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KnightX13

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Everything posted by KnightX13

  1. 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!
  2. You can use the half floor and set it at the midpoint of a wall, effectively creating a shelf which then allows you to place chests (and other things) on it.
  3. When I try to save my game manually, or the save created on Quitting, when I go back later to Continue a game only the auto saves are listed. I checked the time stamps to see if the name of the file was just being changed, but it is only the auto saves that are kept. This has only been an issue since the recent patch.
  4. Adding my name to the list. - dew not spawning across map - dew collectors not spawning few each morning - mushroom farm not spawning mushrooms - acorns not respawning across map (by far the most significant as I cannot create new storage chests and resources are capped)
  5. New option for the Y button.... tap to Unequip currently held item, hold to automatically equip Hotpouch 1 item.
  6. Yet another suggestion, adding the names for the areas/regions to the Map as you discover them, like Grasslands, The Oak Tree, and Spade Gulch. While the size of the overall map isn't very large, would be helpful for orientation and planning.
  7. Many of this suggestions would be very welcome additions.
  8. Another idea that came to mind, similar to how the Armor once equipped shouldn't take up inventory space, is that items equipped to your Hotpouch also shouldn't, as inventory space is already at such a premium given how low stack counts are and the types of materials available, and equipment/tools/consumables "necessary" to have on you at all times Again, this would be similar to how inventory functions in Minecraft.
  9. Agreed. Can't relate this game to "Honey I Shrunk the Kids" without bringing up the sprinkler sequence and how that could translate into the game....the need to find cover, water collection, mud (as an environmental hazard), forcing subterranean bugs to the surface, etc. It could be a random world event that happens.
  10. Oh, and echoing CohhCarnage, having proximity based crafting and storage would be so helpful and really enhance the game.
  11. On Xbox, after you have exited the game, if the game isn't fully closed/quit out of from the Xbox UI and you then turn the console off, when you reboot the console and game there is significant audio distortion in the game startup and menu screens. Force-quitting the game and restarted fixes this.
  12. If you complete the missions, find and Analyze all the items, you should receive enough to unlock most things so far.
  13. Having played about 10 hours of the game on Xbox so far, really enjoying it and love the world and story so far. With that said, here are some observations and suggestions I have (some of which have already been shared by others) in a hope they may be considered for future enhancements. Ability to name save files, or at least differentiate Auto-Save files between Single and Multiplayer Multiplayer Accessibility Ability to invite Friends into game from the Xbox menus (current option where you have to host and then they have to join from the menu is a bit clunky) Ability to set game to "Private" (we had a random person join our game multiple times and had to keep kicking them) Hotpouch Control - change to "Tap LB" to quick cycle through the Hotpouch items, and "Hold LB" to open Hotpouch radial menu. Currently very cumbersome to quickly or easily swap things in certain situations, especially if your items break or run out of consumables. PC players can easily assign these to 1-8 keys for example, so Xbox would benefit from another option and would be similar to Minecraft. Xbox can remap some of the Hotpouch spots to the D-Pad, but then you'd lose other commands (not that Non-verbal comms or emotes are that useful for Single player, I've also reassigned D-Pad Right to Open the Map) Find a new function for the Y button, as toggling the markers could be moved to the Map screen. This would allow for another remapped command as the Marker Toggle exists on the Executable Radial or to activate your "off-hand" items like torches, maybe an eventual Shield, Another option would be a "Ping" command for a temporary marker to highlight an item or location, and would be especially useful for Multiplayer (preferred option) I've currently mapped it to Swap to Previous Item, which is useful only if the equipment you last used compliment each other (I likely will be remapping it again to be Hotpouch Slot 1 and putting a weapon there) Inventory Quality of Life Armor once equipped should not take up an inventory slot Option to move stacks of items into storage Sort functions Being able to "tag" areas of interest (i.e. a juice box) on the Map to set a waypoint or marker for slightly easier navigation, but then disappears once you get to it. Adding a basic compass marker to SCA.B HUD/UI Currently very easy to get lost as the biomes are visually mostly the same in the majority of the map, and large defining structures (i.e. Oak Tree) aren't always visible. Option to slide by pressing crouch while sprinting, or to roll by double clicking crouch while moving (would be helpful for dodging bug attacks) Option to clamber up small heights by pressing or holding the jump button (this has become such a staple in games now that it just feels missing here) Ability to interact with "friendly" insects Petting Ants are a must, and feeding them food Option to "tame" temporarily Ladybugs and Ants to help you harvest or get somewhere Item/Equipment Requests Slingshot with different ammo types - rock, multi-shot, AOE effect shots (smoke bomb, sap trap, diversion lure) Bug Net - to capture Gnats and Aphids Shield - (alternative form of blocking) Healing Ointment - for immediate health recovery instead of recovery-over-time like the Bandage Baitball (Lure? - haven't tested those yet so unsure if this already exists) - throwable consumable that attracts predators so that you can escape/sneak past Crossbow - for more damage but slower rate of fire, and as optional "Zipline" alternative ammo type Zipline - for quick traversal of the environment from height Bug Types for the future - praying mantis, caterpillars, fireflies, bees/hornets, Or other animals that act as "world-events" - frogs, birds, snakes Building controls are a little wonky with the controller and how structures snap to build points, in that walls don't always align with each other or doors, or can float above the ground leaving gaps. Also, small observation - there are currently 4 characters, but when you first spawn into the world the canister with the body cutouts has 5 spots...is there going to be a 5th character, or option to "create your own" in a limited sense? I think that is it for now. As stated above, loving the game so far, and looking forward to see how it develops. Thank you Obsidian.
  14. Or perhaps being able to set ziplines up?
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