Jump to content

Kissker

Members
  • Posts

    41
  • Joined

  • Last visited

Reputation

16 Good

About Kissker

  • Rank
    (1) Prestidigitator
    (1) Prestidigitator

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. this seems to be part of the clean up patch. Bodies don't just sit there, then 'explode into parts' making more mess on the game to handle (each object has physics, which means more CPU used to render/control it, and causes performance problems when there are too many in the world) I just watched an ant body vanish, no parts left behind, as I wander back and forth to get eggs. I'd say this is working as intended, and for 'rare loot' in the future, drop and/or trash items you can geat easily back. (sap, fiber, dry grass, peblet tools/weapons, torches, even basic arrows)
  2. in multiplayer it can be especially confusing, as we see our icon with it's "facing this way " cone - as well as other players. So while 'we" are default selected to have a circle around us, that is not the first thing I notice, as I am used to 'finding my cone" to direct myself. I agree we need a compass/watch for easy glancing at. Maybe something we can toggle (both, compass, watch, off) and just shows a little indicator in the corner or top of screen.
  3. depends on difficulty. I distinctly remember playing on mild, and things breaking (stems, grass) much easier, as orb weavers and such dying quicker, and then medium taking more, and the 'hard' setting taking something like double. There is an obvious scale in 'target HP' due to difficulty. Now, maybe this isn't intended, but it probably is. On Medium I think I remember firing 28 arrows into an orb weaver to kill it, and that was a stuck one that didn't "back pedal' and lose aggro to gain HP.
  4. So ever since the update my game has had strange results when trying to 'snap placement' things to floors/foundations. This usually results in the object being 'placed' in the air - a little ways away from intended, and completely ruins building in most cases. Those floating objects can be built as well - which kind of breaks the game in my opinion, as I could literally just build things floating all over with no supports for them. I am not sure if these are 'real' changes yet - I have yet to build something floating, save and reload. It might be the 'multiplayer host desync" effecting now just me as I play (where you build something and the other players, not host, see it in strange places, can't break it down, but it is solid and blocks them, etc) Hopefully others can chime in as I am currently trying to get ant eggs (and not having luck, killing tons of ants like pre-patch, but with 0 eggs unlike pre-patch)
  5. So just thought I'd put it here as I noticed I am not the only one. Using "Ctrl" to 'snap to foundation' (PC controls, sorry Xbox) has odd results now. My objects seem to travel 1-2 foundation distance away, and about 3 wall heights up, floating in mid air attached to nothing at all, what is more problematic is.... they are actually able to be constructed, and they remain there, floating in the air. (breaking game play completely in the form of building) Now I decided to go do some testing, started a new game and - doesn't seem to have this issue at all. Snapping a workbench to a scaffold works fine, even without the floor option. Now maybe I need to test further and unlock floors and build something similar to a base i have, but so far everything in the new game seems to snap properly and work as I remember pre-patch. Anyone found a work-around or a reason/cause for this, or even further 'new game testing' to see if it a problem in new games?
  6. supposedly they fly farther before falling, requiring less of a 'arc' to aim with.. but.. yeah honestly waste of resource. Mite fuzz is super easy to get, thistle thorn even easier. (heck, get them at the same time if you go to the weed killer area) the bed is also nice but glitched where I ended up under it/in my floor and had to destroy it to play again after respawn, so not fun there. maybe they aren't 'done' yet and will do more damage, or maybe basic arrows will do less damage and these will do normal damage in comparison, but right now they just don't seem worth it at 1 feather per 1 arrow. (maybe if 1:5 like venom arrows)
  7. it's not really an evolving world, the game was maybe 20% done when "released". They updated the map for new features to be put into place, this means map changes like this and the footprints can destroy your builds. If you get up high enough, you see a ton of "just grass" area about the size of the "not just grass" backyard - about 1/2 the map is 'not just grass'. This tells me, combined with the 'under construction tape' that there is another 'map' yet to be added. This game, is not "early access" like others, it is more "Polished Late Alpha Early Access" - so the alpha stage is really showing here. For those that don't know what 'alpha' actually means, it is a stage in production where many core elements, features and functions are added, removed, or completely changed to better suit the game, story, or balance. For another example - changing our inventory to allow equipped armor to not be in our backpacks - would be another 'core mechanic change' and if implemented right now, would be an alpha change. A 'tool belt' that allows even part of our hotbar to be 'out of backpack' would be another core game mechanic change. Changing the map to allow fish/more diversity/story elements is another core mechanic change. Your base just happened to be in one of these locations. I fully expect the need to restart completely when the game is officially 'live' and out of Early Access.
  8. I know this feels like an issue right now, but this is an "alpha expectation' to me. - alpha game play changes core mechanics, and if the mutations were in game (a feature added in early game play, being alpha game play) then you would have never had the problem of it not unlocking because you already discovered them. I fully expect the need to start a new game, completely over, when the game goes live-live. I am used to being an Alpha/Beta tester though, so I can understand the reason your might be upset at this situation. In the meantime, I would suggest trying to trigger it - try different things and test it out. Like: changing teenager played, building liquid collectors under them, drinking from every juice box, etc. maybe these will then 'kick it' and make it remember you now know all of their locations. We are glorified testers who paid in to test the game after all, so time to buckle down and see what we can figure out to help improve the game, find exploits/glitches and report them up.
  9. also seems a very niche setting though, I mean... right now the 'ctrl' placement is broken for my game (won't snap to foundations, etc, but into the air, and odd places) - but honestly just not trying to 'force' place things (with the buggy glitch that exists to place things the game normally says cannot be placed with it jittering back and forth) seems to stop all these things. I get your frustration at this though, but yea sometimes you just gotta deal with glitches until early access polished late alpha games are finished.
  10. I am hoping the unused 'rock' will be 'charcoal' from the grill area - allowing us to get charcoal and use it with other parts, to make a water filter system to filter pond/puddle water to use. I want more of a 'automated' system for this, so something you'd build near the water, and could go collect clean water from periodically, over another item in our inventory that gets used/stored.
  11. before the patch I killed every soldier in the ant hill, and used gas arrows to kill every worker top side stuck in rocks, and manually murdered every ant I saw around the pond and on the way back to the ant hill. I then sat in the hill with some food and water and 2 torches and got over 100 eggs in 1 night. Since then - they changed the look of the 2 rooms - to have broken eggs and 1 solid but not harvestable egg inside. Those eggs- if they are the ones your referring to - are more to indicate which rooms allow egg spawns. Now I noticed post-patch my ants still like to enjoy sunning on a rock near the pond. It doesn't seem they are 'inside' or stuck, or trying to attack anything else inside, but just.. wandered there through AI. SO I might Need to go murderfy them all again. Recently in the hill I found some 30+ workers sleeping for the night. I used bombs and killed everything. Now... I wait to see if the respawn is as good. Ok so 3 soldiers just appeared as if hatched from invisable eggs, and I ran to the other egg room -on the way, a feather.. underground, in the wall... Something strange going on for sure.
  12. this is a known issue, no current info on it. I've had it with a buddy while I host - he ended up exiting/reconnecting to resolve the issues - but building something new immediately had the same problem.
  13. I've had this multiple times, namely in hosted games. My work arounds are: have another player use it for you. (yes, that worked) and I noticed after I died/respawned, my tool would work again for a while. While normally I wouldn't suggest making a tall tower in your base and jumping off it to die and respawn, right now it seems useful so you can repair our precious outer walls so ants and things don't come in and take all our foods.
  14. ok first off let me say a few things.. kiting is not an exploit. it is a tactic. In other games you would kite mobs to more favorable combat points (so you don't aggro a huge group, etc) or to just simply kill things you would normally die to (in case of more hardcore styles where ranged players had huge defense nerfs so 1-2 hits and they died) so it became a functional mechanic since - forever. In reality, 'kiting' is an attack to lure enemies away, usually so another group of friendlies can sneak by or through an area that was previously guarded. Kiting - doesn't really exist in Grounded. You can 'sort of' kite slower critters, like lady bugs, but eventually if you get too far away, they just lose aggro and HP resets. Faster enemies, like spiders, will just catch up with you. Kiting is not 'attacking from a place they can't reach' that is more 'terrain exploitation' - and sure, given the current AI - I can agree that one is not really in the spirit of things. Secondly - realism? You want, realism, in your survival game where you literally can respawn all you want, were shrunk down to the size of an ant, and never have to use the toilet, or sleep if you choose to? There is almost no realism here, especially when it comes to AI. You have to get rid of realism in games to make them entertaining, otherwise ... it is just reality. Back to the quiver situation: carrying sling shoulder quivers or having a quiver attach to the backpack sides (allowing 2) is very much possible. As for how much they can carry - why are you going crazy on this? Look how much we can 'carry' now, then try to imagine what that looks like. Especially since it all 'crams magically into a tiny backpack". As per how many a quiver can hold, yes, technically 20, 24 is the upper limit of most quivers. Obviously custom made 'barrel quivers' exist, but we won't go there. But to keep to this 'realism' your making quivers essentially useless, as we already carry 20 arrows per slot. It COULD become useful if we had an equipment paperdoll section, and armor/gear were removed from the backpack and put there - allowing the quiver to be placed there and then the arrows inside it - but that isn't the case right now. Also - 20 arrows isn't even enough to kill most of the larger critters. You'd need to either shoot all 20, and then go melee it, or carry even more arrows - thus the issue. as for the gas arrows - I'd like a balance if it's going to be lost. That is the main point. Either crafting more per gas sack, or simply increasing the damage/duration(both) of the fired arrow, making them much more useful overall, and at the cost the entire arrow is lost. the venom arrows already craft 5 per venom, so I don't see why similar methods couldn't be used for gas arrows. Sure your 'realism' of attaching a gas sack has to go out the window, as suddenly now we split the gas sack into 3-5 parts without it leaking somehow, but again Quality of Life and Balance changes over realism anyday. if you want realism, you'd suggest that regular arrows (and feather ones) have a chance to break upon use, even if they hit the target, as in reality - that is what happens. Most of the time, they hit a bone, or chunk of armor, or a rock or what not - and they break. The only time they don't really break is when they hit completely soft tissue, or a target made to be soft and re-use arrows. Essentially making every arrow shot - delete upon use. That means 2 things: 1 - players would either have to hoard stupid amounts of arrows and supplies to make them, or more likely 2- players would stop using arrows all together, as the amount of effort to keep enough ammunition to do anything other than 'killed 1 thing, going to get more' would be tedious. You can then see the point there. If you go too far into 'reality' territory, you dull the game, make it tedious to get anything done, and generally speaking - players stop playing and move onto other games. If you wanted this to be 'more real" I'd suggest you rework the backpack system, we should have maybe 4 inventory spaces if your going with reality, along with maybe 6 hotbar slots. Doesn't sound like much fun, does it? (in this example gear would be worn, and your hotbar would be a few things strapped to your belt/side/back) because there is no way in 'reality' that backpack can fit more than 1 dandelion fluff, yet you can easily fit 10+
  15. While I know the game is far-from-done, I'd like to state a few building options I'd like to see. - clay foundations with peblets in them, to make a more durable foundation basically 'stone' (huge durability increase, making them extremely tough to break, maybe needing stems as well like rebar) - clay triangle foundations (because they don't exist)- also render the bottom of foundations please, overhangs are ugly when see-through -clay/stone walls maybe these require stems as well in them to keep shape. (using clay, peblets, stems, making expensive to craft) - we have 'triangle' walls, but they need to 'snap to wall' instead of 'snap to direction' - also, upside down versions please - half height walls (or maybe 1/3?) roughly just a bit taller than the fencing that was just added. (allow snap to bottom of floors/other parts as well) - electrical. yup. 9v battery powered LED lighting, doors, etc. Get real fancy (end game type unlocks) - the ability to cut, harvest, and use aluminum cans as a resource. Metal roof buildings/walls? Enhanced arrows/tools? Super Traps? etc. (possibly also used with previous electrical idea, electric fence etc) Just those really right off. I don't want to see advanced vehicles or anything like that, I think that would take away from the game completely. (also the terrain is rough at this size, so they would clip like crazy and not be fun to program at all) the most advanced I would like to see is something like Hang Gliders and maybe human-powered propelled vehicles like bicycles or floaty machines.
×
×
  • Create New...