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Showing content with the highest reputation on 10/23/22 in all areas

  1. I lost two chest pieces so far that I had upgraded a lot because of the way gear works when it breaks. If you have full inventory when your gear breaks it drops on the ground with just a tiny icon if you are really close to it when you try to find it. This is extremely frustrating because it’s usually happening when I am around enemies trying to survive. So when it drops, I don’t notice and only find out later after Ive grabbed my bag and thinking I successfully made it out. So by that point I have no idea where my gear could be. The solution is simple. Broken gear should still be equipped and NOT returned to your inventory upon breaking. It should have no stats or perks since it is broken but there is no reason it should enter your inventory because things like this happen. Please allow broken gear to remain equipped so you don’t lose it. Another thing that would help is the ability to scan for gear in the resource surveyor. If our gear does get dropped then at least allow us to scan and find it that way.
    3 points
  2. It would be nice if there was a quest in the quest rotation to seal the haze, if it's not sealed, to nudge players in that direction. My partner and I didn't realize it was an option - we made it all the way to finding the burrs in the flower pot on the shed porch, wondered where to find more, and ended up Googling it. There's not really any obvious hints that sealing the Haze is how you get burr weeds, or even any hints that it's possible.
    2 points
  3. The issue started with the patch 1.0.4 release. We all play on PC using the xbox app and game pass. Every one of my group of friends were able to host the game with no issues prepatch, since the patch all of us experience stutters / micro freezes every few seconds, making the game unplayable. Sometimes the host plays fine for 1-2 minutes, then the stutters begin. Starting a new game we didn't observe any issue, so it's something related to our existing game. We tried copying the save and erasing most of the building and all the ziplines, but the stuttering didn't stop.
    2 points
  4. I just did, found that food, destroy everything and it's running fine now. Thanks for the fix.
    2 points
  5. So...I finished Lord of the Rings Online. You might ask yourself how I finished an MMORPG. Those games are supposed to have an endgame that just goes on and on. But after over 15 years of play, my Captain of Man has travelled with the fellowship of the ring, and now the ring is destroyed. I hope that isn't a spoiler. I didn't actually do the destroying. Frodo did it. Well, technically Gollum did it. It was confusing. I do know that I rode an eagle to rescue Frodo and Samwise, and now everything is peaceful and I'm supposed to attend Aragorn's wedding. But that seems more like an epilogue thing than a main story thing. Anyways, 15+ years, 110 levels, and probably somewhere in the 1000-hour range of game time, I have finally completed the main storyline of LotrO. It's crazy to think that the game was originally released really only covering the first book/movie, and now it has grown above and beyond the source material by quite a bit.
    2 points
  6. After downloading the latest patch, I was noticeably faster at running, which included the Natural Explorer (3/3) perk enabled. However, as soon as I attack or damage any creature in the game, I am PERMANENTLY penalized with a 500% slow to BOTH Running AND Walking. A footbridge I built takes me only 5 seconds to run across in the new patch prior to damaging any creature. However, once I've attacked any creature in the game, that same bridge now takes me 25 seconds to cross while running. That is an insane 5x speed nerf... and its permanent... even if I sleep in my bed, or re-log, or anything. The only fix is to load a save file BEFORE I damage any creature, and then not to engage in combat ever... if a bug attacks me, the only thing I can do is run away, because if I fight back, suddenly I'm moving a a crawling speed. PLEASE FIX THIS !!!
    2 points
  7. Another big smoking incident... 2000km away from UA borders.
    2 points
  8. Alright, everything is implemented and working now! I'll finalize and publish the page on nexus tomorrow Ah I hadn't considered those, they are added now. Thanks! I've decided to exclude it from S4 but include it in the hunt skip mod. So if the player wants the achievement in S4 they can just enable both. I love all of these ideas, perfect to include in the next version.
    2 points
  9. Part of me wants to argue that sick burn, but as someone who drives Murican roads for a living, I have no retort.
    2 points
  10. While I appreciate that buttons can be remapped, I really believe that Huck as a default should not be universal to anything you carry and on the RB for a controller. Huck should be a contextual function for actual throwable objects, and therefore on RT while holding them. For example, it is frustrating to accidentally huck a weapon or tool you are carrying, to then have to chase it down and find it during a fight, when RB is better served with something like equipping last used item/tool/weapon (which is what I do) so you can quickly switch between say a melee and ranged weapon, or if you are digging with a shovel to a weapon just used. And when you do have a throwable equipped, like a bratwurst, LT drops it but RT does nothing. By reassigning RB by default and enabling RT to function as Huck with a throwable - including the brat/splatburst as outlined above, spears (LT jabs and RT hucks), and grass planks/weed stems (LT drops/stacks, RT hucks), etc. - this greatly improves contextual actions "in the moment" and expands control options for players. Thank you.
    1 point
  11. And now i want to try a Monk/wizard casting all kind of walls anf rays while surrounded by 3 friendly dragonnet, courtesy of a friendly chanter...
    1 point
  12. Well, for most of the fight it is only partially useful, the melee enemies (mobs) are often grouped so they are not affected by Wrong Place. But casters and ranged enemies, in other hand, dont gather the others, and with push effects, it is possible to "spread" them at more than 2m from the others, and at this point they have a chance to insta-die (or at less take some damage) from Azure Blade / Swift Flurry. With high accuracy and spells (or others) with many rolls, that can proc often. Against solo enemy, like some boss, that work fine, and in comparison to __/monk with the classic way to use Mohora, there is more constraints (at less 3 allies within 2m and if the target is further than 2m of their allies) but, like for Mohora-Frostfall (occasionally), that can proc on many enemies in same time. Actually I like the idea to use Monk as caster not only for +10int etc, but with all his potential (and it is very fun to one-shot an enemy with a scroll of Binding Web).
    1 point
  13. Anything with a green circle is considered ally (ie party members, summons and charmed enemies).
    1 point
  14. Myself and a friend are also having the exact same issue since patch 1.04 released on 21st. We can also confirm that the issue is present on Xbox Series X and S. I hope we can get a fix for this soon or at least roll back to 1.03 until we have a stable build of 1.04.
    1 point
  15. I am escorted by Ringleaded enemies, and as you can see, they count as allies.
    1 point
  16. 1 point
  17. 1 point
  18. I personally think this needs updating. I mean if the game can detect other items in storage boxes/chests then it should detect stems and walls on pallets or any the player is holding, this will save so much time going forwards and backwards. I’m surprised it doesn’t work this way already.
    1 point
  19. 1 point
  20. Israel bombed a drone factory the Iranians were operating in Syria. This is the rule based international order, right ? But at the least maybe that'll make people stop bashing Israel for not backing Ukraine to the hilt.
    1 point
  21. Sadly summons don't count as allies. Not entirely sure about phantom and monk duplicate, but I think even those don't.
    1 point
  22. Another great interraction with SF/Azur Blade/Mohora Tanga is the Footsep of the Beast, Spirit Frenzy the Ring of Clenched Muscle : the icy patch from the Foostep of the Beast have a good radius of action, and the effect proc every 0.3s on enemies. It is auto-hit, like Spirit Frenzy that proc on any hit included the Foostep patch, and the ring, that proc on weapon attack (Wrong Place and SF). Moving around the 3 allies (I dont know if Summons work) cause to "alone" enemies 2 hit per 0.3s, that can proc Wrong Place > Swift Flurry on crit, and every attack from SF can proc the Ring effect / spirit frenzy and both can proc, again, Wrong Place. You can see with an icon on character portrait and in beneficial effect list when you can trigger a wrong place attack.
    1 point
  23. Just to specify, this happened only to who hosts the game, the same people are playing fine on that game if they are not hosting.
    1 point
  24. Got back to watching Tensura Nikki (my favourite slime protagonist) again. First 3 episodes of season 2 is about world building (not metaphysical, but philosophically). Rimuru's new nation is establishing diplomatic connections and trade agreements with neighbouring countries around 'The Great Forest Nation of Tempest'. Too many things to list in bullet point form, suffice to say it was as funny as I remembered it. The king of the Dwarves review (in private, after the ceremony) of Rimuru's public speech to the Dwarven nation had me in stitches. It was absolutely scathing Also, looks like a movie is coming out next year...
    1 point
  25. Maybe this mod can help you, the description seems exactely what you search : https://www.nexusmods.com/pillarsofeternity2/mods/88
    1 point
  26. Maybe the meatbags we currently inhabit are nothing more than advanced remote control vehicles which are being controlled by a being on the other side of the universe via quantum entanglement.
    1 point
  27. That's my problem, usually, with the so-called "cozy" games: I get totally bored with them pretty quickly and then never ever return to them again. And often I then feel like I didn't get my money's worth from the game.
    1 point
  28. It seems to me that the number of enemies in this zone is completely excessive. This turns any movement around the zone into one almost continuous battle, which in no way contributes to increasing interest in exploring the zone, finding secrets, building, etc. And the point here is not so much the complexity of the battles (although the enemies are high-level), but their number, you don’t have time to finish one battle, after a couple of steps another begins (and it’s impossible to run away, for example, from mosquitoes, remaining within the zone). I think it makes sense to somehow solve this problem. For example, make the fire worker ants neutral (like the red ones) and roughly halve the number of all other aggressive mobs.
    1 point
  29. In that case, we can rule Solitaire out. It's one of the most soul crushing, frustrating games where you just want to punch your fist through the wall at times
    1 point
  30. Estou jogando há duas semanas e notei que os efeitos de status aplicados aos bugs não aparecem, uso a adaga de aranha e o perk sangramento, vejo que funciona mas não aparece quantos segundos o efeito dura e alguns bugs eu não poderia dizer se eles ficam envenenados ou sangrando, eu acho que seria uma boa adição se ele aparecesse como nossos buffs aparecem em nosso personagem. obrigado por criar este jogo maravilhoso, não consigo parar de jogar tão bom, eu jogo através do gamepass
    1 point
  31. Hello! I've been playing Grounded since it first launched, and really love the game. With the latest updates and expansion, I'm enjoying it even more, exploring all the new bugs, areas, recipes, and other secrets of the game. However I do have a few suggestions for quality-of-life improvements, general feedback, or other wish-list items for future updates. Some of these were in my original post from 2020, but many of the things suggested there have since been implemented, which is awesome, so thank you to the Devs for continuously listening to player feedback! Quality of Life: Please make items assigned to the Hotpouch not take up Backpack space. Not only would this inherently expand desperately needed personal storage for supply runs, but mimic the equipped armor setting. You can still have it that if you die those items aren't available until you pick your backpack up again. This also would help with cycling tools/weapons and trying to maintain sorting in your backpack as equipped items would go back to their pouch and not the first empty spot in the backpack storage. Add sort functions/options to storage such as by item type/class, tier, vertical/horizontal space, etc., and the ability to move all like items in existing nearby storage via "auto-sort" or transfer (either directly from the backpack or at least individually for each chest) when in the base with chests and such. Hotpouch Control/Radial - change to "Tap LB" to quick cycle through the Hotpouch items (like Minecraft), and "Hold LB" to open Hotpouch radial menu as currently done Adding a basic compass marker to SCA.B HUD/UI = can be a purchasable upgrade Adding a "dodge" function, perhaps by double-tapping the crouch button, while moving/strafing to give alternative ways to engage enemies and avoid being hit. Including an option to slide by holding crouch while sprinting. Feedback: Tier II weapons/armor don't seem to scale as well as they did in the past, even when upgraded with the Anvil. Overall, the transition from T2 feels much weaker and therefore progression much slower than past updates. Either damage doesn't scale as much, or bugs are more durable/hit harder, or a combination of those things, but progression really stalls for a long time when you are tyring to explore the labs and move up the ranks, especially with how much larger and diverse the world is now. Flying insects are a bit too powerful for current gear/mauneverability. As most flying insects (Bees, Mosquitos, Fireflies) are highly mobile and do a lot of damage, stay out of melee ranged for the most part, and blocking/dodging isn't as effective as it needs to be based on damage output (even with T2 weapons and armor, see above). This makes farming certain instects, like bees that are needed for a lot of the late game items, a wicked slog because you can only engage a couple before needing to restock (arrows, bandages, smooties, armor repairs, etc.) and heal. Some of the recipies seem a bit "unbalanced" for the parts/resources needed based on availability, ease of access/farming, and manufacturing. The basic cycle to obtain is great, but late tier upgrades and items, while supposed to be difficult, are severly impacted by the limited manufacturing process and spawn rates/locations of items versus quantities and types needed. This is common in other similar games of this genre but they typically have a better manufacturing process that makes it easier and not feel so overbearing at times. Wish-List: Continued diversity of insects, parts, and recipes, especially for unique items, weapons, and armors - i.e. a Grasshopper that gives legs which can be used for... (see next items) Grasshopper Boots = increases jump height and reduces fall damage Slingshot = uses Pebblets, Pollen, or bombs (Brat/Splatburst) as a ranged weapon Grappleshot = alternative way to scale/climb the environment then always needing to build structures Additional "[new]burst" bomb variants that create AOE effects (Fresh, Gas, Glue etc.) and that can also be fired from a slingshot (see above) Healing Ointment = for immediate health recovery instead of recovery-over-time like the Bandage Dynamic weather, such as rain (I know everyone has been asking for this) Refridgerator/Cooler = new base structure/chest type that prevents food from spoiling (too fast) I'm sure I will have more to add as I continue to play, but thanks for reading and to the Devs for making such an amazing game so far!
    1 point
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