
iMiAMi2014
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Lag spikes every few seconds.
iMiAMi2014 replied to XLR8's topic in Grounded: Technical Support (Spoiler Warning!)
It works for a while, and then a pile appears in front of the fence and grows at the same speed. -
bleed damage doesn't work
iMiAMi2014 replied to Trinkfest's topic in Grounded: Technical Support (Spoiler Warning!)
And how did you determine that there was no bleeding without having any visual display of the debuff on the mob? By the lack of a decrease in the mob's healthbar between hits? But without exact values, it is impossible to say for sure that there was no proc, perhaps we simply did not wait for it. And yes, I absolutely agree that we really need all these values in the game, not vague descriptions of 'more/less', 'has a chance', 'slightly', etc. And indicators of buffs / debuffs for both the character (always) and the enemy (in combat). To be able to experiment with builds and check their efficiency. -
bleed damage doesn't work
iMiAMi2014 replied to Trinkfest's topic in Grounded: Technical Support (Spoiler Warning!)
Сrits with Assassin's armor do not guarantee bleeding, only have a chance to cause bleeding. Considering that we do not know the values of proc probabilities, bleeding damage, debuff duration, it is difficult to check the whether the debuff works. -
Gold Creature Cards
iMiAMi2014 replied to iMiAMi2014's topic in Grounded: Technical Support (Spoiler Warning!)
Thanks for the information, so I just have to keep fighting the probability theory... -
Maybe I'm just very unlucky, but since the release of patch 1.03 I have not dropped a single golden card, although I have been purposefully engaged in obtaining them almost all the time. I would be grateful if someone who received gold card after 1.04 note this in this thread to understand if this is bad luck or a potential bug.
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There are exactly 4 of them (but one is something like a miniboss without respawn). What annoys me more with this dagger is the lack of any information in the game that it is needed to farming Pond Moss.
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very odd floor polygons
iMiAMi2014 replied to IDW's topic in Grounded: Technical Support (Spoiler Warning!)
There are several of them all over the map. -
Lag spikes every few seconds.
iMiAMi2014 replied to XLR8's topic in Grounded: Technical Support (Spoiler Warning!)
I suspect this won't help. Graphics settings, even in theory, cannot affect the lags associated with this pile (there is simply an outrageous number of game objects in one place for a game engine). -
Lag spikes every few seconds.
iMiAMi2014 replied to XLR8's topic in Grounded: Technical Support (Spoiler Warning!)
You hope in vain, fire ants have a similar stock pile. It's in the room with Hot Chachas Candy. But there stocks accumulate even more slowly than in red ants. And according to my observations, lags are affected only by a pile at the trash can, underground stocks only interfere with the movement of the character with direct contact. Although, maybe this is a consequence of their different sizes (300+/150/50 in my case) -
It's not just about sealing haze. The game has a huge number of secrets, for which there are no hints (keys to chests, conditions for opening locked doors, trinkets, etc.). You can only find them by chance or with the help of Google. But the game has a lot of notes and audio recordings, which are great not only for immersion in the game world, but also as a source of such tips. Or as an option - additional functions of the SCA.B (similar to the search for molars).
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It seems to me that the number of enemies in this zone is completely excessive. This turns any movement around the zone into one almost continuous battle, which in no way contributes to increasing interest in exploring the zone, finding secrets, building, etc. And the point here is not so much the complexity of the battles (although the enemies are high-level), but their number, you don’t have time to finish one battle, after a couple of steps another begins (and it’s impossible to run away, for example, from mosquitoes, remaining within the zone). I think it makes sense to somehow solve this problem. For example, make the fire worker ants neutral (like the red ones) and roughly halve the number of all other aggressive mobs.
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After the update, a strange impassable ribbon appeared from west to east across the entire map on the border of the upper courtyard. You can walk under or over the tape. Clarification. The tape appears at a point south of the Samsquanch Dirt Bike (closer to the stone wall of the upper yard) and goes due east to the intersection with the wall, where it disappears. In this area, it is impassable (you can go straight through it). It then spawns north of the pagoda in a pond and goes north (screenshot) to an intersection with wooden pillars, where it disappears. This section is passable. Updated. Another similar (impassable) ribbon stretches from a point near the field station (to the northeast of the Upper Yard Ascent) west to the very border of the map.
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Guaranteed drops are not a good idea, but a trinket that increases the chance of getting gold cards (and the amount of loot from mobs along the way) would be very interesting.
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A Change to how Resources Respawn in Grounded
iMiAMi2014 replied to Bravenheart's topic in Grounded: Feedback & Suggestions
Too complicated and confusing. A couple of rules are enough. 1. The resource will not spawn only when cutting down its stump. 2. The resource will not spawn when a foundation is placed in its place. -
An additional limit on the duration of Factional Raids needs to be added. I constantly encounter a situation where (due to the inaccessibility of my base or the bugs getting stuck in the folds of the terrain) the bugs simply do not reach the base, and if they are not found and destroyed, the event continues indefinitely. Perhaps such a limit already exists, I waited for automatic cancellation for a maximum of a couple of in-game days (after which I reset the event by switching the factional reaction mode in the settings), but I think it would be logical to set a maximum of one in-game day.
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Adding trinkets to the game is a great idea, but combining these passive devices into one slot with an active Dandelion Tuft is a very poor implementation. Ideally, separate slots for passive and active devices are requested. Or at least leave the current slot for trinkets, and use the Dandelion Tuft directly from the inventory like consumables. It is categorically necessary to add information to the description of the Widow Dagger that it can also be used underwater (including for obtaining Pond Moss). Or at least move it to the Underwater crafting section. We need recipes for making Repair Glue from parts of new 1.0 creatures. And a huge request for the thousandth time - to add a clock and a compass to the main screen interface.
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Mouse Sensitivity issue on Tracker?
iMiAMi2014 replied to UUood's topic in Grounded: Feedback & Suggestions
The problem is only in Grounded, in other games everything is fine? Have you tried uninstalling LGS? Ideally, I would try on a clean installed Windows (and without LGS). -
Mouse Sensitivity issue on Tracker?
iMiAMi2014 replied to UUood's topic in Grounded: Feedback & Suggestions
Looks like a problem with the mouse software settings. Is Logitech G HUB (or equivalent) installed? Is there some kind of "sniper" profile loading that automatically lowers mouse sensitivity? -
Has anyone got a Gold Creature Card from looting killed bodies after 0.14? Updated. I'm sorry, I finally got a gold card, but there was a suspicion that they now drop out only in the process of completing BURG.L Hunter Quests?
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Weevils Instant Death March
iMiAMi2014 replied to LadyBugWins's topic in Grounded: Feedback & Suggestions
The problem is not so much in the instant death of weevils (there are not so many of them running around the map at a time), but in the fact that their remains do not disappear after a set time interval (at least for the ingame week, I did not check further). -
How to fix the hotbar and inventory!
iMiAMi2014 replied to Sound's topic in Grounded: Feedback & Suggestions
About changing two one-handed items to one two-handed with a full inventory. Yes, it is not very convenient, but in general it is quite logical, since our inventory is of a fixed size. We want to put something in a backpack filled to the eyeballs - we have to throw something away. One solution to this problem would be to allocate two slots in the inventory for two-handed weapons. Аnd more clearly it would be the difference between two-handed and one-handed weapons. The fact that the item is reassigned from the hotkey during the upgrade is a clear illogicality. Although not critical, it is not often required to do this. As for using consumables and repairing equipment directly from / in the chest. Yes, the hotkey does not work, but the corresponding items are present in the context menu.