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Showing content with the highest reputation on 08/03/25 in Posts
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Hello all, I'm a Grounded veteran and so far I'm enjoying Grounded 2 (solo, wow difficulty, always first person view). There have been some much appreciated quality of life improvements (in particular, a clear descriptions of stats and effects, but also less spongy enemies, easier to make buildings and consumables such as bandages, moss torch not requiring grass etc.), but I think that it could still really benefit from some gameplay tweaking. Below some (actually many) suggestions (and possible bugs), which I will try to group by topic: Rapid menus [BUG] Grounded had 3 rapid menus, which could be switched with the mouse wheel. I see the option within the keyboard settings, but it does not appear to work for me, even when trying assigning it to another key. Please restore the 3 rapid menus if they were not actually meant to be in this game. Grounded allowed to assign a random item to a slot, based on its category (food, melee weapon, healing items etc.). This is still the case at the beginnig of the game, but once a specific item is assigned to a slot, it doesn't seem possible to assign a slot back to random items anymore. More specific item slot categories, possibly based on the new classes (e.g. daggers, staffs, two handed etc.), would be useful. While it is possible to cycle between random items of a category by repeatedly pressing the related hotkey number (unless it's a food/heal item, in which case it will be used), it would be more practical to let us use the mouse wheel to do so, either while holding down the number or within the wheel menu that can be opened holding the key "V", after moving the mouse towards a certain slot. It is not possible to quickly switch between mutation sets anymore, which is very useful in combat. Please allow us to assign a key to it. Throwing weapons [BUG] The spear throwing works properly only the first time. Subsequent spears in your inventory will be thrown completely out of target. Other weapons (I tested daggers and hammers) have botched trajectories also the first time. In Grounded, all weapons could be effectively thrown, not just the spear. This was a fun and effective combat strategy, which allowed to take on stronger enemies from a safer distance and also allowed to harvest grass/rocks quicker or more safely (e.g. you could throw hammers at the burning charcoal), as throwing is comparable to a charged hit. The above bug and the elimination of the pebble axe/hammer in favour of the omnitool has stripped us of these gameplay options. Please introduce back some resource cheap hammer/axe/dagger for combat and throwing. CANDY SPEARS! I'm usually wary of creating candy arrows also in Grounded as they are lost after one use, and (lots) of candies were later needed for infusions. Relatively easy to make (reasonably weak) candy spears (e.g. grass rope + candy pieces + hard grass) could add lots of variety to the early game. Rocks cannot be thrown (or used to punch) anymore. They were particarly handy to make berries fall, without the need to worry about getting your arrows or spears back. Please restore this feature. The new cheap alternative to the pebble spear (larva + ant parts) is very much appreciated, as the bone trident or sting spear were quite troublesome to make and thus quite risky to throw, given the risk of them being lost (sometimes due to clipping through the floor), so much so that I would usually skip them in favor of the rusty spear. However, I think the larva spear should be as strong as the bee sting spear in terms of damage, with the latter providing additional bonuses to make up for the more expensive ingredients (e.g. it may apply the pollen effect when thrown or in case of critical hits). It would be fun to be able to throw weapons while riding insects, maybe by pressing R while holding the right mouse button (thus having the insect parrying in the meanwhile). This could create a new playstyle and even a new mutation (e.g. named "centaurus") may be associated to it. A mutation could be associated to throwing (all) weapons in general. Parrying and bows Bows don't let you parry anymore, as the right mouse click now provides a (very appreciated) zoom function. This however makes you really vulnerable in close encounters and promotes cheesing, as rolling is not very suited for first person combat. A possible solution could be to trigger the zoom only when an arrow is being actively fired (left and right mouse button pressed at the same time), otherwise the rigth click will allow you to parry. Is not possible to abort firing an arrow anymore (in Grounded, parrying did the trick), which is annoying as a candy arrow will be lost. A key, like "Q", may be assigned to it. RESIN ARROWS! Simple arrows, infused with resin, can be fired as it is to slow down enemies or after lighting them to apply the burning effect (they may be shown either as lit or not in the ammo selection wheel bound to the key R key or be lit singularly with another key) . Parrying without weapons or shield equipped should be possible if an upper body armor item is equipped (with certain armors providing bonuses to it). This could make the unhanded playstyle/mutation more viable. Thirst Thirst rate is annoyingly high, especially when trying to build somecomplex structure (hunger, on the other hand, is fine). With a level 2 mutation (75% rate), it takes less than 14 minutes to go from full to imminent death, and the level 3 mutation (70% rate) is really not worth investing 3 milk teeth for it. In my opinion it should take around 20 minutes with no mutation/bonuses, up to 30/35 minutes with a level 3 mutation. A water dispenser would be greatly appreciated in the omnitool/starting lab. In Grounded, with the canteen equipped, you would drink with the right mouse button, while you would punch with the left button, which was useful as it allowed to punch grass to then quickly collect the water dropping from it, but with the inconvenience that you would drink (instead of parrying) when ambushed (and oftentimes oneshotted) by a charging larva. In Grounded 2 you can punch only with an empty canteen, otherwise the left mouse click will let you drink (although now thankfully you will be able to parry if a shield is equipped). My proposal would be to assign a different key for drinking from the canteen, for instannce "R", so that punching is still possible with an half full one. Base defence Attacks are too brutal for solo players, which basically forced me to move most of my base inside the semi crushed soda can near the first lab... Spike strips do little damage even to smaller enemies, break very easily and require rope and hard grass to build. More effective and cheaper traps are necessary and would be also fun to design. Something like simple spikes requiring just a sprout and a couple rocks to build (similar to Sons of the forest). Glue (resin) traps, possibly inflammable. Tripwires to trigger falling rocks or throw arrows/spears etc. You should be able to have all you insects patrol your base. Mixed suggestions You should be able to hold your breath for a few seconds when exposed to rotting food or stinkbags. In most cases it is instadeath and it doesn't make much sense if you think about it. Berries should roll away when hit with the omnitool. They shold be crushed after the first hit like in Grounded. A debug option is needed for unreachable spears/arrows (even deleting them) as their icons will bug you (pun not intended) for the rest of your game, especially if they happen to be in areas you come by frequently. There should be the option to view icons/waypoints only when peeping, to avoid them constatly floating in your screen. Insect should contrast cheesing by trowing rocks at you (if they do not fly or have ranged attacks), if the grass you are standing cannot be cut. Bugs letal sizzling applying immediately after dismounting the soldier ant, about 20 minutes after fighting a bombardier beetle in the grill area (non sizzling while riding it, but I appered to glow red in dark environments). I'm not sure if it was due to the beetle or exposure to the charcoal. Eating mints, drinking water, staying in water, applying the red berry bandage, level 3 fresh guard mutation did not prevent me from dying almost instantly. The only think that worked was riding all the wasy to the south and dismount in the freezing area, which quicly replaced sizzing with the freezing effect. Cold protection percentages is shown as 50% with the mite hat, 50% with the level 3 spicy mutation (each let you resist 10 seconds before freezing onset). It is shown as 75% when you apply both ( you resist 20 seconds) but as 100% if you apply neither (you resist 5 seconds). I think this last case should show 0% (I assume the percentage represents the reduction from a rate of freezing of 20%/second). I hope this is helpful and clear enough (I play in Italian, so I may have mistranlated some items) and thanks for bearing with me up to this point2 points
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Solution: stop infite sizzle buring I had the same issue. Kept loading my save and kept dying from burn. Over and over. however ! after many many deaths, i eventually tried selecting "respawn at nearest outpost" And somehow that worked for me. (Lucky i set respawn point in one of the beds in the statue.) Went back to the queen fight, and the sizzel didnt last long. Even disapeard completely multiple times during fight. Just how it was intended. Hope it works for someone else too!2 points
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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.2 points
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It would be so much easier to report bugs in game as is available in other early access games. Thanks!2 points
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Hello friends! These are the patch notes for Hotfix 0.11.3. Fixed a bug where certain debug commands were left in the game Fixed a bug where Grounded 2 was referred to “Augusta” on Xbox Console Invites We want to assure you we are actively listening to and investigating all of your bug reports, and there should be a MAJOR patch coming sometime next week. Please contact our support team if you encounter any issues in-game, and we will work with you to get it properly investigated. https://support.obsidian.net/contact Thank you for your patience and support for Grounded 2's Game Preview/Early Access launch!2 points
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Hello to all. I'm creating this thread to try and help the dev team as well as other players try to fix and avoid the same issues. I hope you take a moment out of your day to post something that didn't act right in the game, or something you don't think is acting as it should. May the odds forever be in your favor. At the location on the map below you can see that there is a tear in the fabric of reality and thus I can see into the pits of oblivion.1 point
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Almost unplayable. Single player and multi player. Sometimes it crashes and dashboards me when I go to start a new game or load a save file. Most of the time, I'm able to start or load a game but a few mins in and my entire Xbox just shuts off...1 point
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Hello, while I'm aware Tier 3 hammer is required to break them, we currently cannot acquire the upgrade. From what I can see, they don't despawn either. Can you please let them despawn or give us a way to dispose of them? I currently have a large shell sitting inside of a blueprint I can't finish because of it. It wasn't inside my base at first but a dang ladybug pushed it in. I tried pushing it myself and even using a buggy. It won't budge!1 point
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Of course I would like to say that I have been absolutely enthralled by Grounded 2 since its release, even in early access and with a phenomenal game preceding it, it’s an incredible game so far! The biggest issue for me has been the Creature Cards/Bosses. In Grounded, every boss and creature in the game is respawnable, this is important because if you forgot to PEEP them you could summon them again- or, if they didn’t respawn, you were automatically given their creature card. If you forget to peep some of the O.R.C. creatures/bosses, or the final boss (M.S.), the only way you could go back and get the card is if you reloaded the save. Of course this is partly user error, but I missed peeping both the ORC Mantis (I probably didn’t even realize it was a boss fight, I lowkey think multiple ORC variants of existing creatures as bosses seems ‘lazy’ but I digress) who I’m pretty sure doesn’t respawn, and more importantly the final boss. Anyways, I realized EIGHT in-game days later. It would be extremely annoying to try and replay that entire week. It’s equally annoying that I’m just completely barred from getting their creature card on my current save. I’m aware the M.S. will likely reappear in the future, and maybe another ORC Mantis. However, it’s really frustrating when my goal was to “complete” everything available in early access. I know this may not be a huge issue for everyone, but I know I’m not the only one who realized their mistake too late. Of course I’ve run into some of the aforementioned bugs, like the endless sizzle, creatures in unreachable places, game crashing frequently, but I see all of these eventually being fixed. Since this seems like more of a fundamental issue, I thought I would point it out. Regardless, I love and appreciate all the hard work that went into Grounded 2! I hope I eventually get the cards…1 point
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So I have heard of no one else having this issue so far, but I’m on the Xbox series s and after I have cut the grass down it has never regrown since I started the game and I’m at day 45 at the moment. Has this happened to anyone else?1 point
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I’ve put over 25 hours into Grounded 2 and honestly, I’m loving most of it. But there’s one thing that’s really killing the fun for me—the bees. Trying to farm them is a nightmare. They don’t stay in one place, they don’t always sleep at night, and half the time I’m just chasing shadows across the map. I spent 30 minutes trying to get a few materials and barely came away with a handful. I think flying creatures like bees need a small tweak—either have them land every now and then, or keep their range limited. It would make farming a lot more manageable without making it too easy1 point
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A problem I am facing is that I must fight in the dark on several occasions because I am using two-handed weapons. I know we have flares now, but it's not the most intuitive or practical thing to use in battle. In most of these situations, Buggies are beside me. It would be nice if, instead of holding a torch while mounting on a buggy, we could place it somewhere in the buggy's armor. It can help to light up the room while fighting and also create a way to hold other things while mounting ( Peep, tools, or weapons)1 point
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i haven't noticed this as I've only recently started expanding my house, currently 4 floors with the newest 4th floor being the armoury and turret bay, but this seems like something that may get tweaked in the future1 point
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Automated part of my weekend tasks, so huzzah for saving 45 mins1 point
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That sounds like something a bot would say.1 point
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When I am fighting my buggy dies really quickly and I don't have time to revive it so I have to wait 4 minutes to get it back. The armor could give the buggy another seat or make the buggies attacks have poison, spicy, fresh or sour damage. There would be different armors some of them doing damage and some giving the buggy more backpack space or make them faster.1 point
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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)1 point
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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.1 point
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First off, I just want to say Grounded 2 is amazing — I’m loving the world, the creatures, and all the little details. I really like how much more interactive and alive everything feels compared to the first game. One idea I had that could make gameplay even smoother: I think we should be able to pick up other kids’ backpacks, similar to how we can pick up weed stems, soldier ants egg, or even our solder ant could pick it up. For example, if a teammate’s backpack is in a tough spot, it would be great if another player could grab it and carry it back to them. I feel like this would make co-op teamwork even more fun and help in tricky situations, especially when a player keeps dying in a dangerous spot. Since we can already carry big items and creatures eggs, it seems like a natural extension of the current mechanics. Thanks for all your hard work on this game — I can’t wait to see where it goes!1 point
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https://medal.tv/games/grounded-2/clips/kOPfixUKwqPEybs_D?invite=cr-MSxOQnksMjc5NDkwMjYw Found this block missing in the hedge next to the statue1 point
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Hey, some of these are real gems. Fetish Locator in particular.1 point
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Can we go back to the way grounded bandages worked, in G2 any damage stops the healing overtime effect from working rendering them basically useless in a fight.1 point
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Couldn't give us good games? Dumb to not charge the antiwoke moaner types though.1 point
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Multiplayer: Non host players will freeze after a certain amount of playtime. The freeze will stay 15-30 seconds and then unfreeze. It happens again within a few minutes. Sometimes it leads to disconnecting from the game or even crashing the game.1 point
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Dandadan s2 Jennifer Lopez Anaconda is a top tier anime attack name, up there with Star Gentle Uterus and Space Ripper Stingy Eyes.1 point
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Trump removes official overseeing jobs data after dismal employment report Correct me if I'm wrong, but isn't that the type of action only a rather stupid person would take? "Speak not into the ears of a fool; for he will despise the wisdom of your words.”1 point
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Im not entirely a fan of my axe/hammer/etc being tied to a single contextual button that you press and hold. I believe it would be better if the Omni Tool took a single item slot (maybe add a Tool slot). Once equipped it would function the same way the axes and hammers did in the first game (swinging with mouse click/ RT on Xbox controller). The contextual use can stay as it would pick the appropriate tool depending on what your looking at. The press and hold functionality that exists currently leaves a lot of error, especially if there are many resources near each other. You also tend to be interrupted if your buggy passes through your crosshair in third person.1 point
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I found a multitude of issues in my around 5 - 6 hours of playtime. While playing multiplayer, my friends buggy would consistently keep disappearing even after reloading a save. It got to a point where his buggy fully vanished from the game, he didn't even have the option to call it anymore. EVERY. SINGLE. TIME. I load into the game majority of my key binds that I have changed are completely reset. Seems as if arrows will clip through bugs, I haven't done any specific testing so take this point with a grain of salt but while fighting the stinkbug all of my arrows ended up passing directly through him. More of a complaint rather than a bug I suppose is the fact that there are very weird key bind decisions that were made. For example, I like to have tab binded to my 6th item for my hot bar, I changed it but then quickly came to the conclusion that tab will always bring you to your inventory even if you don't have a single bind dedicated to tab. Furthermore, I just think many things should be able to be changed, things like drinking out of a canteen being changed from right click to left click or being able to specifically change your ability to deposit planks instead of one key bind changing both deposit and drop. Found that when mapping the G key to the deposit function, you are not able to deposit a single plank at a time, it will always force you to deposit the whole stack which can be annoying if you aren't carrying a lot of planks. Again more of a complaint rather than a bug but still felt like it might be important to mention. There seems to not be any way to bind a category to your hot bar rather than a specific item, for example, I have my red ant club pinned to my 8th hot bar slot. that means that only the red ant club can be in that slot, but for my 7th slot (which I luckily didn't change when I loaded into the game for the first time) the category of food is in that slot, which means any food will automatically transfer into that slot. I don't know if this is a bug but I would find it hard to believe that this is how they wanted it to function. General lagginess, feel like if my computer is able to run games like Apex Legends at max graphics very smoothly that this game shouldn't struggle as much as it does, I feel very framey a lot of the time and that doesn't feel great.\ Game crashed by swapping between my weapons at a fast rate, I like to fidget some times by swapping between my weapons while I am exploring, tried doing it once and my game got insanely framey and proceeded to crash, this isn't a consistent thing however but thought it would be important to mention. Don't know if this one is considered a glitch but it's not how it worked in Grounded 1 so I doubt it's supposed to work like this. I have my toggle perspective binded to my scroll wheel, when I click it, I change perspectives. However, my copy blueprint is also binded to clicking scroll wheel, I remember in grounded 1 both of these binds were the same, but now when I go and try to copy a blueprint it throws me out of third person assuming because both of these binds are the same, this was not how it worked in the first title so I am inclined to believe that this isn't how it is supposed to work. Although I love the buggies those things CANNOT sit still, a lot of the time when I go and try to make them stay, they will just move anyway, I don't know if this is just a misunderstanding of what "stay put" means but just found it a little weird. Overall, this game is awesome and I am very excited to see how they update it, I know it's in beta but as of right now I have kinda found this game to be unplayable because of the despawning buggy and the weird glitched keybind stuff, I love it, but man is it testing my patience.1 point
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Much improved from their earlier works.1 point