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Showing content with the highest reputation on 08/12/25 in all areas

  1. There should be a setting to adjust the distance they follow because they get to close when you puck up materials or shooting the bow
    1 point
  2. New Nvidia driver available. Anyone had the chance to try it out yet?
    1 point
  3. Hi Obsidian! Grounded 2 is already incredibly rich, but I dream of a future update that goes even further: a true seasonal cycle with extreme weather events You’ve already added great features like the meat dryer, water reservoirs, cold-resistant armor for butterfly zones, and turrets/traps — awesome work! But imagine dynamic weather: Deadly rain (giant drops could be fatal) Storms disrupting base structures Night frost, heatwaves, strong winds Migrating insects and seasonal bosses (Solar Scorpion, Frost Spider…) Mounts like Mimi that can detect weather changes It would be a natural evolution of the gameplay, adding even more strategy and immersion. Thanks for this gem of a game — can’t wait to see what you have in store!
    1 point
  4. Based of the number of posts I’ve seen and the positive responses to them I agree, many players want something of this nature. It would certainly give us a reason to be switching up armor, more often or to have multiple sets stashed around the map in various bases. I think it might be interesting to have some resources and bugs spawns only appear in certain weather. It might be frustrating waiting for the right weather though… shrug. Who’s to say we can’t make a weather machine in the late game. Once you accept shrinking machines and mind controlled bugs, the sky’s the limit.
    1 point
  5. I believe most people want this.
    1 point
  6. The red soldier ant buggy disappeared when I had to relog from the server. This bug also happened to my friend, and he had to get another egg. As you can see in the images below, I completed the mission to hatch the egg and ride it, but when I press T, it doesn't appear. At one point, it was there, but I had to relog, and it simply disappeared.
    1 point
  7. I am finding some parts of the game a little too easy. I was thinking it might be nice to have a couple subs modes that can be selected to add additional challenges when choosing Mild, Medium, Whoa, and Customized. Tech Failure: While initially it was nice that I could find wolf spiders and scorpions on the map because it made for easier hunting when I needed parts, I realized being able to see them so easily took away a lot of the apprehension I had when traveling around in Grounded 1. I could choose to just not use the feature, but I think it might be nice to have a mode where there is basically a technology failure with the scanner and the map only shows resource nodes that you have harvested at least once before and it doesn’t show any of the resources that are currently a living bug. Lack of Direction: This could be used with Technology Failure or on its own, but the map would no longer display exactly where you need to go for the story or for chips. You could use the scanner feature like normal unless you also selected Technology Failure. Grindfest: Craftables would require an additional resources. I don’t mean the quantity of the current resources would increase, but rather that additional different resources would be needed. I believe the current plan is for five tiers of weapons/armor/omni-tool upgrades. Tier 1 recipes would need an additional common resources. Tier 2 would need two common resources. Tier 3 would need an uncommon resource. Tier 4 would need a common and an uncommon resource. Tier 5 would need two uncommons or one rare resource. HOA: Much like Grindfest this would make it so building/utility production/decor options required additional materials. Depending on how much your build, you might already find building as grindy as you would ever want it to be which is why this was not built into the Grindfest mode. Building pieces like floors, roofs, walls would need an additional common resource. The two sturdiest building materials would need two additional common resources. (In Grounded 1 this was Ash and Mushrooms) Utility production items would vary. Early game items like the roasting spits and storage baskets would need another common resource. Things like spinners, dew collectors, and jerky racks would need an additional uncommon resource. Later game utility production items would need an additional rare resource. Decor would need a more careful look as I feel like the high use items like torches and sconces have to only require another common material to not reach insane grind levels. The items only used once to a couple times in a typical build can have uncommon or rare resources added. Ex: Fireplaces get used, but not anywhere near the same quantity as the other light sources. These were just some thoughts to add in additional optional challenges to the gameplay.
    1 point
  8. I love the spicy mustard here. It's like wasabi or a horseradish but better. Father-in-law has been hot smoking whole salmons and we just been devouring them with some lemon, salt, dill, and mustard.
    1 point
  9. But what about the crime of not liking Donald Trump?
    1 point
  10. Have the week off from work, but nothing to do. Guess can de-clutter my room, but I need these IDE and VGA cables.
    1 point
  11. There's one thing we can say about this event with reasonable assurity: this is not about crime. Crime in Washington D.C. is down 26% since this time last year. Violent Crime in D.C. Hits 30 Year Low (January 3, 2025)
    1 point
  12. "...mesa propose that the senate give immediately emergency powers to the supreme chancellor." - Jar Jar Binks
    1 point
  13. Gongonzola, serrano ham, spicy salami, and Castelvetrano olives.
    1 point
  14. I got a free copy of the new Hexen+Heretic release since I owned both Hexen and Heretic on my Steam library. Trying it out now. Also, thank you Bethesda! I don't care if you ruined the Fallout franchise so long as you give me free stuff.
    1 point
  15. I'm absolutely loving being back but if you're like me and enjoy making the world more navigable as you explore (Death stranding is right behind me, isn't it?) You might make use of trail markers. Unfortunately the locations are myriad, with more on the way and eventually you end up with markers taking up way too much of your screen to enjoy or navigate effectively. My proposed solution uses existing game systems to get less intrusive uses from these navigation tools. Solution - Custom trail marker Range Visibility limit : Markers currently can return distance to the player in their data. Use this information and allow players to create markers with range limits. Some need to be seen from any distance but perhaps not EVERY ranger outpost needs to be seen from our home base? Having them pop up based off a distance slider in the trail marker customization menu would be a godsend for players and their friends who only have a general idea of a location without completely inundating them with countless markers. - Peep.R Only Markers : To complement the range limited markers, creating markers that only appear when peeping (out of combat perhaps?) would suit many distant landmarks that you have to travel to without requiring the markers be visible at all times. Once oriented toward an objective after all, you may not NEED to see where it is again before you arrive. - Range Limited markers with unlimited distance when using Peep.R : Want to go to the Blueberry Orchard from a new location? Peep for markers and then use it as a heading. It'll appear as you get close Together, these tools make for HUGE QoL. Let me list how I would likely use these tools and perhaps their usefulness will be more clear. * BASES: Unlimited distance. Peep.R only. * NEARBY RESOURCE: 100cm limit. Unpeepable. * RANGER STATION : 200cm limit. Peepable *MAJOR LANDMARK: Unlimited Distance With these changes you can appreciate the games graphics and gameplay more, while being able to better navigate areas you've already explored. Hope you all agree!
    1 point
  16. Wait till you find out that Hexen has become a base building survival sandbox
    0 points
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