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Immo

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About Immo

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  1. Can you add a new game plus feature that allows you to import your current game to a new state? I would like to see all unique items (mint, rotten items) reset to their original spawn points, resets all BURGL/SCAB items (so they can be found again) resets mutations, AND imports all of your buildings and structures? You can not make new items until you research again, but could allow players to salvage 100s of hours of a game previously ruined by other players. This would be a great way to re-live the game AND combat malicious players that visited your world and hid or destroyed unique items. It would also allow a player to reset game to single player and be able to discover and research items they never had an opportunity to see because of malicious/selfish players. I would love to experience the game and see the stuff I never had a chance to see because of "multiplayer issues" It would also allow players more control on their unique worlds after having experiences in previous multiplayer environments. Thanks for considering my suggestion Sincerely, Immo
  2. Ver 0.7 played on Xbox One X POSITIVE FEEDBACK: Mostly positive regarding a game that helps creativity, construction and problem solving. Fun unique world, great graphics and enemies. Amazing game to kill time and enjoy company of friends in the chat room. NEGATIVE FEEDBACK: Unfortunately I hate unique items and the problems they have caused me and my friends. As I see it, Grounded is NOT a co-op game….I think it is better described as a COMPETITIVE LIMITED RESOURCE HORDING GAME with some co-op features. The game is competitive because of unique/limited resource items. Obsidian needs to consider eliminating unique items and/or allow player permissions for visiting players to fix this problem. Perhaps discussing the situation with a gaming psychologist could lend more insight to long term game design and/or ideas to encourage gamer behavior….right now hording behavior is being encouraged. Is this really what the game is supposed to be like? Im ready to stop playing. Please fix and /or provide corrective features to defeat malicious players visiting a game. Please help prevent gamers from hiding, hording, or destroying unique items. Please also consider the malignant gamer that will enter someone’s world and proceed horde items and “recycle” the first floor of a skyscraper, thus bringing hundreds of hours of work crashing to the ground from every floor above. These features have the potential of ruining your game before it even launches. I HAVE NOT had a good multiplayer experience in this game due to malicious pranksters and/or selfish visitors to my game. I feel the limited resource items/unique items are a broken mechanic….and should probably re-spawn on each game session. Unique items are a competitive feature that encourages selfishness and hording AND has potential to harass a map owner and/or hinder research progress. Something needs to be added to help combat malicious/selfish players. Let me explain: When I originally began playing (Jan 2021) several players entered my game and: researched everything before I had a chance to discover and research anything, they spent raw science they harvested muscle sprouts and mint then and hid the items for their own personal use. What if they ever returned to my game…doesn’t matter if they are selfish anyway. I had similar experiences regarding rotten bee armor, rotten ant club, rotten larva blade, etc etc. I’ve only recently discovered muscle sprouts with 0.7 update (they now re-spawn) never even seen them before today or had a chance to use them. on a few occasions my buildings were recycled into a pile of parts As of update ver 0.7, I no longer wish to play this game as multiplayer because of the selfish and malicious behaviors I’ve mentioned above. What if all mu mint was lost/used up by a visiting player? What if a unique item was destroyed before being researched? If a game is set to single player after unique items are lost or inaccessible progress is hindered or lost forever.….who wants to kill a wolf spider solo without mint mallet because there is no mint in the game? Limited resources/unique items will ruin the game experience because it forces players to horde (or hide) materials intended for team use. It also encourages visitors to join a game and be concerned only with locating limited materials, thereby preventing the host access to unique materials. If a host hasn’t played Grounded before or is unaware of secrets in the game...are they at a disadvantage of playing, would they stop playing out of frustration? In my case, Ive never seen muscle sprouts until ver 0.7, and had to beg a visiting player to release rotten items so I could research them. Visiting veteran players (or hostile players) have potential to ruin new player games, prevent research, limit resources, and overall provide a less than fun experience for a new player because of limited resources/unique items. In my own game unique items have caused arguments, and hording. Im sure there are more examples how limited resources are negative in a co-op game but hopefully no further examples are needed to illustrate the problem. Possible Fixes and/or solutions: Please add an option in the debug menu to reset all unique items Please allow the owner of a world an option to recall (debug menu?) all visiting player inventories and backpacks. The items should recall to the original map spawn and be accessible by host only (recall all items not just missing backpacks) What if the visitor never re-join your game? Items are lost forever…. How about letting world owner be THE ONLY person to spend raw science OR make it an option to toggle ON/OFF option for visitors? How about letting the world owner purchase discovered unique items from BURGL? Make unique items re-spawn at default locations every time the game loads. If you are worried about OP items then don’t allow items to be repaired therefore forcing item to be used up and/or available next gaming session. Give me a fix tomorrow for the jerk who is playing in my game today. How about some kind of X-ray vision that lets the world owner see hidden storage chests? OR items being horded in a visiting players inventory? Thank you for considering my player feedback. I hope it is helpful for your long term plans for Grounded. Sincerely, Immo
  3. Can you add a weapon recall feature (similar to backpack recall) so I can retrieve the weapons I accidentally throw away? A feature to toggle/turn off the throw/chuck weapon would be nice also. This would be super helpful. Thank you Immo
  4. Follow up Question: I don't see patch notes yet listed for 0.7.0 under "directory of patch notes" post by Shyla (Social Media Manager) Please see: Announcements and News > Directory of Patch Notes I do see patch notes for 0.7 under "Public Test Bugs and Support" Please see: Grounded: Technical Support (Spoiler Warning!) > Public Test Bugs and Support Is 0.7 officially released? I have not signed up for any public testing. My version says: 0.7.0.2923 Rel... How am I able to play this version if it is not yet released? (I am happy to be a part of testing but haven't ever signed up) I hope my feedback regarding blueprint placement is correctly placed...if not please relocate it to the correct forum. Sorry for any confusion.
  5. I hope I can explain this correctly. I am having a terrible time placing blueprints with most recent update(0.7) With the 0.7 update when I hit the back button to cancel blueprint placement.......if the blueprint (non-placed) is facing a placed blueprint it deletes the planned/placed blueprint instead of canceling the non-placed blueprint. Can you please change this back? Members of my crew are experiencing the same frustration. Playing on Xbox One X Thanks
  6. Is there any plans to build a horde mode or situational challenge scenarios? I'd love to try and balance base building vs defending a base vs. repairing a base before another attack. Please allow lots of time between waves (or a selectable variable setting) so that adventuring for materials would be part of the challenge to prepare for tomorrow's army ants. ...this could be an option that could be toggled when loading up a multiplayer map or map options examples might be: 1) sandbox mode 2) Horde mode 3) adventure/story mode 4) challenges scenario mode HORDE/STAMPEDE MODE 1) Horde mode could be specific to a certain biomes for specific challenges OR 2) Horde could take place on the whole map every few days, so that you would want to plan for base expansion vs repair of damaged base (post stampede of army ants) Might be fun to trek across the map for specific materials but have to race the clock before the next attack sometime tomorrow afternoon. Something like this might make "sleep" a strategic thing too, perhaps unrested defenders have a penalty when defending...but had time to repair everything.
  7. Hi Obsidian I'm enjoying the game but feel like my base is never under any threat....why build all those walls if I'm not really keeping anything out? Can you add option to allow/not allow certain bugs to stampede, invade, attack your base depending on species or biome location of a threatened base? Perhaps bugs could try and destroy unfrequented bases, steal resources from unused bases. I think it would be great to visit a base I haven't seen in days only to find it was undefended and raided/damaged. Perhaps biome specific behaviors could be added: 1) Spiders lurk nearby and attack when visiting/leaving a base near the oak tree 2) Ants stampede and try to steal resources if near an anthill 3) prey bugs (weevil/aphid) lure more dangerous predators back to bases.\ 4) Flying insects attempt to get in base by breaking ceilings 5) The underwater needs to be more dangerous, right now the most dangerous thing is running out of air If bugs attacked, new challenges might be: 1) Players would need to balance base size with effective needs of the base 2) Players could learn effective design vs defensible design. This could be a rock paper scissors kinda thing where certain bugs are better equipped to infiltrate certain materials/or biome locations (ants aggressive against grass building materials, spiders scale over walls, armored bugs vs palisades, stink bugs lobbing stink clouds over walls, etc. etc) 3) Challenge a player to build an effective base with materials available from a biome..... players might not build (or want to repair) items using weed stems if there are no stems available nearby....and who wants to repair a base with materials that need to be hiked all the way across a map..with all the different base materials I think it would be cool to add challenges associated with what works against X bug when building an X biome.
  8. I have a few suggestions/feature requests below that would be very helpful for session proofing a map so a players map isn’t destroyed by visiting players. I personally play with gamers from all walks of life (OG gamers, younger gamers, prankster, toxic, newbie, etc. etc.) so there are many circumstances where a player might want some “map security” so hard work is not undone (accidentally or otherwise) Could we have some multiplayer player permission settings at the Multiplayer load screen or within the in-game option menu? It would be great if there was some ON/OFF settings for each player listed in the game session. Allow visiting player to editing buildings & structures ON/OFF Allow visiting player to create blueprints ON/OFF Allow visiting players to build on existing blueprints ON/OFF Allow player to recycle items ON/OFF Allow player to use limited resource items (example: mint) ON/OFF Allow player to access unique items (example: rotten bee armor, rotten larva blade) ON/OFF Allow players to access/use/Build: TIER 1 items ON/OFF TIER 2 items ON/OFF TIER 3 Items ON/OFF Allow player access to private/public storage chests ON/OFF ANOTHER POSSIBLE SOLUTION Perhaps we could have an section of “Ominent” lab that is accessible ONLY to the game host. It could be placeable anywhere not the map/base. Inside could be private storage chests, private areas, a “Gounded” version of the TARDIS? Something like a pre-fabricated lab room that only the map owner could access/place on map. A feature like this would help restrict access and prevent frustration related to visiting players who may affect a map. EVEN ANOTHER POSSIBLE SOLUTION Allow a map host to set areas that are locked from editing/recycling. Perhaps “off limits” tape similar to your “UNDER CONSTRUCTION” tape that indicates an area that can be edited by visiting players? It would be great if there could be boundaries defined to where a visiting player can edit, build, or delete structures/idems. Thanks for considering additional player/map security options. It would be great to see a way to protecting blueprints, existing structures, or other items from visiting players. I am sure gamers would like an option to share a world with friends without worrying about people using or destroying unique items (Rotten Bee Armor) depleting limited resources (Mint Chunk) or simply deleting something. Thanks
  9. I see the TORCH, SLIME MOLD TORCH, SLIME LANTERN deplete/expire and delete when placed on a WEAPON WALL MOUNT. Can you please allow the items to display without expiring? I see when I place a FIREFLY HEADLAMP on an ARMOR DUMMY it does not seem to wear out. Can we also have a hat rack or head shaped dummy (without a body) for individual items to be displayed such as the GILL TUBE, BUBBLE HELMET, etc. etc.
  10. I wanted to share my thoughts and suggestions after having played the game for approximately a month. I am enjoying the game, thanks for allowing people to share their experiences and suggestions. Do you have player focus groups? If so can I participate? I can’t wait to see what else is added in the next updates! GAME STRUCTURE FEEDBACK I like how the beginning of the game focuses on survival, followed by base building, but once I discover tougher to reach areas I hope they can focus on adventure rather than base building? I like the discovery and exploration of finding BURG’L/labs etc. I really like how well it flows between early game “learning to survive” and “base/building” and learning the materials/technology. Unfortunately I am craving more adventure now (Sea of Thieves Tall Tales comes to mind) regarding mid-game or possibly multiplayer missions can we have something other than just base building or BURG.L tasks? Id love a good tough mid-game with lots of story…..something that lets me use all my knowledge and tricks to figure out how to win/progress. I just don’t want to spend all my time delivering planks or building stuff with friends. Is there a worthy reward for the science grind? I ‘m hoping for lots of fun bosses like a rabid mouse, poisonous centipede, giant killer frog, or sticky snail. I’d also love to a venus fly trap maze or some kind of danger maze dungeon, or a more dangerous ant hill dungeon. Perhaps there could be some random encounter obstacles you could interact with, something that rewards if you defeat the trap...something like: mouse trap (sticky or mechanical), sticky fly paper, or a bug zapper GAME SUGGESTIONS: Can we unlock the difficulty setting so it can be adjusted at the beginning of the session? Can you please add an option to the tools/weapons that allows a player to select if it is a throwable item? I loose my weapons all the time because I accidentally throw them, then can’t find it ever again. Of course I still want to throw planks/grass…is there a setting that could be added to allow a player to toggle if an item can be thrown? Id like line of sight & altimeter tools for when planning zip lines….it is frustrating to carry materials to set up a zip anchor only to have to move later because the zip line didn’t actually work. Too much re-building is not fun. Can you make the spinning wheel & smoothie station inventory selection box/cursor snap to valid items only? It would be so less frustrating if the cursor could bypass invalid items that can’t be used. It would ALSO be great if it was easier to “unload all” finished items….scrolling over to the finished rope/silk is cumbersome and an annoying waste of time/button presses. How about leaf boat for cruising across water…make it fun like a jet ski or something…perhaps it could attract an attack from the giant fish. Thank you for the amazing game Immo
  11. Hi Obsidian, Just an FYI: The description of the feather arrow is: A fancy arrow crafted from sleek CROW FEATHER bis and strands of SPIDER WEB The workbench says: 1 x CROW FEATHER PIECE and 2 x SILK ROPE Can you update the description to show SILK ROPE rather than SPIDER WEB? The inaccurate description caused some player confusion. Upon the request of a friend, I delivered him a stack of SPIDER WEB...but he actually needed SILK ROPE to use at the workstation....had to double back to the spinning wheels to produce correct ingredient needed.
  12. BROKEN BRUGL QUEST? Build 0.6.1.2863 Stems are no longer able to be carried while using zippiness The BRUGL Birdbath Marker was a total pain to place. Since the ability of carrying stems on the zip lines has been removed, I had no way of getting stems across the 1st ziplane in order to connect the second zip line to the "birdbath branch" After about an hour I managed to leaf hop (skill jump) across the gap (way too many leaves & attempts) to ultimately reach the birdbath branch. There doesn't seem to be any stem resources in the blueberry bush to create the necessary zip line. I heard the other solution is to spend 4-6 hours building a staircase all the way up to the birdbath....??? Is this mission quest correct after patch/ver 0.6.1.2863? I was unsuccessful in locating any other way to get to bird-bath, and the midpoint ziplane seems like it will never connect to anything because you can't get stems in the area (or delivered to the area)
  13. Hi, I am writing this FEEDBACK AS A NEW PLAYER (JANUARY 2021) Here is my feedback after 1 week of game and exploration…I love the game, has lots of co-op potential….looks great on the Xbox One X, can’t wait to see the next update. 1) I really want a COMPASS, can you let me build one and keep it in inventory? 2) I think the game needs a setting to ALLOW (or prevent) VISITING PLAYER TO SPEND RAW SCIENCE. I find it frustrating that another invited player can join a game and spend your hard earned science. 3) I would like to see a single player only introduction STORY/TRAINING (kinda like Sea of Thieves: Maiden Voyage) for whatever reason we tried to learn the game as a group and 2 of our 4 person group struggled with learning game mechanics. 2 experienced players were doing everything and not helping the new players discover stuff/analyze stuff. I feel like I missed something….a maiden voyage to the backyard might be helpful. 4) When I started my NEW GAME a few experienced players joined…and then promptly analyzed/researched many of the raw materials/resources in the game…and I never was able to experience seeing the knowledge/inventory screen/ science gained or whatever. Consequently I feel like I missed out on some of the learning curve/or resource location discovery. Can you make a setting option so players may have independent research specific to the player rather than the map? 5) INVENTORY management needs to be refined, why does “take all” or a death re-spawn, mess up my organization? Also having to click a cursor across to an item seems clunky, is there a better way to navigate spinning wheel inventory menus? 6) Please add a category in the GLOSSARY OF “DISCOVERED ITEMS” (and smoothie recipes) what ingredients are needed to make it. I either have to memorize a recipe or go to the almighty “Google” to find out how to make a smoothie. Seems like you can save a player internet log on frustration time by adding a reverse lookup glossary or viewable recipe menu for “discovered items”. I do like the raw material items list and what they are used for.…thanks. 7) I think STORY DISCOVERY has some challenges: seems like I was fighting ants while trying to listen/read story stuff (audio file/cassette tape, or possibly something another player triggered) the immediate danger took me away from the story….then after defeating the danger couldn’t find the audio file (where/which one?) and returned to my original resource goal (hunting acorn) this effectively negated any part of the story that was just discovered….now Im kinda lost…and I think someone else discovered a lot of those types of items/audio logs that I never had a chance to see or hear. Can story items be reset or can they be set to specific player progress rather than the map? #8) Regarding UNIQUE ITEMS (example: rotten bone trident, rotten larva blade in the stone, and rotten bee armor) I never discovered or got to see any of it….any way I can reset this so I can discover it/see it for the first time? Can you make a setting allowing unique items to only be picked up by the game/map host? Is there a way to have unique items safe from being hidden, destroyed, or turned into a smoothie by another player. If item is destroyed will it reset? Can you have a reset all item button/option? 9) Please add a “FLOATING ITEM RETRIEVAL NET” so I can retrieve grass/weed items lost in the pond? Im happy to net the items and drag them back to the shore (perhaps netted items could attract the coy fish to add some extra danger) 10) PRIVATE STORAGE for each player would be nice when visiting another player’s world. (****unique items should not be allowed in private storage***) 11) I like how the grass floor can be offset so the next tile can be slightly offset, can we also get a 1/2 STRIP OF GRASS FLOOR/WALL so when this is done intentionally or by accident a “grass patch” can be placed in the 1/2 size empty place? 12) How about a HEADLAMP that lets you see in the dark but ALSO attracts DANGEROUS BUGS 13) How about get a magnifying glass puzzle, perhaps an amazing reward/gear....or fiery death! 14) and a COMPASS….did I mention a compass? Great game! Can’t wait for more!
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