
Manuela
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Hot deposit quality of life change plz
Manuela replied to kkey86's topic in Grounded: Feedback & Suggestions
Yeah, the update is pretty cool, I think. Sorry, I thought you meant additionally. maybe place 1 material or tool into a storage and turn off hot deposit? so the rest stays in your inventory? (truck like in those cool big trucks, I saw in the US? they looked huge! - drive safetly!) -
Hot deposit quality of life change plz
Manuela replied to kkey86's topic in Grounded: Feedback & Suggestions
Hm, I just placed all the gear or spare tools onto wall mounts instead of putting it into chests - looks nicer anyway. Just mentioning that as an alternative. (Maybe there's a mod? I don't know if the qol or storage can do that but I don't think so. Maybe ask in the grounded modding discord?) -
Pet aphid constantly getting stuck?
Manuela replied to PlumbusFungi's topic in Grounded: Technical Support (Spoiler Warning!)
This. (via pet house?) When moving Bases from Mystery Machine to the large flat stone right next to the grill it did take hours to get them to the new Base. Same for "ending" bug raids (via Gamerepair option?) - right after the pets got to the new location - I build a "pet house" - then a bug raid started - where apparently one(?) got stuck somewhere. (It was nowhere to be seen) so I couldn't end the raid -> therefore not safe. Gladly the pets were still there -> but had lost 4 hours building around them, to make sure they are not going to get eaten or die for whatever reasons. Keep up the great work, Devs! -
Feedback 2: It seems Wendell is a bit more carefull - or maybe the part of the zipline I tried now wasn't high enough.
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Like Love the new update - so far only a few things were not as they should ( I suppose). Wendell throws me from zipline when respawning near me while using it. (Edit Or when trying to catch up with me ^^) Maybe it's just a feeling, but it does feel as if there's something wrong with the sizzle effect. It feels ways too fast. Full upgraded Armor - no other buffs - but usually not able to pick up one coal if I am able to destroy the coal thingy. Suggestions in no particular order: - When within player housing - don't despawn all items (I did love my smelter with the coals on top - now it's even worse to get new ones (and probably worse for new players). - (at least) When within player housing - remove building restrictions or make it adjustable (somehow the game always reminds me of how players were able to build so many cool things in Star Wars Galaxies (RIP- but missing building restrictions weren't the reasons ;o) ) ) - While the new chewing gum things are cute - maybe a higher chewing gum drop rate would be nice - to not have to decide if one builds something nice - or creates some smoothies. - Instead of getting rid of the extra inventory provided by the pets - how about adding the Wendell AI to all of them - minus the flying part and throwing the player from stuff? I think this would add loads of usefullness the pets. - Maybe some blueprint for some player clothing or something? I got loads of silk to spend now! - I think the general drop rate really should be higher - or adjustable during game creation, as well as later on. When you decide to not just do what is needed to end the game, but build something here and there - try out different things - it gets rather tedious/tiring as you need loads of different things. Overall it does feel as if I am playing 7 days to die. It's just the question when, not if - I get killed by weevil eventually (lol). I play on normal and before playing the 1.10 update thought about playing whoa mode - somehow this changed - I loved building things in this game and just roam around. The game never felt too easy - after progressing it has to be easier as this is the whole thing of progression I guess. Even if there were weapons doing more damage, which felt good - I mean - it's a PvE game - I think the Player should feel good - not the bugs!) I know it's much easier in multiplayer - but usually I am playing singleplayer - maybe some seperate adjustments for sp would be nice. (Again - my feedback is from my singleplayer perspective - on normal difficulty - both endings) Thanks for creating this great game! Edit: Love being able to parry with my crossbow now Wendell_Nooooo.mp4
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Whatever the assigned names are, I agree with KnightX13. You cannot even craft an additional back for some reason. I'd even suggest more inventory slots than 40. Why not 60 or more and whatever you put into the slots is not in your inventory. In SinglePlayer you have to fill different roles at the same time and there's a lot of stuff to gather, move around and what not. If 60 is too much for anyone - you could only fill 40.
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(playing on Gamepass / Single Player) Hey there, first let me join in and congratulate you to this great game! I am currently on my first playthrough and after hours and hours of building, zick-zack ziplining through the whole garden and slowly progressing through the story - I did already see one ending, but loaded an earlier save afterwards as I felt I wasn't "done" yet. I have no idea (even though I googled a lot of things) if it's the good or bad ending and I don't want to know. (my ending - Wendell a raisin loved by his ex wife Oo; everyone back and all sunshine - apart from the garden, as I stuffed the chewing gum into the hole on the weed killer!) However, I did not know there was a bomb to help through the - for me - very - very(!) difficult JavaMatic Event (Only did the Hedge MixR yet) Something I only know because of the fan wiki. Same for the bosses like Hedge Broodmother etc. I felt the story came very abruptly to it's end - right before the JavaMatic Event. There was no real interaction with Wendell about his story (apart from the few ui lines you can choose from after JavaMatic and before using the SPAC.R. A few ORCs attacked but that was about it. (Can I actually do something now with those devices they drop, as I didn't get any option to build anything with it - although the tooltip says something different) It was going from one battle (Mant) right into the next (JavaMatic). And then .. well ... when you stay you get a few attacks here and there from ORCs and Wendell states something like that there are signs of Schmector all over the garden. I assume he doesn't mean the reports and tapes we collected before. I went all over the place, to see if there was anything triggering a quest of some sort - but sadly nothing. So here I am - standing in the garden - knowing where Schmector is (and gladly only got to around 40% on my fight) - haven't defeated any black widow (so no item progression as I need the moss) , nor the Mantis - wondering where the story went to guide me. Reading through boss battle strategies it seems that some do Schmector before Mantis. Schmector is called the final boss -> but this ominous bomb is for the JavaMatic Event. I think some kind of ingame story flow would be good. The "endgame" feels rushed - story wise. Without any third party websites I would have probably missed a good portion of what the game has to offer and where many creative people worked on. Instead of nerfing weapons or armor I would prefer more storytelling or in my case any. Grinding through the garden to build either the same weapon to apply a different candy or build a different weapon just because the one I was using is ... suddenly blunt ... is not as exciting for me as a well done story progression, which leads me either through quests or breadcrumps to bosses plus some story. I only know Wendell is obsessed with Billy Hog as this is a sentence he repeats very often (plus evrything's looking good from here). What is not rushed is the need to grind my way through the game. Something I don't usually enjoy, however, as the story progresses, it is quite fun, up to a certain extend. I think drop rates, resources respawn (!) and the like are handled in enough seperate threads. The chewing gum weed killer thing. I was quite surprised to see the change it brought - Oak Tree entrance guarded by an infected wolf spider, something happend down in the red anthill - dunno what - it's too scary to go there (^^) - no more resource farming there. I had to extend my cosy little hut on top of the Armed Raspberry Punch-O to a fortress, still the wolf spider decided it could jump on top. Killed it when it bugged on another occasion (still T2 as I couldn't reach Burg.L). It wasn't possible to revert back and the whole lot is respawning with joy, so it seems to be nothing I can fight off - quite the contrary. Maybe give players a small hint as what to expect or ask to create a new safe file before the cutscene? Something I would suggest for Grounded is "easy" modding support. Grounded has a small but very nice and dedicated modding community and I feel the community and the game could both benefit from dev supported modding. It does not matter, that the game just got released or there's an update soon, with more customization options - people love to get creative in the garden you created and in the long run early support for modding can be very beneficial. Thanks again - the game is great, has a great atmosphere ( the light within the broodmother lair was awesome and sent shivers down my spine) - this includes a great music soundtrack and sound effects(!) and gets very scary at times (got startled when I tried to fight the black widow in the undershed and dropped my bombs instead of throwing - like a pro ;o) ) Best regards Manuela
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Can't give super chips to BURG.L
Manuela replied to Raul Mike's topic in Grounded: Technical Support (Spoiler Warning!)
Just saw that this forum has a spoiler warning - so this happend after I used the chewing gum on the weed killer. I thought it was an included reaction to my undoing -
Can't give super chips to BURG.L
Manuela replied to Raul Mike's topic in Grounded: Technical Support (Spoiler Warning!)
Sorry to hear about the problem - haven't checked on Burg.L yet - so keep Fingers crossed he's there. However. Did you guys go to sleep or wait a few ingame days? I too had the problem that Burg.L was just lingering in the hallway, not responding to my chip. That happend after I did change some garden variables (like in progress). First, the hallway way was guarded a few ingame days until I got rid of the problem - then he just stood there. Waited a bit, went to see him again and everything was pretty much okay and I turned in the chip and got a new quest.