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Kissker

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Everything posted by Kissker

  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.
  16. So it was already tough enough to get gas arrows, now they are one time use. Venom arrows don't seem to do a terribly high amount of damage compared to good ol' reusable arrows either.. my point is... these changes (making the 'special arrows' one time use) makes the bow weaker. A LOT weaker. If arrows are meant to be 1 time use (venom/gas/lure/etc) then they either need to be MORE devastating (as you won't be getting them back, ever) or make more of them per parts. (like 10 venom per drop of poison, and 5 gas arrows per gas sack, etc) to help compensate for this. Also.. quivers. Allow a crafted quiver - this could hold say 50 arrows of 1 kind, taking up only 1 slot (instead of 3, as arrows are one of the few things that stack in 20s) I would like you to keep in mind, creatures hit with arrows from far enough away that they cannot quickly 'pathfind' to the player - are wasted. As the HP lost from the hit, is near instantly restored once they lose aggro from this pathfinding failure. It would be an entirely different opinion if creatures had to eat and rest to recover HP, and always kept their HP rates when lost, allowing hit and run tactics, kiting and the like for tactical strikes, but as we have none of that - most arrows are wasted upon firing, now quite literally deleted from the world. Many that can be retrieved fall into rocks, under the earth, and in other 'can't reach' locations.
  17. the mint opening is small. it is difficult to tell if your 'close enough' to hit the first mint. Every swing should have a result though - so if you swing and get nothing, your not close enough/your hitting the plastic instead. Wiggle around a bit and try again. Once you get the first mint gone, you will have an easier time.
  18. I know technically speaking, the depth of field is needed to help render 'only what is needed' that a blurry, low quality image is easier, and faster to load and keep up with than a high quality, non blurry effect. however. I hate it. When the player looks around, we are forced to wiggle our mouse/controls to see clearly, but in reality we can just move our eyes. In every single game, I turn off Motion Blur and Depth of Field (as much as possible) but this game - doesn't have enough 'off' function, as both are still 'on' to some degree even with it at 0% (for motion blur, no setting for DoF yet) this hurts my eyes and gives me a headache quickly. Oddly enough, if you build higher - it does 'go farther away' (I mean as high as house roof, etc) so it should be a setting to change. (and for crying out loud when we put motion blur to 0 - please disable it completely)
  19. Couple of things: the wolf spiders have a 'sleeping nest' in the tree root area (base of tree, directly under it) which is why they are so close to the door. Try different times of day - as yes, they sleep, and yes crouching helps sneak past them undetected (they were nerfed on the range they find you as well) Also... I have never had this issue, I killed my first wolf spider with just tier 2 axe and some perfect blocks, several smoothie? and like 1 bandage.
  20. First off: would help if you state what on. PC? Xbox? If on PC - are you 'tabbing out' during load? Most games have issues if you do this. Thirdly- are your 'lights' all on? Lights have problems with loading and such, too many in one area (your base too well lit) tend to cause issues, especially during the loading process. You might try going in single player, and snuffing them all. Also.. today was patch, so maybe it will be ok now?
  21. yeah, i noticed the thirst just draining like a bucket with a hole in it post-patch. food is easy enough to get tons of , things that stack in 10s especially (jerky, acorn bits, hotdog, apple, etc) the issue is thirst.. and that we can't just simply 'boil water' like other survival games. So while we can drink dirty water, suffer mass food loss, then eat more than needed as a 'work around' it is not exactly ideal. Dew collectors empty, mushroom farms empty, ran through both my water storages - all these things are now pointless wastes of space until fixed.
  22. I've done it on medium difficulty, solo, without exploitation. It was very far away and I used venom arrows to start, swapped to gas arrow when it would be in range and 'in the cloud' but attacking me (while I was outside the cloud barely) then used the mint hammer. 2 perfect blocks, 3 not-so-perfect blocks, several swings later. A 3 combo swing (full drain on stamina) stunned it, giving me enough time to hit bandage button and 3 "smoothie?!" for quick health. I was in Ladybug armor. It was still, a rough, scary, and close fight. Since the update the 'physics' part of attacks seems to be catching me more often now, and instant killing me even with full health and ladybug armor. So I am not sure if the damage was increased, or if physics/momentum damage has gone haywire. kiting around them, kiting into weeds, etc, is "cheesing" it. They mean straight up you vs spider with only perfect block and movement as your option. Since the wolf spider can turn on a dime (maybe quite literally) and attack in an arc - 'going around it' is rarely functional unless you have high speed increase. (with good armor, this means draining stamina, with weaker armor you get 1 shot in, this means movement is increased at cost of damage mitigation) Since the game is 'buggy' and glitchy, I don't try to rely on 'speed' since moves, attacks and blocks all have a heavier than they should delay - and the 'indicator attacks' sometimes seem to 'speed' through the animations. This could be hardware problems, memory issues, performance and the like. I am not saying it is not possible, just that one shouldn't rely solely on chance mechanics. Also the '2' in the oak tree is subjective. I have personally had to fight 3 wolf spiders and 6 orb weavers at the base of the tree- all at once. (I tactically used terrain to exploit the fight, as it would be impossible without doing so) this is the main reason I say 'spiders need longer respawn timers' and 'there should be fewer spiders' in the current game, the fights get unreasonable, very quickly, and the spiders don't fight each other - even though that happens in real nature.
  23. it has been 15+ days in game on my "medium" difficulty game, and 0 mints have re-appeared, it may be one of the few limited resources.
  24. it is for me, and as far as I can tell. I loaded up my pre-existing world (60+ days survived) and harvested dew and mushrooms, and they never came back. I resorted to building a new dew collector, and it produced 4 almost instantly (within 5 minutes of being made) but then never produced more, 7-12 in game days later. broken how? are we talking critters or items? they reduced larva spawn - but how they did it , might have had some effect on 'all spawns' this doesn't correspond to my gameplay. 60 days of it working, then the patch and it stops working. I don't reload from 1 save file a lot, in fact I typically delete excess saves since 'save over' doesn't exist. I rarely die, I don't try to fight things like groups of spiders or Wolf Spiders without terrain advantages, so I rarely "respawn" at all. They grass clipping seems to be a new clipping bug in general, as I had an expensive foundation tower (to "hold up" my bridge) get clipped by a wolf spider and instantly destroy all of it. Clay foundation, 8 palisades, 4 stem wood walls, 2 angle roof and 3 scaffold - all instantly broken and half material spewed into the world. He didn't "attack" it, he just ran by and clipped through it - and it exploded. (or if he did attack, it still is over powered physical collision, as those are supposed to be reinforced options costing much more than just easy to get grass) For more details on my saves: I have 1 save (medium difficulty) that is into day 70+ now. I have one save that is (mild) something around 20 days (I wanted to test other things like ant eggs and raw science spawn -since my first game never had them until the fix) I delete excess saves and only keep the 'most recent' of each, plus any 'log out' save that may exist, and my auto saves are set to 1, so it doesn't overload the save system. Dealing with Bethesda games so long, I learned to 'manually save often, disable autosave as much as possible" to deal with issues like over-saving, too many files/folder saves, etc. to fix the bugs and problems they are riddled with. The simple fact selecting a save doesn't get a 'save slot' to save over, but simply allows you to delete it is strange. Pressing the save button always generates a new slot. I think for some people, the tremendous amount of saves is causing problems (I have no proof, just theory) and with 2 or 3 auto save slots, it pushes all the 'slots' i care about tend to get pushed deep on the list and I hate having to scroll to it, so I just delete the in between saves. When I come back to play, I load from the 'log out save' . If I crash I load from the 'most recent save' be it auto or manual. So if you believe that 'reloading your save' causes this break in dew collector use - I don't see it. If anything it's a 'duration of game' problem over reloading save problem, as many games with similar structures perform worse, have more glitches and breaks, the longer 'in game time' you play. (Notably- Bethesda games) and finally I know Bethesda and Obsidian are not the same company, thankfully. But they do have experience with how bethesda games are structured, as they worked on Fallout New Vegas (one of the best fallout games, hands down. I own the collector's edition proudly to this day) so it isn't a 'stretch' to think they may work in similar ways, with similar bugs, despite being different engines and teams.
  25. Not that I really want to, but the combined effect from dew collectors not actually producing dew, mushroom farms not growing mushrooms, and the seemingly increased thirst rate makes this rather un-enjoyable at the moment. I also had some weird physics related issues (or just.. wolf spiders doing way too much damage to advanced structures) and just meh.. it's time to wait til a serious patch is done. I appreciate the hotfix for at least the larva control, but the new issues seem to have made things worse.
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