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  2. Hi Devs, It's a constant source of frustration when guests in multiplayer games, leave without returning their inventory contents to our bases for collective use. Please consider adding functionality for item auto-transfer as part for the player logout process.
  3. Hi Devs, Consider changing the AI behaviour of buggies so that if/when their player is knocked down, they attempt to back out of fights, then return to revive them before the timer runs out. This would reduce frustration from repeat deaths solo play especially.
  4. Hi Devs, Consider allowing spiders to walk up vertical surfaces and ceilings on map structures, and inside tunnels. After all, that's how it works IRL, and it would help make Grounded 2 further stand out from its predecessor. Just block this from occuring on base materials, so we can feel safe there
  5. Hi Devs, Consider making the birds random appearance on the map impact the world beyond dropping feathers ... This time around, have make it safer for players by scattering the spiders, who, would be potential prey for the birds IRL.
  6. Today
  7. I completed King Arthur after about 75 hours My final choice of Knights for the last quest was Mordred, Fairy Knight, Merlin and Yvain Lancelot and Balin were healing so they weren't part of my final selection I really enjoyed how you had to use different knights to create different combat strategies, it made each combat unique around mechanics The game really delivered on combat and how the economy worked around Camelot upgrades The narrative was okay, nothing too exciting But great game overall, 70/100 on the globally respected " BruceVC game rating system"
  8. Loni Anderson of WKRP fame, age 79.
  9. When you chop up a hot dog, you suddenly find yourself standing in the hot dog and can't get out (yummie, I love being inside a hot dog for once). Only if you keep chopping and the hot dog is destroyed can you continue. It's funny, but maybe that's not really what you intended?
  10. I'm thrilled at how well everything is translated, and that it even includes my native language. In the German translation: „Erweitert das Zeitfenster für das perfekte Laden von Bögen.“ Should it perhaps read „Verkleinert das Zeitfenster …“? Perhaps I'm just misunderstanding it and I'm mistaken, because otherwise everything is excellently translated. Hats off!
  11. When quick sorting, items from the quick access bar are sometimes included. Renaming boxes has also sometimes moved items into the quick access bar. However, I haven't been able to replicate the problem. Would it be possible to mark these as favorites (with a lock symbol or something similar) so they are excluded from sorting? Would it be possible to populate the quick access bar via the inventory (via drag and drop)?
  12. Growing Pains (Theme Song) Could it have been composed by Finishing Move Inc.? Thanks to your post, I found the amazing Grounded 2 art book—so much work for us. Thank you, Obsidian!
  13. It was easier to demolish ghost parts if you only had to press the X button briefly. This allowed you to quickly dismantle hard-to-reach parts while jumping.
  14. 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).
  15. Traps can be a blast. When I played The Forest I set a ridiculous number of traps. Getting materials took time but then watching the enemies get constantly caught was extremely entertaining. 100% agree traps would be great in Grounded.
  16. 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?
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. 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?
  22. 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?
  23. 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.
  24. 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.
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  25. 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?
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