gaze, which briefly displays all important objects in the environment, be conceivable? For example, lootable corpses would be highlighted. Perhaps combined with highlighting important insect sounds to help locate, for example, maggots and enemies even from far away.
  8. Today
  9. Will there be illnesses? Hoops catches a cold and can get rid of it by resting and eating some soup. Will there be something like fatigue if Hoops stays awake too long, and can she then rest on a chair if necessary to relieve some of the fatigue? Perhaps something like a hardcore survival mode?
  10. I love the grass plank houses and how natural everything looks. You're doing such good work and it's a lot of fun. The construction menu works exemplary well, and everything fits together. The variable component size also allows for creative building. How about wallpaper and facade painting? Something like moss wallpaper would certainly be fun. Different colors can certainly be found in crayons, watercolors, or similar materials and used for clothing and house painting. Maybe even for weapons?
  11. Thank you for your answers, @Raven Scar and @szudri! Yes, I think the difficulty is good. I just find the enemy recovery time a bit unfair sometimes. I'm thinking of titles like "She Will Punish Them": If my base is invaded by a hundred enemies and I die, my achievements remain, and when I come back, I don't have to start over like in "The Evil Within" or something. Death is punishment enough for me. Very often, I die at the beginning, and the enemy only needed one more hit—so close, so often, eheheh.
  12. Let's talk about the UI. I thought the Grounded 1 UI was great and loved that you could find UI customizations in the form of the SCA.Bs around the map. This UI in comparison feels a lot more dull, while also being less functional and more confusing. I don't want to be super negative with this post because I absolutely love this game. I just want to give some feedback about what, from my perspective, feels like a big step backward in the UI from Grounded 1. I'll start first with the positives What is good about the new UI? All of the menus themselves are quite functional. I love the new map! It takes on a more realistic look than in Grounded 1 and I think it's awesome to be able to see Sites and Wonders on the map. This also encourages exploration because you see things on the map that look interesting and naturally want to go there. The entire "Show Stat Details" page is incredible. I love seeing all of the details of your health, stamina, damage type, resistances, etc. I also love that the gear and mutation effects also show you the exact place they are coming from! This was an awesome idea that makes it very clear what is contributing to your success (or bringing you down!) I love that the mutations are broken up into categories now. It makes it a lot easier to find things than in Grounded 1 where there were just a huge block of tiles with symbols on them. I also love that it shows your progress and what is required to level up each one! The molar upgrades being done from the player menu is sooo much better than having to run to a field station. I never thought about it in G1, but it is a huge QoL improvement. When does it feel less functional and more clunky to use? When entering the inventory with Tab, it should ALWAYS default to your inventory. There is no reason to save the state of which ever knob you had selected before when 90% of the time, you will want to look for your inventory. I found myself hitting tab to open the inventory to be greeted with my mutations menu. Confused, I back out to the game and hit tab again hoping to get to my inventory to instead be greeted again with my mutations menu. There is only 1 hotbar now! When I first played Grounded 1, I thought it was really odd that there were multiple, cycling hotbars. But then the more I played the game, the more I found myself using them and cycling between them. Bring back that feature! The hotbar doesn't show in your inventory menu until you go to drag an item to it. I find this to be an incredibly odd design choice. It took me a solid 10 minutes to figure out how to assign something to my hotbar from my inventory when I had 1000+ hours in Grounded 1. The knob on the top right instead of tabs is confusing, especially when combined with issue 1 mentioned above. Since the knob radial is small and up in the top corner, my eyes don't shift there to realize I just need to change which menu I am in. And with only small symbols to denote which menu it is, I find myself flipping through them to find the correct thing. In Grounded 1, we had big text tabs at the top that draw your eyes and make the flow between menus a lot more intuitive. As a side note, perhaps make it more obvious that you can swap between them with Q and E. Took me 10+ hours of play time to realize that. Sorting in your inventory and in chests does not have a dedicated, static menu button, just a keybind of Y that you need to hold? Why not just tap Y? Why do I need to highlight something in the inventory of a chest I am looking in to be able to sort it? Add back static sorting buttons in the menu itself. When you are riding your buggy, you can't access the buggy's inventory. Seems like it may just be a feature that hasn't been implemented yet, but I thought I would point it out. I wish you could see the various buff symbols with tool tips in the main character UI instead of in the "Show Stat Details" menu. I generally like a lot of the QoL improvements that came to some of the menus, like the detailed stats page, the map and the mutations page. But the overall look-and-feel and general intuitiveness of the UI has taken a few steps backward.
  13. I love planting in games like "Grounded" and "Grounded 2." Thank you for giving me the pleasure of planting! Will there be a composter where all sorts of items are turned into fertilizer? Is there a plan for different fertilizers (e.g., growth accelerators already exist, yield bonuses, crop mutation probability already exist, and breeding bonuses for more seeds)? Would moss be plantable? Could you make a filter for a bottle out of it to turn dirty water into drinkable water?
  14. Me and my friends ran into this issue too. We came back the next day and the bee was gone, but we actually found where it glitched. I went up to the top of the trashcan to see it, but i think it gets stuck at sky limit. We really don’t want to restart so we’re attempting to build a grass staircase up to it to hopefully keep our save in tact. For me it’s stuck in the sky in front of the tree next to the hot dog stand
  15. At one time there was a hope that states might start to move past Gerrymandering, but then Trump won. Texas Republicans aim to redraw House districts at Trump’s urging, but there’s a risk On DJT's behest, the Pubs are trying to gerrymander Texas to gain 5 seats in the House. What do the Dems do in response? How California draws congressional districts, and why it might change in a proxy war with Trump Texas has 38 seats, of which 13 or so are Democrat California has 52 seats, of which 9 are Republican.
  16. I've encountered this in multiple places on the map as well. In G1 foundations and floor used to suppress respawning materials. Relogging usually fixes this issue. I've noticed that if I come back to my base and all the grass has regrown, I can't typically chop it down, and if I hang around the regrown grass for too long my game will crash.
  17. Heya! The building interface has changed up a little bit since G1. if you go to the lean-to in your build menu, it should have two dots under it. In order to save some space, some build items have multiple tiers that you can cycle through using F if on keyboard. Not sure what the controller equivalent is. Pressing that key should allow you to cycle your variant rom the lean-to into the bed
  18. I'd love to see honeypot, carpenter, and/or bullet ants added. Honeypot ants could serve as a way to get honey, which in turn could be used for sweet elemental weapons. Sweet weapons would be the opposite to salty in the same way fresh and spicy are opposites. The honeypot ants could also have a way to get a Bee Buggy. The bee buggy would be a slow, tanky, flying base builder. Useful for stunning flying enemies and as a pseudo-handy gnat, but not useful for prolonged combat or exploration. Carpenter ants would be an opposing force to termites. It could be a faction sort of deal where the player has to choose one side to help weaken or exterminate the other. This could turn into either the faction the player chose being friendly to the player, or their gear being made significantly stronger. (Yes I know carpenter ants and termites wouldn't normally enter this situation, but also this presumably American settings has bombardier beetles and tiger mosquitos so I don't want to hear none). Bullet ants would simply be super beefy and dangerous late or end game enemies. It could theoretically be any hardy ant species but bullet ants are infamous for their bite and they came to mind first. The biggest problem I see with this idea would be misidentification between these ants and black ants, but if ladybirds can be made black with red spots then creative solutions can be made for these as well.
  19. I'm happy with the omni tool giving me more inventory space. Having it all combined into one tool is fine. But I do dislike that we aren't choosing to use it and instead just hold down a button. It leads to a lot of issues IMO
  20. Yesterday
  21. I would like if they added a 9th button to the hotbar and that is the omni tool button and we swap to it and can then left click to utilize it. This would be similar to the GW2 action bar were they have the button for swapping kits as as a smaller button to the left with the default hotkey as ~.
  22. punching and killing bugs with a bare hand is not counting towards the lil fist requirement counter, or is very inconsistent. I do have a buggie with me, but the buggie isn't interacting or fighting the bugs I punch, so they're not directly inhibiting the kill. i killed three gnats and it didn't contribute. is there something else I should be doing when trying to max out this mutation?
  23. Just did this and you will need to build very high up. It definitely works.
  24. Try checking windows error reporting to see more specifically why the crash occurred.
  25. I was over getting blueberries and following the storyline. I switched from my ant club to my bow and arrow to shoot down blueberries and my ant club completely disappeared from my wheel and my inventory. So I reloaded my save. At first everything was fine, then when I equipped my club, my bow disappeared. I had to reload my save probably 4 or 5 times. Loving the game so far though.
  26. I also love the Omni tool, it’s nice to have that extra space in my inventory.
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