
nekogod
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Posts posted by nekogod
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On 10/22/2020 at 2:28 PM, The_Partisan_Spy said:
playing with some bugs
I'd be worried if there were no bugs,
cause that'd only leave spiders!
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These all sound great with one nitpick, you don't get colds from being cold/wet. The common cold is a virus (most often a rhinovirus). Maybe swap that to hypothermia.
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On 9/15/2020 at 8:55 AM, Balkoth the Lich said:
Insect mind control technology. This is a sci-fi game after all. If there are several miniaturized labs all around the yard, maybe one of them could be hiding technology to control insects. It could be control chips, brainwashing chemicals, or who knows what else. We don't yet know what the other labs are be hiding. Hopefully, this could be one of them.
It doesn't even need to be scifi esque, insect behaviour can be controlled to an extent in reality with pheremones so perhaps that could be an avenue, harvest some bug glands, make some pheremone juice, perhaps one that elicits a fear response drop it behind the bug and hang on while it dashes a good distance away.
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Didn't you already post this?
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I wouldn't like to see fast travel, but maybe faster travel. Like bug/spider mounts perhaps or other small animals like mice. Something like a 50 percent speed boost over running your self.
Possibly even flying mounts ala butterflies or moths.
Ideally with strict stamina limits so they'd be great for getting from a to b quickly, but you couldn't use them constantly. -
No it won't come to PS4, Obsidian is owned/funded by Microsoft so it's basically guaranteed Windows/Xbox exclusivity.
Google translates to (which will be wrong obviously, but hopefully will give the OP enough info)
Não, ele não virá para o PS4, Obsidian é propriedade / financiado pela Microsoft, então é basicamente garantida a exclusividade do Windows / Xbox. -
10 hours ago, Anakha said:
Was able to get in before the patch. Tried the above suggestions and still can't get in.
Same I found that after the patch getting into the container through normal means on an existing save was impossible, while no such issue existed for a new game
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Absolutely agree with that, it's possible to implement something like this and still retain the challenge/barriers though.
You could still keep mild as the easiest difficulty such that even if you were to have all these options and you set them all to minimum you'd basically be playing on mild as it currently is.
It's more, from my perspective at least about giving more flexibility between mild and woah.
Currently there are 3 things mentioned in the blurb for each difficulty so I'm gonna assume those are the only 3 things affected. So currently we have
hunger/thirst durability mob toughness
mild mild mildaverage average average
woah woah woah
Even if nothing else is possible it'd still be real nice to be able to have
hunger/thirst durability mob toughness
woah woah mild
or
hunger/thirst durability mob toughness
mild mild woahor
hunger/thirst durability mob toughness
woah average woah
Etc
So essentially creating a bunch of different difficulties between mild and woah -
Had a quick look for this, but couldn't find anything (drop me a link if there is already a thread about this)
I'd love to be able to tailor the difficulty, like I really enjoy having to manage thirst/hunger/durability, but not so good with tough enemies and I imagine there are people who love harder enemies but cba with all that eating and drinking malarky.
From what I see there are at least 3 difficulty parameters, durabilty, thirst/hunger and mob toughness with potentially at least 2 more in resource yield/respawn rates and length of night.
If they do add weather then maybe severity/length/danger of weather effects as well.I'd love to see these on sliders, want super hard enemies and constant night time with resources hard to get go for it.
Want no night, wimpy enemies but be super hungry and thirsty, sure!
Want to crank everything to hardest with eternal night because you're some kind of masochist, hell yeah!-
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I believe they nerfed how far the wolf spiders would track you, but in terms of damage etc, not been nerfed at all as far as I know, in fact they recently got buffed with more varied attacks
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The change to the mint container seems to have made it impossible to get in it now on existing games. It works fine on new games started after the patch, but on all saves from before it's just flat out impossible to get in.
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9 minutes ago, McSquirl Nugget said:
i had no problem getting in compared to previously.
I see ants all over again, with soldiers sometimes like before the 8/26 patch. that seems to be fixed.
Ladybugs are everywhere again, 3 near the baseball and 3 or 4 more playing around the oak tree roots.
This is on a new game also, my previous save was taking to long to load for my lunch break. So that might have something to do with it.
Ah both my attempts were previously saved games and in both the mint case is impossible to get into, I'll try it on a new game.
Edit- Was fine on a new game, rechecked my older games and still couldn't get inside it, so it does seem like it's broken for existing games. -
Patch notes are on the website
https://grounded.obsidian.net/news/grounded/patch-0-2-1-has-been-released
There seems to be an issue with the mints though they say they've made the box bigger to make it easier to get in, but now it's impossible to get in at all.
And for those interested Acorn Shovel+ uses the same amount of resources but the shovel is now faster and pebblet foundation uses 3 clay 1 pebblet instead of 4 clay and is gray not brown. -
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Personally, I think this mutation should add the Moist buff so you don't have to drink as often. I still wouldn't use it because water is plentiful, but at least then it would be useful.
It's my understanding that, that's exactly what it does do.
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I believe it will overwrite your autosaves, but not your manual saves, I've got both a survival and creative game on the go at the moment.
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I know the spiders have been updated to have a more varied attack pattern, but has their pathing or spawn points been changed at all?
I have a base near the new game spawn between the myseryious machine and the baseball and the most threatening thing I've seen here is an ant.
Since the update I've seen at least 2 wolf spiders wandering about a stones throw away from the base! -
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Kiting i think is an exploit, and I'm glad they have the feature in place to prevent that, and with as much work as they've put into the combat, hopefully it never changes.
How is kiting an exploit? What's the point of the bow if kiting isn't a valid option, if they only ever want you to fight in melee range then they may as well remove it. Combat is probably one of the weakest areas of the game currently, hit, block/dodge, hit block/dodge, hit, enemy dead unless it's a lady bug or a wolf spider, but even then it's not much more complex. Most enemies have coreographed attacks so you can tell exactly what they're doing and when,
Kiting adds a bit of variety and challenge, especially if you're using some strategically placed spike strips. Constantly moving, keeping range, drawing the enemy in a certain direction, keeping an eye out, quick turn arounds (as you'll be running backwards mostly) etc, way more engaging and harder to master.
Like the idea of quivers, one stack per quiver seems pointless though unless they don't take up a slot otherwise you're still losing 2 slots for 40 arrows so nothing would change.
Coi Fish, new Gamemode & a Dog Boss?
in Grounded: General Discussion (NO SPOILERS)
Posted
Poodles are quite large unless you meant a toy poodle, chihuahua would also work, though I'm not sure people will be keen on attacking a dog. I'd personally prefer a big lizard or snake perhaps or maybe a mole or badger, something along those lines.