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About phyerboss

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    Gaming, illustration, game development

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  1. These ideas were only thrown out there as food for thought given that the devs could follow up the greater majority on fighting such collosal critters. As it's looking already like we might be able to just hit koi to get scales. My thinking was around the idea of hitting these creatures the same way. To farm various things off them. That's all. I'm not 100% with it. But it's just things to throw out. Regarding the road class. It was supposed to be toad claws. Some odd reason my tablet's spell checker still auto corrects words that aren't even misspelled. It's frustrating. The feet w
  2. Personally unlike most others. I can't fathom seeing any point in Fighting creatures like the Raven and even the koi or toads/frogs. Because by shear scale compared to you. Who's just a little bigger than an ant. You're more a nuisance than a threat. So I think it's best that you CANT fight such creatures. However, I still feel they still have a place in the game. And even in a sense where they can still be fought off. Just not killed. Due to once again...the scale in comparison to yourself. 8nstead Id like to suggest that because of how big these animals are. You can only hurt them in ce
  3. Agreed. Made a post close to this as well. Where I suggested allowing the player to craft a kiln/oven for baking and crafting clay based items
  4. There's really no reason to bother fighting a bird at your scale in the game. You want an aerial boss? There's the soon to come dragonflies. Those are big and vicious.
  5. This time I thought I'd share an idea which allows the players to fill a sort of bestiary guide in the game for each creature the player encounters. This is data gathered in the scabi bracelet. Which can be shared with burgl for science points. Burgl could even offer quests which are actually high level hunts. These are insects that normally would not show unless the quest is unlocked and active. These give the players new field data to fill up the bestiary guide and gain more science points from burgl. Also, for the fun and educational benefits of it all. Especially for the younger
  6. Another thought came across my mind last night that I felt I should share here. Bare in mind that I am not aware if the developers had anything like this in mind. It was sparked after looking at some images of what appeared to be a sand fort 8n the sandbox. The idea I had was that each biome would have some sort of dungeon sub level like place. Be it a lab. Or some sort of insect lair. Like the anthill in the grass area. And the hedge lab 8n the...hedge. Not sure if this was something the devs already had in mind. But if so I'd like to suggest adding more puzzle and in some cases. A
  7. Ok, I just noticed this... When I stated 2nd most poisonous. I was going off my list. Of course I am aware of the fact that wolf spiders and that their venom isn't much. But if you read my list all the way through. You'd see what it was in relation to. As for the earwig pincers. If you look them up when time permits. They tend to have a very different shape to what the grubs have. And would tend to be bigger. Making them more idea for crafting swords.
  8. Again, this is just a reposting of a previous one I had up during the early version of this forum. That seemed to have been lost. I'll omit adding anything that has already been mentioned by the team. And already be in the pipeline. This list is for additional creatures and the materials that may be harvested from them. I also had an idea I mentioned in the older post regarding the idea of high level hunts. And now that BurgL has finally been added in. These hunts could be quests. And there's hunts that could be exclusive to the multiplayer. Pillbugs- small isopod that rolls up if at
  9. Good idea. Would be a nice quality of life improvement.
  10. I guess 1 idea that goes along with the vibe of those cheesy 90s movies 2ith kids trying to tough things out. Is the introduction of crafting paint the players can apply as preset patterns on the characters. But the idea is that going with the color of the flower petals, water, and grass. The player would be able to craft up paint without a workbench. And can apply a pattern learned from BurgL that can add temporary buffs for a set time. This along with armor and mutations will really give players a ton of options to how they want to build out their characters.
  11. That's a good idea! I seen they implemented the bed. So a sleeping bag would be a good addition to the crafting list. Which would be portable for players that like to stay on the go!
  12. I had older posts that seemed to have been deleted when the forums were updated. One of these lists was in regards to additional areas that would be within the confines of the yard. As well as some more creatures. This time in this posts I will refrain from mentioning any of the things that seem to already be on the way. Biomes: The Twilight- this is the dark dank area under the porch. The ways into it are either by falling between the cracks on the porch itself. Or through hidden tunnels. The twilight is far different than the outside. As NO light aside from the bioluminescence of
  13. I was thinking about other types of equipment that could be crafted in the game. Hooded Armor(need workbench, berry leather, mite fuzz, clovers, woven fiber, acorn piece,flower petals)- a hooded mantle with cloak and an acorn breastplate. The concept also applied using any type of flower petals in the crafting to set certain effects or buffs. Depending on the petal used. Rose- increase atk and def. Blue- increased movement speed and stamina. Yellow- wards off gnats, higher jumps and lessens fall damage. Great hammer(need workbench, quartzite, sprigs, woven fiber, armor glue) large he
  14. I wanted to suggest that seeing that the characters all use backpacks with a carrying limit. Why not add in larger packs in game that can be found or crafted. For starters I was thinking about at least 5 different bags the player could stumble across while exploring? This also to along with the idea of allowing players the ability to take off and pick up/swap backpacks. The lab assistant pouch- found in the wreckage of an abandoned lab. Containes a burgl module. Not as big as the standard packpack. But food spoils slower and ants can't pilfer food from it. Field researchers bag- a
  15. Is anyone else having issues with the current build on Xbox via gamepass? I was playing it fine last night. Didn't get to close the app. As I had to run out. Tried to open it today. And eveytime I hit a button on the title screen. It sits there on logging in. And just goes back to "hit any button". I went as far as rebooting the console and even reinstalling the game. Still it won't log in. EDIT: Issue resolved
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