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ossyahn

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Posts posted by ossyahn

  1. Having the oak tree in the center of the garden is an awesome idea, and I'm sure a lot of people did as I did and tried to build around the tree. The problem is that the collider in the tree seems to be very simple up the trunk and doesn't follow it's shape, so although it allows you to build almost everywhere, the collider stops the character 2 or 3 (relative) meters from the surface, like a force field. You can't build the structures snug enough to the tree (well, you can, but you can't use them) and you end up with weird constructions if you want the platforms not looking like floating in the air. It would've been awesome to walk on the mushrooms of the tree, but that's not possible.

    For example here I tried to build catwalks and platforms as close as the collider allowed me to walk around, the weed stem handrail marks where the collider allows you to get over the platform, a good distance away from the  mushrooms:

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  2. 17 hours ago, Maiya said:

    Changing the hotdog visual so it does not look like clay

    Would love more decor options in the game for base design 

    I agree with both of those. The hotdog icon is confusing, and I would like more elements for base design like pillars, maybe half stairs, planks to create shelves, other storing furniture, etc.

     

  3.  

    9 hours ago, Mr_Fission said:

    The current implementation for reclaiming thrown weapons makes it much more effective to throw single planks of grass instead of spears.  They do just as much damage, and are far, far easier to pick up afterwards.  This strikes me as kind of silly.

    I actually agree with what you're saying, there's definitely things that could be done to improve the picking-up-spears mechanics and make throwing spears a legit build without you having to be loaded with spears. Although I'm not sure if what you say about grass planks is still true with tier II spears like the trident.

     

    9 hours ago, Mr_Fission said:

    And fighting enemies solo takes a different skillset than teaming up on them.  With the exception of wolf spiders, every enemy I've come across so far is trivially easy when two dudes bash its brains in with stun weapons.  Solo is a totally different story.  If you miss with a club, or it doesn't stun, you're getting hit.  Which is fine.

    Probably I'm biased by playing with a friend, but what I mean is that I've also killed all bug types on my own except bombardiers and wolf spiders (which are the ones that are not trivial in co-op), and the club is still very useful if you manage to time the parry right. And if you happen to stun it, you can fully charge your attack. 

  4. I can't believe ladders are not a thing yet. Maybe it's because it needs an additional animation? Or maybe it's because it would make easier to climb to weird places, but that's easily solvable with a height limitation. There's very few places you can't get to using a staircase with enough commitment. And if the problem is that the devs don't want to make it too cheap to go higher, needing two stems and rope should make it expensive enough so it's not a cheap solution. But ladders are a must in my opinion.

  5. I don't understand why doors are so tall. There's clearly a standard height to build floors, as the staircase has a fixed height. The problem is that if you create a second floor at staircase hight and you have doors separating rooms below, the doors peek through the ground, so either you have very tall and expensive buildings so every floor is two staircases high, or you can't use doors for anything but exterior walls.

    Half stairs to make more dynamic buildings would be awesome as well, and would solve this problem, but I'm inclined to think that's way harder than just make the doors lower.

     

  6. You might have a different problem, I struggled with this at the beginning. What I thing happens is that due to the slope in the right the foundation is not completely on the ground, so it's not allowed. It's usually best start building from low-ground to high-ground, so you can stack more foundations on the low-ground to keep it on the same level. I suspect that if you'd started building the right foundation where it was allowed, the left one wouldn't have been a problem.

  7. I very strongly agree with the orgy of arrows surrounding the enemy that's very distracting. The arrows being hard to pick is relative immersive (you don't pick arrows in the middle of combat). Being able to pick the spear from the bugs body as part of a melee attack would be an awesome mechanic by the way, and would solve part of the throwing problem (only happens when the spears are on the body, so you are more careful to not miss), and makes throwing spears a kind of build.

    I completely disagree on the part that club weapons are virtually unusable. I have to say that I've only faced the bombardiers in tandem with my mate, so I don't know about how it feels playing solo. I usually use use bow and arrow (second tier bow + shooting hat + shooting perk makes it usable, you just have to be patient and get those), he uses the tier 2 club, that stuns and does a lot of damage. The attack/block dynamic is well done, and the randomization of the attacks in the last update makes it not mechanical, and so, not boring.

    Btw, the only reason I use my bow for that is because I have a huge ping for some reason (it's in the bugs-to-address list at the moment) and enemies teleport and kill me all the time if I'm too close.

    Your problem might be that you are not in the correct place gear-wise yet. Good armor and weapons make a huge difference, and there's a mutation that also helps you with them. We used to steer tf away from bombardiers at the beginning. Now we just hunt them for sport (and parts).

     

  8. The problem with experimenting in the smoothie station is that the risk/reward for experimenting is too high, so you end up looking it up online. I wouldn't look it up if that process was more gradual, like starting with one unlocked recipe, and maybe a bunch of unknown recipes that may share an ingredient, or have an ingredient thematically similar, so you have a bunch of unknown recipes with only one ingredient listed.

    That way the number of permutations is not so overwhelming and it's actually more fun to try them than to look them up.

    Also having a perk/mutation that gives you something (like extended duration of smoothies) if you try recipes (maybe only when you have 2 of the 3 ingredients right) but not when you do them well, would motivate me to try stuff. I think that we as players only look stuff up if the process is not fun. Loosing a bunch of hard to get spider fangs or spider poison trying recipes is too frustrating and is not fun, so it's not going to happen.

  9. Yes. This probably is already planned (aphid pet and ant pheromones), but tiering up other bugs as mounts would also be awesome if they're not already planned:

    - ants with saddle bags for storage and transportation

    - charging lady bugs for demolition

    - spiders for combat

    It more than probably is part of the roadmap, as it's a very low hanging fruit idea-wise, but one of the more compelling elements of Ark online is having mounts and the pets, and I think Grounded would benefit a ton from it. Having a pet spider or a pet ant is in the same level as having a pet raptor or a pet t-rex.

  10. Yes, I completely agree. You can easily consult them online, but breaks the immersion a bit. Also I pointed something in a different post that may help with experimenting more instead of looking recipes up (because the way it's done right now doesn't motivate experimentation even if the devs would like for us to do so):

    Quote

    The problem with experimenting in the smoothie station is that the risk/reward for experimenting is too high, so you end up looking it up online. I wouldn't look it up if that process was more gradual, like starting with one unlocked recipe, and maybe a bunch of unknown recipes that may share an ingredient, or have an ingredient thematically similar, so you have a bunch of unknown recipes with only one ingredient listed (prioritizing the most expensive ones, so you are sure that that ingredient is in fact an ingredient and you are not wasting your time).

    That way the number of permutations is not so overwhelming and it's actually more fun to try them than to look them up.

    Also having a perk/mutation that gives you something (like extended duration of smoothies) if you try recipes (maybe only when you have 2 of the 3 ingredients right) but not when you do them well, would motivate me to try stuff. I think that we as players only look stuff up if the process is not fun. Loosing a bunch of hard to get spider fangs or spider poison trying recipes is too frustrating and is not fun, so it's not going to happen.

     

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