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Showing content with the highest reputation on 07/31/20 in all areas

  1. Thank you for playing Grounded! Grounded is currently in Game Preview/Early Access, and as such, unfortunately has a few… bugs, pardon the pun. The team is working hard to update the game often and below are some workarounds that may be helpful. To help make sure we share the most up-to-date information with you regarding current known issues in Grounded, we will utilize our Grounded Issue Tracker. Feel free to bookmark this page as it provides us with more opportunities to share the current status on known issues and when specific fixes have been applied. We appreciate all of these reports, and we will keep you up to date on the progress. Also, at any time please feel free to reach out to us directly at support@obsidian.net.
    4 points
  2. 4 points
  3. Just a suggestion on adding to the game. It would be nice to see some sort of character progression with the tools/weapons being used. For instance, using the bow would increase your character's ability with it and unlock new crafting recipes (such as arrows, quivers, etc.), special attacks (multishot), increase base damage, etc.
    3 points
  4. I played some Ravagers. When I use Berserker I wouldn't pick Forbidden Fist (although I love Forbidden Fist). There is one exception though *. Simply because any other Monk besides Shattered Pillar would gain a ton of wounds from Berserker Frenzy. In your case the initial idea was nice - but I don't think it can keep up to the sheer amount of wounds you can get from Berserker Frenzy. For damage, especially against single targets: check out Force of Anguish: it will push your enemy into the Carnage AoE before Carnage is applied - giving the target the initial weapon damage AND Carnage damage on top. It's a nice little detail for Ravagers. I think for a Forbidden Fist Ravager I would have used a Furyshaper. The Fear Ward is strong and although it will most likely not benefit from your increased ACC for afflictions (since it's like a summon with its own ACC and attack roll) it will make it even easier to put afflictions on enemies because it lowers Will and Deflection when it hits (and hard-CCs the enemies). By the way: with high RES and items that reduce hostile affliction duration you can use Hylea's Talons as a great source of wounds on a Forbidden Fist. The DoT you put on yourself will be very short and once it expires you'll get a wound. Don't know it it counts as affliction but it's good. *A nice synergy with Berserker/Forbidden fist: have high RES and items and food which reduce hostile effect duration. Pick the Footsteps of the Beast, then run around confused. You will hobble yourself from your own frosty drop-traps with very short-lived afflictions which will give you a constant stream of wounds while keeping you afflicted. If you combine it with wound spending and Rooting Pain this will interrupt enemies a lot. It also heals a lot (due to FF mechanics) which helps with Berserker Frenzy. And on top of it it fits your theme perfectly well.
    3 points
  5. I was thinking this one over tonight while playing and thought of a game mechanic from another game that might solve this for the player and keep devs happy with dealing with draw distance(blurry). Let our character craft a spyglass, like a pirates ‘telescope’. Looking through it gives you a small, round magnified view of the distance you are looking at. Much like The one used in Sea of Thieves(another MS 1st party dev), you would pull this ‘tool’ out to get a better look at the objects in the distance. I still think the blurry has to be toned down a bunch, but for a compromise, a spyglass would be a cool added tool.
    3 points
  6. Having played about 10 hours of the game on Xbox so far, really enjoying it and love the world and story so far. With that said, here are some observations and suggestions I have (some of which have already been shared by others) in a hope they may be considered for future enhancements. Ability to name save files, or at least differentiate Auto-Save files between Single and Multiplayer Multiplayer Accessibility Ability to invite Friends into game from the Xbox menus (current option where you have to host and then they have to join from the menu is a bit clunky) Ability to set game to "Private" (we had a random person join our game multiple times and had to keep kicking them) Hotpouch Control - change to "Tap LB" to quick cycle through the Hotpouch items, and "Hold LB" to open Hotpouch radial menu. Currently very cumbersome to quickly or easily swap things in certain situations, especially if your items break or run out of consumables. PC players can easily assign these to 1-8 keys for example, so Xbox would benefit from another option and would be similar to Minecraft. Xbox can remap some of the Hotpouch spots to the D-Pad, but then you'd lose other commands (not that Non-verbal comms or emotes are that useful for Single player, I've also reassigned D-Pad Right to Open the Map) Find a new function for the Y button, as toggling the markers could be moved to the Map screen. This would allow for another remapped command as the Marker Toggle exists on the Executable Radial or to activate your "off-hand" items like torches, maybe an eventual Shield, Another option would be a "Ping" command for a temporary marker to highlight an item or location, and would be especially useful for Multiplayer (preferred option) I've currently mapped it to Swap to Previous Item, which is useful only if the equipment you last used compliment each other (I likely will be remapping it again to be Hotpouch Slot 1 and putting a weapon there) Inventory Quality of Life Armor once equipped should not take up an inventory slot Option to move stacks of items into storage Sort functions Being able to "tag" areas of interest (i.e. a juice box) on the Map to set a waypoint or marker for slightly easier navigation, but then disappears once you get to it. Adding a basic compass marker to SCA.B HUD/UI Currently very easy to get lost as the biomes are visually mostly the same in the majority of the map, and large defining structures (i.e. Oak Tree) aren't always visible. Option to slide by pressing crouch while sprinting, or to roll by double clicking crouch while moving (would be helpful for dodging bug attacks) Option to clamber up small heights by pressing or holding the jump button (this has become such a staple in games now that it just feels missing here) Ability to interact with "friendly" insects Petting Ants are a must, and feeding them food Option to "tame" temporarily Ladybugs and Ants to help you harvest or get somewhere Item/Equipment Requests Slingshot with different ammo types - rock, multi-shot, AOE effect shots (smoke bomb, sap trap, diversion lure) Bug Net - to capture Gnats and Aphids Shield - (alternative form of blocking) Healing Ointment - for immediate health recovery instead of recovery-over-time like the Bandage Baitball (Lure? - haven't tested those yet so unsure if this already exists) - throwable consumable that attracts predators so that you can escape/sneak past Crossbow - for more damage but slower rate of fire, and as optional "Zipline" alternative ammo type Zipline - for quick traversal of the environment from height Bug Types for the future - praying mantis, caterpillars, fireflies, bees/hornets, Or other animals that act as "world-events" - frogs, birds, snakes Building controls are a little wonky with the controller and how structures snap to build points, in that walls don't always align with each other or doors, or can float above the ground leaving gaps. Also, small observation - there are currently 4 characters, but when you first spawn into the world the canister with the body cutouts has 5 spots...is there going to be a 5th character, or option to "create your own" in a limited sense? I think that is it for now. As stated above, loving the game so far, and looking forward to see how it develops. Thank you Obsidian.
    2 points
  7. Me and a group of friends ventured into the backyard however experienced some issues: Spiders both Wolf and Orb Weavers as well as other large enemies do not maintain the health status during combat and seem to actively heal making it impossible to kill a spider.
    2 points
  8. First off, love the game. Concept, art, lighting (phenomenal lighting), it's all a very beautiful and potentially fun game... so..... I don't believe it's coincedence that once I build around 4 - 6 spike traps a swarm of larva show up at my location at attack. As it's been at my base, there has been so many and they are so powerful that at tier one or two they are unstoppable without using game glitches, ie getting them stuck in places or attacking from stairs, leaf ramps, or just running away and hope they don't start chewing on your base... and if that is the intended strategy, it seems a bit weak and very limiting.... I've saved prior to building the spike traps and reloaded multiple times and they show up as soon as the traps are finished, which sounds like a trigger to me... why would you want to send a swarm of larva instantly to the players location only to have them destroy everything he/she has just spent a lot of time and resources building. After which, they then need to spend another in game day or two just to rebuild... who wants to do that? Can't play the game for awhile because this issue is surprisingly annoying to the point of why do anyting.... Why build a base, when the bugs spawn inside or walk through walls. Why build traps when the bugs just destroy them and/or aren't even phased by them. Why build armor when a couple of hits from any bug as big or bigger than larva will kill you. Why give your character the block ability when the bugs attack faster than you can block - then attack. Did you guys even play your game prior to release or are you just using us to do it for you? Also, the Tier 2 Spider Fang Dagger does less damage and the same amount of poison as the Larva Blade. Considering the resources required to make the Spider Fang ---- ie, from a wolf spider no less, and the low drop rate of spider venom, this dagger should do way more than the Larva Blade... again, otherwise, what's the point. The Sap Catcher... love this idea.... It seems to me though that considering the size of the Catcher, it was intended to collect more than one piece of sap at a time? At it's current state, it only collects one and then just sits there. If that was it's intended purpose, fine, but can you make them smaller? To put a whole bunch out there becomes visually obnoxious when you are trying to collect a lot of sap. The pathing of the insects is also highly intelligent... how would an ant, larva, etc know what a spike trap is and why would they walk around it? For that matter, shouldn't the spike trap not only slow the insects down... currently they walk over it as if it were nothing... and shouldn't the spike trap do more damage to some insects vs others... spiders should be immune but larva should get wrecked based on their legs and size and height to the ground? The Lure Trap in it's current state only lures ants. Is this the intended use of this trap? If so, all you are potentially getting is a whole lot of ant parts which you don't need and is easy to acquire. With the minor exception that the small ants may have brought a piece of hotdog or apple with them. It would be way more useful to be able to lure a random variety of insects rather than just ants.... That said, I love the idea of traps, especially for catching otherwise difficult or hard to kill insects and I would love to see more in that vein. I think that's it for the moment. Thank you for taking the time to listen...truly.
    2 points
  9. Then don't integrate your GOG? On a side note official integration seems to be slightly weaker then community one. It doesn't seem to record when I played the game last. I for one find it super useful to manage a library spread around on 6 launchers through one. For that very reason GOG became my main platform through which I manage everything else. It's very much in GOG's brand. "Hey, everyone annoys players by forcing them to juggle games on various platforms? Come to GOG and see all your games in one place. And while you are here, buy our games"
    2 points
  10. ? The platform GOG Galaxy 2.0, which was from the start an attempt to unify all the launchers, officially supports integration with EGS account. Previously you could integrate your EGS account, but it was unofficial as most integrations on GOG Galaxy 2.0 are. I don't really see the big deal here.
    2 points
  11. Right now, I think MS is probably interested in having a lot more big AAA franchises, because right now all they really have is Halo. And a thing a lot of people forget (or were too young to notice/care at the time) is that Bethesda really worked hard to court existing Fallout fans before the release of FO3. If you go back an look at archives of the interviews and demos they were doing at the time, it was all about stressing how much VATS was still like the old turn-based system, and how the experience would still be the same even though it was in 3D, etc. But once it was clear that FO3 was a massive success that had expanded the audience for Fallout games far beyond that core group of old fans, Bethesda dropped any pretense of trying to appease them. (Which sort of answers my original question for me. Bethesda were trying to win over the old fans at the time, and to create a continuation of what had come before, so it wouldn't have made any sense to call their game anything but Fallout 3. Obsidian, on the other hand, aren't trying to win over old fans, they're trying to bring in new ones with a shiny new game. So calling their game PoE3 would be similarly counter-intuitive.)
    2 points
  12. Looks like a pair of hands holding the earth to me.
    2 points
  13. Hadn't fought of that. Maybe very huge at that size. Like half a paint can. Oh wowyes they would be awesome and they could roll up into a ball and scurry away like a tumbleweed. Centipedes. Ohhh nasty that would be incredibly hard to fight. With some good components to be had. I'm sure the grass hoppers would most likely be the scariest thing in the game if they added that. Jumping anywhere and flinging itself at your base
    2 points
  14. Grounded - I decided to pick it up because I love Obsidian. I played for about an hour and it was delightful. It is still early access, but the basics of exploration, crafting, and building are all there and it is a treat. I have put a ton of hours into Conan Exiles over the last year, and this has that same sense of exploration, only it is a way less violent and dark setting. Instead it is a fun trip into the backyard. It seems to be very playable as a single player game, so that removed my biggest concern. There does seem to be a decent story line to follow. It seems like it is going to be well worth my $30.
    2 points
  15. Why not? They've done it with Grounded. Just because MS wants big, open-world AAA games from their studios does not in any way translate into "no small, niche games." In fact, Matt Booty has publicly said on multiple occasions that he wants the newly acquired MS studios to keep making the same types of games they have been making and are good at making, because that's why MS bought those studios in the first place. Yes, now that they have MS's money, they will make those big-budget games that they simply couldn't before, but no reason at all to think they won't also make small-budget "passion project" games (like Grounded, and a future PoE3), because allowing your talented developers to flex their creativity and work on a range of different types of projects is what will keep them sane and entice them to stay with Obsidian.
    2 points
  16. In a way. I see it as a brand identity. I don't think it has to be a "game wouldn't sell as well if it had Pillars in the title" but a case of what Obsidian wants "the Pillars of Eternity" brand to represent and what they want Avowed to be. I don't think pitting "PoE" in Avowed title would hurt it, but why would you do it? It won't boost Avowed's profile and and you will only annoy PoE fans. If Obsidian doesn't completely erase a possibility of making PoE3 at some point in the distand future, it's good to leave the brand untouched. All they will have to do is announce that they are working on PoE3 and everyone will understand. At the same time they are free to do whatever they want with Avowed and not face a backlash from people invested in the IP.
    2 points
  17. I dunno, Americans should hear that they are terrible more often.
    2 points
  18. Those are some cool ideas, though I think a bullfrog would be too massive for our ant sized selves to handle. Perhaps a tree frog? Would also be cool if they added centipedes, roly-polys (aka pill bug/potato bug), and grasshoppers.
    2 points
  19. Moved this one from the funny thread as it is really more political than funny Honest government ads... Australia's best export since AC/DC
    2 points
  20. That depends on what you consider "PoE 3" to be. If you think any game set in Eora is a Pillars of Eternity game, then Avowed is PoE 3 in the same way Fallout: Brotherhood of Steel was Fallout 4. If you think PoE 3 would be a game that followed the specific story of the watcher and/or a RTwP/Turn-based D&D ripoff set in Eora during a time period that mirrors the early years of colonization, Avowed is not PoE3. Personally, I'm going to take Avowed as being Avowed and leave it at that. I'd like a PoE3 that is a RTwP/Turn-based D&D ripoff, but after Deadfire didn't perform as expected (which I blame on the lack of sea monster battles, seriously Obsidian you had one job), Josh Sawyer feeling bummed about it, and the general decline of RTwP Baldur's Gate ripoffs spiritual successors in favor of turn-based games or action rpgs that is an uncertainty.
    2 points
  21. I noticed that too. If you shoot an arrow at a spider and you are at an elevation they cannot reach, they will run away, heal to full, and lose agro then walk back as if nothing happened.
    2 points
  22. I am experiencing the same exact thing in a multiplayer world on PC (with my Son joining via Xbox). There were no spiders anywhere near when we built our base. Now one spawned in and is spawn killing us instantly. Can't block attacks, can't get away, nothing. Constantly running from spiders is not a fun gameplay design - everything else about this game is great. Spiders need to have a "zone" they stick to, just like spiders in real life. The spiders stay around the eves of my house, near the gardens, and etc, where the food is plenty, they aren't crawling all over my yard.
    2 points
  23. What Trump needs is someone to suggest the elections be suspended and he be given emergency powers until after the crisis has passed. But, who would do this?
    2 points
  24. First of all I’d like to thank you for creating such an amazing game! This is such a neat idea and I’m enjoying it thoroughly. The issues you’ve listed above, I’ve experienced them a little bit but nothing to complain or report about. But seeing as your team needs feedback to make this game the best it can be, I figured I’d share the few bugs/glitches I have come across (which are only 2 so far). The first one. When chopping blades of grass, I noticed the very first time I did this that I got around 4-8 pieces (I could be very wrong about that) and then on others I would get like 2 or 3. When I chopped them, I’d watched them hit the ground and they would glitch or something and most of them would disappear. At first I was laughing because I thought the ants were stealing them but then I realized they weren’t. The second and last one. It’s about the grass blades, as well. When I have finally cut the grass down and go to collect them and ‘Unload’ them, the first few started to disappear into the ground. That’s really all I have to say about this one. I unloaded the grass. They disappeared and I think that’s not supposed to happen? So yeah, that’s all the glitches/bugs (no pun intended sorry I had to lol) that I have come across so far. Keep up the amazing work!
    2 points
  25. I went back to the underground base and BURG.L is not their any more. What should I do? I need him so I can unlock more building components.
    1 point
  26. After finishing the story so far and picking up some quests from the robot, when I returned to the lab, the door was closed and locked. I have no way into the lab and am unable to spend research points or get more quests.
    1 point
  27. I play the Xbox Game pass Edition on PC and don't know if any of these bugs exist in other versions. B.U.R.G.L does not work. Namely I’ve found him at the end of my first game session and I saved and exited the game after returning to my base. When I started the game the next day he was gone, even in the old save games except the few first. But when I found him in these files I could interact with him. I started a new world to see if that would fix it, but I saw that he also wasn't there and probably is about 300cm far straight while looking at the lab entrance away (in the ground maybe even under the map). There're weird falling physics in the game. If you're standing on a plant and it gets destroyed or moved you won't fall. You will get one move before you fall. This is helpful if you're fighting, but if you land in a spider web you won't be able to get out, because you can't move and it won't update you position. The game has broken spawn mechanics. While playing I noticed that the game often duplicates animals like for example a whole ant army. Duplications are easy to spot because of two things: The sheer amount of those groups. The route of some animals is set so you can see them often crossing their paths unnatural by walking into each other or right behind each other. The Raids need to be improved. I secured my base when a group of 8 Larvae attacked me and my base (that's what I will refer to as a "Raid" because I think the game spawns every now and then a group of enemies to attack/raid you) but I killed them so I thought, because they were spawned again and again in my near surroundings and in my base so they could destroy my lean-to without breaking my base while I defend myself against the Larvae outside. Once even a Wolf spider spawned right on my wall while I killed the intruders. Different weapons are dealing all the same Damage. I used throughout the game different weapons (Axt, Speer, Dagger, every club) to kill mites and every weapon dealed about 1/5 - 1/4 of their HP. The spiders have a zone where they are raising their front legs and wait while it's possible to shoot them without doing something PS.: I really like the game and I'm playing it though the first listed bug and just hope that I can continue this world after it get fixed. PPS.: This will be posted two times: Once in the "General Discussion (No Spoilers)" channel, so people who don't want to get spoiled can see it, as well as in the "Feedback and Suggestions" channel because it's technically feedback.
    1 point
  28. Im having the same issue where whenever i click on multiplayer I get softlocked on an endless loading screen.
    1 point
  29. arrested is not prison. the rest o' your post is nonsense, as usual. those who are in the country illegal are arrested frequently, just like your traffic ticket situation. no special treatment for illegals. edit: is possible vol isn't the only person confused. sure, his rant 'bout murdering cops is complete irrelevant, but no doubt more than one person wonders why illegal entry into the US is civil/petty and not criminal for purposes o' potential prison. amendment vi in all criminal prosecutions, the accused shall enjoy the right to a speedy and public trial, by an impartial jury of the state and district wherein the crime shall have been committed, which district shall have been previously ascertained by law, and to be informed of the nature and cause of the accusation; to be confronted with the witnesses against him; to have compulsory process for obtaining witnesses in his favor, and to have the assistance of counsel for his defense. sixth amendment applies to non citizens. as backed up is the immigration courts, with waits o' sometimes years in a few jurisdictions, imagine the charlie fox scenario if you need give everybody a jury trial and legal representation. if you believe the illegals is gaming the system, you couldn't be more wrong. The Thousands of Children Who Go to Immigration Court Alone not just kids. 'cause is not criminal trial with criminal trial protections, those seeking asylum is not granted real protections and is often given what amounts to a sham trial. HA! Good Fun! ps the last Two presidential administrations has been abominable and arguable inhumane when dealing with the immigration crisis. the trump admin has been orders o' magnitude worse than obama, but the previous President would not be comfortable talking 'bout his immigration record. the obama doj, just one example, argued it were appropriate to use solitary confinement to punish mothers who went on a hunger strike in response to mistreatment o' themselves and their children while being detained on immigration issues. obama's doj argued the moms were inciting disobedience and as were civil, they didn't have criminal rights, so...
    1 point
  30. It is found everywhere around Eora, it's just more abundant in the Eastern Reach/Deadfire, but that might be because people there are actively looking/digging for it. While Aedyr wouldn't touch it because of the Church of Woedica. And we saw no "dig out" Adra in that trailer, it's all covered by moss/rocks except for the little spot beside "Galawain".
    1 point
  31. That's because other countries have closed their borders and don't take asylum seekers from the US
    1 point
  32. Yes. Still a thing. Devs seem too ambitious for they're own good, but game's still underway.
    1 point
  33. Wait, I thought adra could be found all around eora not just eastern reach/deadfire.
    1 point
  34. Off topic but what the hell happened to "black geyser". Is that still a thing?
    1 point
  35. I was kicked multiple times for going to maps and clicking on Trail Marker and when I logged back in I had nothing at all. Was in Multiplayer. Host was my brother not me.
    1 point
  36. Armor picked up after death so be automatically equipped unless broken. Similar to games like Diablo 2. just my opinion.
    1 point
  37. Are you trying to use the hammer or repair "tool"? The repair tool kind of looks like a wrench. The hammer is used to break stuff...
    1 point
  38. The option i grey and will not allow me to change it even on a new game... is there a way to fix this that anyone has found? (xbone) Uninstalling did not work* Deleting saves did not work* Wiping local data did not work*
    1 point
  39. I personally thought Fenstermaker/Sawyer made a good combo. All PoE1 needed was more polish, revision, iteration, and it could have been one of the greats.
    1 point
  40. To add some further detail: I also noticed that all the damage from the explosion was gone. It was as if the area reverted to before the quest was done. In this new game, the door stays open and the explosion's effects are still present.
    1 point
  41. I really hope its not a host based save but as it looks it wpuld appear that way. Couldnt find a save for the hours we put in until he hopped on and started the save. As soon as he dipped from the game i was booted back to main menu. It would be great to jump into the same instance without everyone having to be there to build and collect for when we play again.
    1 point
  42. These are all pretty much for the guest in our game. Both PC, via Steam. Specs of PC running into most issues are; CPU: i7-6700K, GPU: EVGA GTX 980 AC SC, 16GB RAM, loading from an SSD. Windows 10 (most current release). Drivers are up to date. - repaired tools don't work, as if still broken. Hitting a grass blade with a repaired axe, immediately switches to fist and does no damage to the grass. - inventory keeps resetting hotpouch items for guest, requires placing desired items back into hotpouch slots after sleeping, every day. - water drops bug out and stay visible for guest. As well, there are usually items floating in the water drop (items seem to somewhat random...always cassettes in the mix though) Let me know if providing video for any of these would help, or if there's a better way to report bugs like this.
    1 point
  43. This is how I see it as well. Avowed will become the "flagship" franchise within the Eora setting because it is in a genre of RPGs where sales expectations can be minimum 10 million (DA:I sales), and perhaps a whole lot more (42 million for Skyrim sales). But then, if Obsidian can use the popularity of Avowed to get at least 10% of Avowed fans to give a PoE game a try, that's all they'll need (alongside the core PoE fans) to make a PoE game financially viable.
    1 point
  44. Wow I had no idea it was based on anything. I thought it was a fixed fight based on your chosen faction. Good find.
    1 point
  45. Hopefully it *will* involve both things, but from a new perspective.
    1 point
  46. Yes. Hopefully it's story won't involve watchers and metaphysics
    1 point
  47. misogyny? you explaining misogyny? now that is funny. btw, your straw man fails is as laughable as your defense o' dr. immanuel. given your read/write fails, tell us what we wrote or meant is a suspect proposition from start. claim a woman is loony is not misogyny unless the claim is made because she is a woman. as noted already, if fauci made same claims 'bout alien dna and demon sperm, you would be mocking fauci, and so too would Gromnir. fact you is shielding dr. immanuel and claiming you are defending viewpoint and gender integrity is transparent intellectual dishonest and just plain ridiculous. you cannot resurrect your fail by claiming you did so outta respect for women. skarp_one, o' all posters, is gonna look like a hypocrite making such a claim. ... if in 2016 we were told potus would serious be asked a question which referenced "alien dna" during a wh briefing, we woulda' laughed it off as a joke suggestion. HA! Good Fun!
    1 point
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