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flyxtravel joined the community
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KFA_Davis joined the community
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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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Paula Ransom joined the community
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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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Glermz joined the community
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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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Sontsuo started following Possible new enemy?
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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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Nursejoe joined the community
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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.
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Hey. So im playing on xbox series s and most of the time when im in first-person is just drop-frame most of the time and it's annoying and even in the third-person there's a slight drop-frane to Does anyone know a fix to the problem or I just need yo wait for an update?
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But what about the crime of not liking Donald Trump?
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Buggy following to close
sbrisendine replied to Spladash's topic in Grounded 2: Feedback & Suggestions
I find that switching to 3rd person fixes this, but that shouldn't have to be the case of course. -
Suggest making the turrets more orblike in order for whatever base material it sits on does not interrupt the bullet trajectory. I'm sure you could also just fake the POV. In any case, it would seem that two stems that are sticking out past a wall should not ever point directly down towards said wall and be able to shoot it while you are inside the turret. TLDR; I would like to be able to shoot down at invaders while in a turret.
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Disappearing Buggy
Alynxkia replied to Stephanie Fryer's topic in Grounded 2: Technical Support (Spoiler Warning!)
Disappears as in it does show up on the radio dial at all or in the nest? I asked because in one of my bases when my character wakes up I see my own ant mount for a split second and then vanishes however, I can call it back by using the radial dial. I think there might be a collision problem that yeets my ant into the nether when that particular base loads. -
ZACHARY HENDRICKSON started following O.R.C. Event Crash and Lag Spikes During Fights
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I've noticed anytime there's an O.R.C. invasion at my base and I run away to end the event, my game crashes. It seems to happen as the creatures begin to de-spawn and the Stranger does her dialogue. Additionally, during fights with larger creatures (Wolf Spider, Northern Scorpion) I've had some pretty massive lag. For instance, I'll see the Wolf Spider wind up for an attack and I will raise my shield. The game will jitter, will skip the frames of the spider attacking, and then will register a hit against me.
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BobCattPat started following Dew Drops Not Falling
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Many of the dew drops on the grass leaves won't drop after both striking the grass or chopping it down. They'll stay frozen in place. Some will drop, but most won't. PS Enjoying the game thus far!
- Yesterday
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Grounded 2 Feedback
BarsOfClay replied to apoisonedgift's topic in Grounded 2: Feedback & Suggestions
Followup to my other post - I remapped Omnitool to Q, but the repair function still shows E which confuses me when nothing happens until I remember to switch to Q. -
The grass half stairs if used by themselves or at the top of a full grass stairs, it prevents you from going forward up the half stairs