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Everything posted by SnickerSnack

  1. 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
  2. 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.
  3. 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.
  4. I would really rather have a compass than a mini-map. But I do feel that a compass would be really helpful.
  5. 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.
  6. 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!
  7. ^^^ 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.
  8. 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.
  9. 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
  10. 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.
  11. Have you tried playing in 3rd person view, otherwise known as "over the shoulder" view?
  12. I recently tried to duplicate what you are referring to... either your game is bugged or they did a small hotfix, because the water drinking feature still works the same for me. That is to say: You must hold down 'E' to drink from stagnant water.
  13. But... you can retrieve them through the menu. Just open the menu for the spinning wheel, and drag and drop the finished product into your inventory.
  14. I agree that it's far too hard to build a simple storage chest, mostly because of the acorn issue. I acorns dropped more than one shell piece, as was suggested in another topic, it would be a pretty simple fix to the storage chest issue.
  15. Why the suggestion: It doesn't seem logical that we can't wear Aphid Slippers the same time as wearing knee pads. It would give us more variety of appearance if we had more armor/accessory slots to fill. I would suggest 1) Head 2) Eyewear 3) Chest 4) Arms (which would include shoulders) 5) Legs 6) Feet This would be easier to implement assuming that a future update is going to no longer cause equipped armor to count against inventory. Finally, this suggestion would also play on some of the charm the game already has - it is actually akin to a medieval RPG - we have armor, weapons, b
  16. ^^^ Yes, you are totally right. That's a great idea and additional refinement!
  17. You're right, that could work. I was originally picturing another little shrunken guy with a merchant cart or something, but it wouldn't have to look like that at all.
  18. I'm not sure about the time-limited part, but I think there are a lot of good ideas here. IMHO this sounds more like a DLC that could be released after the main game is finished.
  19. You beat me to it, but yeah, I was thinking that this is EXACTLY what the combat needs.
  20. Yeah, I haven't had this happen yet, but it totally makes sense.
  21. I like 'em. I dunno about the traveling merchant idea - just I'm not sure how that would fit into the game lore. But I really love the pulley pallets and clay walls idea. And I totally agree about the lean-to. Seems a little quaint once you build a gigantic fortress.
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