Everything posted by Alynxkia
-
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.
-
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.
-
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.
-
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.
-
Zipline pulley system
I’ve been wanting this since grounded 1.
-
Gliders
Something that can go further horizontally than the dandelion would be nice. Perhaps upgradable so it can go even further.
-
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
-
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
-
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.
-
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.
-
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.
-
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.
-
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.
-
Ant buggy can't fit through Pine door
Can confirm, the pine door is not buggy friendly.
-
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.
-
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.
-
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.
-
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.
-
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.
-
Map Improvement
I also find the map lacking. Somehow I find it worse than Grounded 1 which was literally just outlines. They almost went and put too much effort into trying to make it pretty rather than useful. I understand that it is designed to look like a brochure map. Bravo, it does look like that, but I have fancy high-tech arm gear and I want to be able to have a far more useful map in it. Preferably one that can zoom in further and has a couple layers so that explored cave systems can be displayed. I did get through the entire first game many, many, times without being able to see the caves systems, but they have gone for a much bigger world this time around and it would be nice to know when I have found something that I haven’t already explored as it’s not mapped yet. I would not like the tunnels displaying ahead of exploration though. I want to find things on my own. I suppose I can just start building something outside of cave entrances to show that I’ve already gone through them so it’s not really really world ending.
-
Let us paint.
I’m gonna keep commenting and liking suggestions that involve paint or dyes because I really want them. I want something to do with all my surplus items I’ve collected and I really really enjoy building and would like to make more unique builds. But when it comes to ingredients, I want the developers to focus on items that players tend to gather way too much of during their gameplay and let those be something we can go to town with for paints/dyes.
-
Building menu
While I am used to the radial menu as I’m a controller user, I fully support getting a building menu similar to Grounded 1. It was just far more convenient to see what your current options were in that menu type.
-
Buggy following to close
Yes, the buggy staying still after dismounting does solve the problem, but it does make it feel… less alive. Regardless I think “still” will be a perfect answer for a lot of players. It matches up with what horses doing a lot of games. It seems like a fair portion of players like that it has some autonomy of movement… they just wanted to be less like an attention starved cat.