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Went inside the cave 5 times and it's just scorpions, I'm gonna have half of my chest full of scorpion parts. Until this is fixed I'm gonna gather other bug parts, make brittle whetstone/plating, crude rope, silk rope, bandages, smoothies, blueberry/lingonberry leather and food to prepare for the yard extending.
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Just found another BUG: creating shakes with chewing gums doesn't trigger the ranger task (create 5 shakes to gain 600 raw science)
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The All Things Political Topic - What's Going On...?
uuuhhii replied to Lexx's topic in Way Off-Topic
child are being damaged by radio and tv too also dnd far less than they are damaged by their parent most of the time people actually care would not use such nonsense excuse -
NoxiousGaming started following Wolfsbane Daggers disappearing
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Happened twice now - once on a co-op world, and then once on my solo world. I play on PC via Steam. Attempting to loot a bombardier beetle body after defeating it, I accidently used my omni tool to hit some grass roots while I took damage from its exploding body. This deleted my daggers and placed the omni tool (axe) in my hand. When going to inventory to remove the omni tool, the daggers are nowhere to be found. Just submitted a ticket, but wanted others to be aware/see if it has happened to anyone else. Thanks
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NoxiousGaming joined the community
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The All Things Political Topic - What's Going On...?
Chairchucker replied to Lexx's topic in Way Off-Topic
I remain sceptical as to how well that will work. I kinda sorta agree with the premise, which is that children are being damaged by the internet, I'm just not sure how well this policy will actually work to fix that. -
So I am just going to go over a list of topics and my opinion on how things can be improved or expanded upon. So far from what we have I think its a great start to hopefully a phenomenal game. CLASS SYSTEM The archetypes are fine to have in the game I think (as far as the primary mutations, Dual Daggers/Ranged/Staves etc) because it will def help more casual players be able to pick and go as far as that system is concerned but I would like to see more depth and or synergy with the mutations. I would love to see new arch types like a bomber and summoner make a fully fleshed appearance this time around and so on. I also believe everyone should have options for tier 1 versions of their respective weapons available, its not fun wanting to play a mage but knowing you have to put in a lot of time before you can farm the materials in order to get your first weapon and then start working on the mutations for it. EA seems to be heavily focused on melee at the moment which is fine the game has always been melee heavy and favored but I would like to see more love go into ranged builds this time around. For bow especially the dash doesn't feel like a good combo with it. As melee you feel fine to rush in because at any moment you can parry attacks or hold block up for an imminent attack but the dash doesn't feel overly responsive and some attack patterns cant be dodged consecutively without taking damage. The bow not being able to block forces you into a playstyle where you have to "cheese" almost every fight and that doesn't feel good. Also, can we not do something about arrows??? It's 2025 and crafting arrows feels like an unnecessary chore rather than something that improves the overall gameplay experience. Its also a wasted mega molar slot when it could be used for more backpack slots or something far more valuable to every build in the game. Can we not just get a pattern for a quiver and have that slot into the bow/crossbows offhand and just like the omni-tool have a screen in which players need certain resources to unlock spicy arrows or feather arrows or any other type so we aren't spending twice the time gathering for ammo as opposed to every other build that gets to use that time to play the game. I feel like it falls squarely under the, "respect the players time" category. ITEMIZATION Gear already feels a lot better this time around with a lot of variety in the game already. I would like to see possibly unique armor in the game like there are weapons, I feel like it would add so much to the game. It couldn't be something just in a cave though as people would run to it grab it and never have to craft gear. It would need to be something you have to progress to unlock, so with a tough boss like the mutated brood mother from the first grounded, working up to that boss took work and effort and then having a piece of armor or trinket drop as low drop rate I think would be a very exciting addition to the game. Can we also talk about environmental hazards, it NEVER feels good to have to take off my set of armor that is either buffing my build or enabling it to wear fuzzy gear so that I don't chill and freeze in place every few seconds. Cane we not have gear like that and for sizzling effects and gas be introduced as liners are some extra slot the player can equip onto their gear? it feels very redundant to have to take off your build gear to wear a sun hat because of the heat. This also goes for lighting, often time at night or in the caves especially you have two options, walk around with your torch so you can see and navigate or fight in the utter darkness like on the long winter episode of game of thrones and hope you are hitting the enemy. We should have a means of lighting up the darkness while wielding our weapons by now, either via helm light or a powerful glowstick on the belt or some attachment again like the omni-tool. I would also love players to have access to more trinket slots, we could really do soo much more with what's already in the game with more freedom there or even a way to upgrade trinkets and have additional perks unlock because of it. COMBAT Combat still feels fun and smooth this time around but I still feel as if parry is too strong, a lot of the enemies still don't feel very threatening because of how easy it is to parry. Im not entirely sure how we fix that without breaking it because blocking and parrying feel amazing. Dashing def needs more love and attention especially for the ranged builds IMO, its not nearly as strong or useful as the block/parry system is and doesn't quite seem to fill the role of it when you cannot block or parry. Maybe a perfect dodge system could be added in which you dodge at the right time like blocking and time is slowed but you move at a regular speed giving you an advantage in that moment or something along those lines. The enemy blocking is a nice addition I am just not sure if they are randomly blocking or will actually block at times they are getting wailed on. I only saw this with the last boss of EA in which I was parried and 1 shot in response which was super cool to see. WORLD / ENVIRONMENT I think holding off on ziplines was probably not the best move as the world is very big and having that option to go from your base to several locations far away relatively safe is nice but I also see the value of moving around in the world. It is called Grounded and I hope that immersive detail never changes which is why I think flying mounts will ruin this game. I think they can be added but will either have to have a limited amount of flight time or be like flight paths from an MMO type of game in which you can build like a tower, place a specific flying buggy there, hatch it and it will act as a waypoint of sorts. The second we get full flying mounts the majority of the time and effort spent crafting the amazing landscape goes away and the threat or navigating around bugs in a park goes away because people will just fly from A to B land get what they need then fly away. Other than that for now I think like with everyone I am excited to see more unique biomes but I am sure that is coming with the other 2 chapters. TLDR The EA is solid and has some wrinkles which is why EA is such a good idea for a game like this and I am very excited to see it evolve and grow. Great Job.
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Groundedplayer2 joined the community
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It's a good idea to use the Multi-Tool. This way, we avoid using multiple tools for different tasks, keep our inventory clean and organized, and always have the right tool quickly at hand. Old school isn't bad either, of course. New things are often difficult to learn. The new Multi-Tool and Collect are both on the E key. I often collect even though I actually want to hack. Maybe the F key would be a better alternative for the Multi-Tool? Okay, since it kept happening, I assigned the tool to the F key in the keyboard settings and the "Move Object" function to the G key. If anyone else is planning to do something similar
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Your animations are very well done, and the branch-to-branch jumping mechanics work excellently. I'd like to see more of that, maybe something unexpected, like stumbling or balancing? I'd love it if Hoops could climb a bit. For example, she could grab onto edges and hoist herself up when she's very close. Or shimmy over smaller obstacles using her hands. Perhaps as a skill to keep the jumping puzzles interesting?
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I love the world you're creating. Even in the first game, I was sure the lawn sprinklers would turn on one day and we'd have to seek shelter. The ravines already looked like dry riverbeds. I'd like a weather system. With rain, thunderstorms, storms, hail, wind, and fog (which also puts enemies at a disadvantage). The dry ravines could turn into raging rivers in heavy rain. Excuse me, what would come next? A meteor shower? – Although, shooting stars, Hoop's reaction to them, and rainbows would certainly be nice.
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Delson Rowe started following Building Bugs
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When I am trying to build a base sometimes building blueprints will get placed in the ground. Because they are in the ground you cannot cancel the blueprint. After hours of building there is now an unfinished blueprint with a tacky building hammer icon. My suggestion is that if a building blueprint is not completed after a certain amount of time it fades away.
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Your building system is great. Perhaps one of the most fun in the game, and it works perfectly. Every piece fits where I want it. A blueprint for the entire, coherent building would be nice, so we could perhaps share it with friends or even the community.
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Difficult Battles (less frustrating?)
RichyPier posted a topic in Grounded 2: Feedback & Suggestions
The battles were already very challenging in the first game – that keeps me awake. The animations look great again, and I'm happy to find many of the elements from the first game. I find the "Normal" mode quite challenging, but I would like it if the enemies who lose their health to Hoops' attacks regenerated much more slowly. It's exhausting when you die, but when you come back and the enemy has full health, I find it too difficult.-
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I love the new feature of having useful companions and am surprised at how well it works and looks. You do so nice work - I love it. Will we also be able to level up companions and select specific and random perks? It would be incredibly fun to train companions for specific tasks (e.g., for carrying, others for gathering, others for combat). Customized companions would also be fun, if an ant could look a little different (wait, I only have one, maybe they already look different), or you could dress them in a different color, etc.
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The new looks are very nice. The children have grown older. Hoops' hairstyle – can it be adjusted? I thought it looked better in the first part.
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Morning stretching would be nice.
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I love your work! It would be nice if newly learned blueprints were marked as "New" in the build menu until you use them for the first time (similar to new recipes for the workbench, etc.). Perhaps with a dot, or an asterisk, or the familiar exclamation mark that already exists for new recipes.
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I love your work, and the first installment is already one of my favorite titles, alongside "Fallout" and "Skyrim". I had so much fun with "Grounded 2" in the first 40 hours and am so surprised that it runs better and is more fleshed out than many full-release titles these days. Thank you for your work, and I wish you all the best for the future!
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Same thing happened to us. We are stuck on defeating the O.R.C guards at the milk molar stash. Had some crazy where both my husband and I, and our ants died and as we were "waiting for res" we saw one of the orb weaver jrs run off. We also reloaded and went back and the one orb weaver was back, but even after we killed it the quest is still incomplete.
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Youtube recommendations, let's beat the algorithm
Malcador replied to Sarex's topic in Way Off-Topic
Was going through my Youtube favourites, 2007 really was the golden age of it. Stuff like this on it -
Key Bindings (Buggy Controls)
FatBattleCat replied to LiminalLadd's topic in Grounded 2: Feedback & Suggestions
FYI: the keybind for Pet and Inventory on your Buggy is linked to keybind for Relocate Building. I had removed keybind for relocate building and suddenly couldn't access Buggy inventory or pet him. When I bound Relocate Building to 'W' I was able to use 'W' for Pet and Inventory on Buggy again. -
The TV and Streaming Thread: That's Entertainment!
rjshae replied to LadyCrimson's topic in Way Off-Topic
Penny Dreadful is quite well done. It's like watching a Masterpiece Theater series, except it's 19th century horror. Eva Green remains a particularly good actor who is perfect for her role, and the cast is marvelous.