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SnickerSnack

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Everything posted by SnickerSnack

  1. Strange, I have not encountered anything similar in single-player mode. Maybe it's a bug in multi-player?
  2. I accidentally dropped some weed stems and grass planks in the water at the pond edge. They are just under the surface. The pieces highlight and the button to pick them up ('E' - on PC) shows up but is grayed-out. They are far enough down that my character is in "swim mode" to get the prompts to appear. This may be by design but is frustrating to have them just sitting there unusable and for the game to imply that they can be picked up when they actually cannot be picked up.
  3. I've found one so far, but I have only explored the western side of the grasslands, the haze, and I'm currently building a base on the pond. I definitely think that they should give us more than 2 arrows for a giant crow feather though.
  4. I took the time to read through your entire post, and I agree with your feelings on just about everything. Thanks for being so detailed, I hope the devs take the time to read this. I REALLY agree that Raw Science cost for upgrades is way too high for most items. And I feel that way for all the same reasons you enumerated. I have also noticed that the balance between digging up Larva versus Grubs is off since update 0.09. Since grub goop is essential for making smoothies, they need to spawn more frequently than the Larva, not the other way around. I also think the smoothie effects should la
  5. I agree with LadyBugWins, there are either too many hostile critters everywhere, or they respawn too quickly. The infected mites and weevils in the haze are the most annoying things in the world. Also in terms of bugs, I have noticed that the "enemy detected" notification when inventory is open does not go away. I think others have commented on this. In terms of balance, I like the concept of dehydration affecting stamina, however it is way too imbalanced currently. Hydration level needs to drop slower and have less overall effect on combat performance.
  6. ^^^ I wonder if making things like that would be too hard to balance and control proper spawn rates... I dunno. So evidently these bugs are simply programmed to be hostile to certain other insects and not others. I hadn't realized that before, but it makes sense.
  7. I think adding a Black Widow would be epic as the ultimate baddie, but only in a super reclusive area like under the porch. I really think that they should implement the Subnautica game mechanic where your water and hunger levels don't drop while you are sitting on a piece of furniture (maybe they already did that? - I haven't built any furniture yet to test it).
  8. I think those are some good drawings! I think grasshoppers are a good idea! Maybe they could be passive towards the player but potentially damaging to your base because they like to eat grass/plants.
  9. I feel that combat is very difficult as it is, and adding a snake would be pretty over-the-top difficult.
  10. ^^^ I agree with all of the behavior modifications you are suggesting. I feel like the backyard has gotten a little too crowded and it's hard to enjoy some of the other aspects besides combat.
  11. *Edit* I apologize I intended for this post to go in the Feedback and Suggestions category. Perhaps a moderator can move it? - Thanks. I came back to grounded after a few weeks away. I immediately noticed some great changes, however I feel that the dangerous insects are too plentiful now. It's getting hard to venture out anywhere without running into trouble, and while I understand that may be by design, it makes it more difficult to enjoy other important aspects, such as exploring, base building, resource gathering, etc. My suggestions based on a few hours with update 0.9... 1)
  12. I really approve of suggestions # 1 and 2. I think having spiders able to climb walls etc. in pursuit would be epic. HOWEVER, I feel like they should be fewer in numbers. Insect spawns overall have been increased since patch 0.9 to the point where I almost feel like the dangerous bugs are too plentiful (or they may just be increasing as my level increases). Either way, I feel like it is currently imbalanced. So if they decrease the frequency of spiders, they could compensate by making them able to climb.... I feel like that would be a more exciting experience. As for inventory management,
  13. I am requesting that the "Memorized Recipes" section of the smoothie menu actually list the recipe ingredients. Currently, the "memorized recipes" only lists the recipes discovered, but doesn't tell me what the ingredients for those recipes are. If I don't have the correct ingredients in my inventory, I am naturally unable to make the recipe. Since it does not show me the required ingredients however, I do not know what ingredients to go find and collect. Maybe my in-game Avatar remembers the recipe, but the real me does not. This creates a immersion-disconnect. This is a pretty significan
  14. I think they want us to experiment with the smoothie station. But one thing that needs to be implemented is that the "Memorized Recipes" section of the smoothie menu needs to actually list the recipe ingredients. Currently, the memorized recipes only list recipes discovered, but don't tell you what those things were. If you don't have the correct ingredients in your inventory, you will not be able to select the recipe. However since it does not tell me what the recipe requires, I don't know what ingredients to go find and collect. - I think i'll mention this in a new post.
  15. I feel your pain. Here is the solution I presented a few weeks ago: [SUGGESTION] Turn off HUD markers for spent arrows during combat - Grounded: Feedback and Suggestions - Obsidian Forum Community I haven't tried throwing weapons yet, so I wasn't aware it would create a similar problem.
  16. I would really rather have a compass than a mini-map. But I do feel that a compass would be really helpful.
  17. Hey just a tip for this one. If you open the spinning wheel menu (as if you were going to spin something) you can just drag-and-drop the finished items into your inventory.
  18. A lot of good ideas here. I like the fire ant idea especially. Also, you make a very good point - even if they didn't add them as spawnable creatures, there SHOULD be crickets making noise at night!
  19. ^^^ Actually they could borrow an idea from Subnautica and make sitting useful... Your thirst and hunger stats wouldn't go down while you were sitting... it would be a good opportunity to sit and open your crafting menus and plan your next moves.
  20. I agree that being able to craft a compass would be great. Also, managing thirst is slightly annoying. It's not terrible, but could be tweaked just a bit. Same for the day/night cycle. It's not bad, but it could be tweaked just a bit - make days a little longer and night a little shorter. (just a bit) Oh, one more thing... I've seen people complain about moving through clover.... it is a bug? Because honestly I haven't had any similar issues like that.
  21. I appreciate that you took so much time in crafting your post. I am only a fellow player, like you, so my opinion does not necessarily agree with the development team. I feel like most of the points you are dissatisfied with are there by design, or are simply not polished yet due to the game being in early access. This is a survival/crafting game (although there are also strong elements of RPG). Part of the design of survival/crafting games is to allow the player to discover how to do things. If everything is given in advance as instructional tutorials, then it takes away the process of
  22. I think all of your suggestions here are really good. I imagine that they will eventually either release a 5th (non-customizable) character or enable some customization features like you described. The reality is that there is a LOT of programming work involved just to implement the ideas you suggested. So it may come, but may take a while to get there.
  23. Have you tried playing in 3rd person view, otherwise known as "over the shoulder" view?
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