Everything posted by Alynxkia
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Additions needed in the not too distant future for Grounded 2
I would not mind it if Grounded implemented chest upgrade system where we use the O.R.C receivers to increase the range that our sca.b can pull supplies from. I honestly have no idea how Grounded lore might explain that we can pull stuff from chests. I’m just making stuff up now. Sticking with the same “in my head lore”, perhaps there is a Ranger station where we can upgrade our sca.b to have even more range.
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GROUNDED IDEA
The first thing we’d have to solve is what would be the most basic building and crafting resources besides the insects. We can give the house some potted plants and a greenhouse, but the majority of the map would not have grass, clover, sap, wood stems, stone, pine needles, mushroom, clay, dew, berries, etc. (Barring an abandoned house that’s being reclaimed by nature.) There could be a fair amount of wood furniture basically everywhere so you could easily find splinters. There could be a woodshop somewhere in the house to add additional wood resources but again that doesn’t put them all over the map. If we added in some small animal cages in other rooms though that could provide multiple locations for gathering wood shavings/saw dust. Honestly a hamster maze sounds like cool dungeon/lab. A fair number of rooms could have carpets and thus there could be carpet fuzz and/or lint. If the rug happens to be shaggy, it could end up feeling like exploring a short grass area. A craft room could provide some fabric/paper resources. Maybe some glue globs. Some tiny paper clips. A broken sauna could provide a foggy, moist environment that’s different from the rest of the house. If we can get into the walls, that means we do have access to insulation. There could be various types used in a single building so different parts of the map could have different insulation resources. We could still find nails and thus rust. We should still be able to find candy inside. Water could be found from dripping faucets and maybe leaking from sone pipes in the walls/floors. If there is a wood-burning stove stove of some sort, then we have a way of getting charcoal. Somehow hair ties end up everywhere in my house so I feel like that could be a random resource find. We also need a reason for the house to either not be inhabited or implement a stealth mechanic to avoid the full size humans living there. If the full size humans knew you were there, either they would be nice and help you thus defeating the need to do basically anything in the game or they would present a threat. If the house is inhabited though and you need to stay hidden, that limits where builds can happen. The easiest route to keep the gameplay most similar to the current Grounded gameplay is to have a reason the house is not inhabited. Though I have to admit, it would be interesting to try to infiltrate the house of someone high up in Ominent with the goal being to find some sort of technology or evidence. Though I wonder if they really wouldn’t think to defend against tiny invaders. Maybe it’s best to mix both and have the house in question be abandoned by a high-ranking Ominent employee and they did defend against tiny invaders and you have to deal with some surprises on your adventure.
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I would love to see jumping spiders added as a pet!
Pet route: Some species of jumping spiders are quite small and would suit being a pet even when compared to your shrunken size. They are hunters so they could randomly supply the player with aphid/gnat/weevil meat. Perhaps petting the jumping spider could increase the odds of that occurring for a period of time. They’re also pretty good at fleeing so maybe they could act like an early warning system; if they are traveling with your character and you get within a certain range of one of the more dangerous enemies they abandon you to your potential doom and return when you have been out of imminent danger for a bit. Or if they are chilling at the base they bail if dangerous enemies come close and come home later. Mount Route: Jumping spiders can be larger than ants so they could be a fun mount. if they ever let mounts have passive abilities when you’re not using them, it could potentially still hunt for you. I would not want it to run away on me as a a mount though. I would appreciate it having superior jumping when just exploring the world and far less fall damage. I also think it should having superior dodging abilities in battle compared to other mounts.
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Some creative feedback and ideas for the future of Grounded 2!
I like your ideas regarding broadening the use of the tamed bugs. I would definitely enjoy them gathering things. Even if the majority of the time what they brought back were common items; if every once in a while they could bring something rare that would feel pretty sweet. I’d even be OK if certain bug types only ever picked up things that your character had dropped or started the harvest process of rather than hunting down enemies. If I decimated an entire section of grass and I had a couple tamed ants that I was not actively using as my mount; it would be pretty nice if those ants went and tried to gather some of that grass. The smaller bugs could pick up arrows or sap from the collectors. Being able to unleash your entire tamed army of bugs would completely change the feel of raids. It’s possible it could make raids a little too easy… or it could result in your bug army being decimated. It really depends on if the developers decide to adjust the scale of the raids to match the number of participants and/or how well you can juggle defending/rescuing your comrade bugs as the need arises. And if you have upgraded your mounts, they should do better in the fight thus giving you more payoff on investing in them.
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Orc Attacks
In the beginning I recommend getting on top of one of the large leaf milkweed plants away from your base. By being up in the air, you only have to worry about one flying enemy typically. In the starting area, it’s usually a bee. If you head to the picnic area it will change to a butterfly. If you can take down the one flying enemy, then you can try picking off any ground enemies that spawn with a bow or just wait them out. One of my favorite spots is on a log fence in the picnic area post by a light pole. it works just like the milkweed plants except I find it far easier to not accidentally fall off. That said, I don’t disagree that it would be nice to have a feature that lets players adjust the difficulty and frequency of raids. I’m a very big fan of letting people play the way they like to play. I think it would be nice to have this be a feature players can adjust from within the game and not have to set it at the start of a new game. Initially players may not enjoy the raids but later on they might enjoy a challenge. The raids are a good source of science and resources.
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Game Play Suggestions
I just want a pet that will collect the arrows that fall through the map for me. I lose my mind when I am right there The arrow icon is right there… and I cannot get arrow.
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Future potential updates
On a different thread there was conversation regarding weather patterns impacting the bugs that appear and the resources that are available and requiring different armor or even creating the need to take shelter. A flaw with that is it could be really annoying waiting for the right weather when you need a particular resource. I had proposed a weather machine. We already have a shrinking machine and mind control bugs. The ice cream cart creates a winter wonderland. Why not a full blown weather machine (that initially we cannot control) and thus we end up with various weather patterns and even season like changes. To address the RNG problem that would likely occur at some point and to just make the gameplay interesting, we could find various chips to help us program the weather machine so we could create the kind of weather we wanted, for at a small period of time, before the machine went back to its default programming.
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Candy Staves need to be more interesting to play
I will second to the request for one-handed mage weapons. Some wands would be lovely. Less power but faster attacks. We could make various crystal shields to pair with the wands.
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Zipline pulley system
I’ve been wanting this since grounded 1.
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Gliders
Something that can go further horizontally than the dandelion would be nice. Perhaps upgradable so it can go even further.
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An option to mute your buggy
I will second that motion. I’m also fine with there being a slider in the sound options as even just decreasing the buggy sounds by 50% would be nice. I’m pretty sure i would prefer mute but I’m sure some players enjoy their buggy making noises.
- Building Materials-Suggestion
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Buggy Ramps
I’m Interested but the speed on them is so slow except on edges (which might be a glitch they remove) and with orb weavers. I would want an additional feature where we can apply a spray to the webs we build to make them less sticky. An upgrade rather than a replacement like reinforcing in Subnautica or Raft. Honestly wouldn’t mind being able to reinforce/upgrade a lot of what we build.
- Jumping Spider Buggy
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Termites
I had always assumed that scent was part of how the red ant armor in Grounded 1 or the red ant Buggy in Grounded 2 worked so I like your idea of being able to make termites (and maybe some other insects) docile via scent. I don’t know that we should be able to make the scent item before we have completed the associated lab/dungeon/hill/mound. (I’m leaning more towards whatever we use for scent being more like a smoothie that wears off than like a trinket.) The red ant buggy makes several of the ant hills we explore very easy. I’d like other areas to at least be a challenge the first time through. I’m OK with them becoming easier when you’re going back through just to farm items.
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Carnivorous plants
I like the idea of being able to plant them for defense… but I wanna go a Sims route and make them a tad sentient and problematic. If we remember to feed them they only attack aggressive insects. If we forget… they might chew on us a bit. Might munch on (but spit out) a passing buggy.
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More bugs for Grounded 2
Other than broodmothers everywhere I am on board with the suggestions. Now if you mean they have lairs they stay in for each area, fine. That matches Grounded 1 actually as the broodmother’s den was in an early level area. But free roaming… The current area we are playing in is supposed to be the beginning area. Free roaming Broodmothers are not beginner friendly. On anything but Whoa! Mode… that’s kind of mean to new/casual players. Maybe later in the story something can trigger broodmothers in the starting areas the way hornets were in Grounded 1. I have no objections to them being roaming in later areas.
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Deleting Blueprints Destroys Whole Structure/Blueprints "supporting" other structures
I’ve had that bug randomly appear. Most of the time exiting the game and coming back in fixed it. I did have that glitch remain stubborn one time despite reloading multiple times so I just started building a few sections over and suddenly I could delete the blueprints that have been acting like they were supports. The game definitely gets confused once in a while about which pieces are supporting what.
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Suggestion
On a similar note, I want an elevator so bad. Been dreaming of that since early access for the first game. We’d have to build the elevator shaft and that would be what increases/limits how high the elevator can go. It would need to have an old-school manual lever elevator to make it go up and down as there’s no telling how players would set up their floors/stops. I would want two sizes; a fairly small elevator that’s literally just meant to move your character up and down and then a large one meant to hold a couple pallets.
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Ant buggy can't fit through Pine door
Can confirm, the pine door is not buggy friendly.
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Buggys are too strong
I’m not against the buggies needing additional care, but I’m not a fan of the grass idea as a default. The medium to large insects wandering around in game have the grass move around them due to their movements. It would honestly be a bit weird that our buggy didn’t have the grass move. If the developers wanna add in an option where grass doesn’t bend for buggies, I have no issues. I do like being able to choose additional challenges, especially when replaying and what you are proposing would definitely change the way the game feels which could make things interesting. Perhaps our mounts should need food and water. I feel like they should be able to slurp regular nasty water without ill effects though not the stuff in the toxic ant hill. And there are food sources as you’re wandering whether it be the human food that spawns, mushrooms or them being able to eat bugs we kill. For bases we should be able to have feed/water troughs. There are ways to add an additional needs without it being a major disruption to gameplay. I suspect this might be a feature that players will want the ability to shut off. It’s definitely gonna feel too “micromanagement” to some. On a different thread it was proposed that there be some consequences to constantly keeping our characters up for days on end. I certainly don’t wanna have to make my character sleep every night, but I’m not against having a debuff if I make them pull a three day bender. Continuing on that thought path, maybe our Buggies should need rest once in a while and that would give us a reason to swap them out.
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FEATURE REQUEST: Resource highlighting in PEEP.R mode
I have nephew who is colorblind who would benefit from this as well as some items look very similar and being able to see grass vs dry grass from a distance rather than walking up to each blade (they look like the same color to him) would be handy. It would also help differentiate dried up leaves and milk pods on the stalk. While I don’t have trouble with that, I fully understand that some people do.
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BUG - Wolfsbane Fangs do NOT show up on Weapon Wall Mount
None of the dual wield weapons display correctly on the display mounts. The mitey claws seem to be the worst in my game as they just float in the air near the display mount. A lot of weapons seem slightly off in their positioning. It’s cosmetic so likely not a priority fix, but hopefully it will be addressed.
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SUGGESTION - Target dummy
It would be nice for there to be some reason to use the dummies. In addition to weapon damage feedback, I wouldn’t mind if there was like a fourth tier to weapon mutations only allowable by interacting with the dummies with that particular weapon. There’s a part of me that feels like it should be a truly tedious amount of interactions, something most players would not attempt to do in one go and instead would just put in some training time when they’re back at base at night and eventually unlock.
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Grounded Idea's
I want to have a pouch for trinkets that is separate from regular inventory so that I can carry more of them around with me. I end up not using many of them as it’s not convenient to carry them around wasting my inventory space. It doesn’t have to hold all of them, but I would like at least five slots to hold spare trinkets. I actually wanted to go with small plushies being an option for the stuffed insects. While the big ones are neat, I also dislike how much space they take up. I basically want them all to be the size of the aphid. But I am fine with the skill tree idea where we use their corpses to traverse it… still kind of want the mini plushies as base decor but they don’t need to serve the same function as the skill tree.