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NukeGoose

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  1. the bugs that travel underground being able to get in actually makes sense. palisades sit on the ground so its not like it creates a barrier that cant be dug through.even if you think logically only the posts would be underground. as for being "under your floor on the 2nd floor", yea thats a bit of an issue. does it show the trail of dirt, or can you see the grub from the floor below? also are you able to dig it up there and under pebblet foundation? for the ones under the foundation it makes sense for them to be there, but not if you can still dig them or see the trail.
  2. an interactive fight, not a bad idea either
  3. the other way i can picture this arena is if it is exactly a glass jar, the lid has a computer terminal on it that you input the material to choose the boss and then the lid opens, you drop in(fall damage removed for entry) and then the boss drops in and lid is shut, kinda like when kids would catch 2 bugs and put them in a container to make them fight. if you lose you bag appears at a predetermined spot outside the jar.
  4. to start off this idea came about because ive always hated the idea of cheesing bosses. wether it be by building up out of their reach, hiding behind wasp paper and shooting through it, or climbing the rose plant. doesnt matter if its your first playthrough or NG+10, bosses are supposed to be a challenge. especially since they arent story locked. in original grounded there was the emitter that allowed us to call waves of any bug we wanted except bosses, and if we wanted bosses we had to trek to their spawn. the problem is their spawns were designed to look like where they live and because of this each arena has several ways to cheese the boss. my idea is quite simple. a location/lab that you enter and has a "glass jar" looking room to fight the boss in. in the middle is a pedestal to put boss items in. either a cooked recipe or it could be a crafting bench style to select the boss there. when the fight starts the pedestal lowers and the door locks. the room is completely smooth and has no build rights. the door would have a bridge that connects it to the lab that retracts when the boss fight starts and you fall into the abyss if on it so you cant cheese shoot through the door, as well as the boss despawns if no person detected within the room. the boss would be spawned in by command or beamed in. nothing else is in the room so there is no hiding. just you and the boss toe to claw. this lab would be connected via pneumatic tube system to other labs for ease of access after unlocking it. could even be a mutation for beating the bosses in this arena specifically.
  5. all valid points. they have pointed out on the roadmap that there will be buggy upgrades, so im hoping that those will alleviate the lvl 2 stem problem cause this frustrates me as well. ive also noticed that telling them to stay acts as a pseudo-passive mode as my buggies dont tend to attack anything unless it gets right up on them when i tell them to stay.
  6. i wont hate on your attempt to give feedback, but knowing that this game is in early access what aspects that cant be tweaked are worse? sure the omni tool can be a bit frustrating to get used to, but thats now 4 items not in your inventory, 3 if you only ever pulled wrench out when stuff broke. buggys are truly awesome, even if they are a little, well, buggy. but again its early access. sure the catepillars have spikes but dont deal thorns damage, i can logic arround that depending on the weapon. is the resource analyzer a little buggy too? sure but now i can change it without having to go to a lab/tent and it shows spawns of resources. the main thing i can think of thats worse is the overall stats. some things hit harder than expected, but ive been playing with 9* armor sets for the last while and there are still plenty of kinks to work out in the damage vs armor vs buff area of the game. i guess what im saying is i truly dont see "Many" things that are worse than grounded 1 keeping in mind that this is early access/development. you make it sound like we are in arachnophobia mode with all models and its a finished project comparatively.
  7. currently nothing with a spoil timer stacks, but that is one way to do it sure. but i was say some games if you have for instance a stack of 9 that has 30 seconds left, then make a new item with max time, then move the old stack onto the new item they all gain the timer of the new one. some games when the timer is done only 1 spoils, others the whole stack expires. they probably havent decided on a version that feels right.
  8. i dont think grounded has anything in place for stacking items that spoil due to difference in spoil times. this is something i have a hate love relationship with. ive always hated games that if you craft a new spoilable item and put the old stack into the new one it refreshes the timer of the whole stack, however yes stacking 1 high is annoying. to counter this i just normally make it into jerky and carry a canteen as well. it may not heal as much, but i carry bandages for healing. and with the introduction of better bandages am carrying those. always have 1-2 stacks on me. the other thing is once you get the hog stopper it becomes way less of an issue.
  9. i dont think thats been an issue in grounded 2 so far for me. i have found a place where ants accumulate items, however just like objects you chop down but dont harvest they seem to dissapear within a few in game days. the closest ive found to this is sometimes bugs can overpopulate but reloading the game seems to fix most respawn issues for bugs. does this issue only happen near your base or does it happen throughout the map?
  10. when you open your map you get a list of icons on the map. there is a show/hide button for each one. scroll down to trail markers and make sure its not hidden. if it isnt try retoggling it by hiding and unhiding it.
  11. as well you can just place the blueprint on top of the previous building ie. wall or foundation and when you complete the blueprint it auto recycles old building and doesnt effect supports.
  12. i completely love the idea of weather and seasons, as long as lightning doesnt target the player naturally as if it were an enemy. the tree idea im sorry personally feels like the oak lab in grounded 1. however, if it was a tree that was hollowed out and it turns out ominents whole corporation works there so the entire tree is like an office building that might be kinda kool with different branches representing the different branches of a company. doesnt have to interact with us fully, just be alot of thought out cool design.
  13. ive always like the idea of passive talents in a game and while playing grounded and grounded 2, i thought they would be nice to have in here as well. passive mutations would always be in effect and require greater steps to unlock. its a way to reward the little things in game we do, by rewarding continued effort. for instance: harvester mutation: unlock: Bust, or chop down X(for instance 100, 500, 1000, 2500, 5000) number of pebbles/grass/weeds/shells/acorns etc. result: 10% increased tool swing speed for harvesting per level, 2% chance to instantly chop down/bust item per level. 5 levels Leg day mutation: unlock: travel X meters(1000, 5000, 10000, 25000, 50000) result: stamina exhaustion recovery effect gained from sprinting reduced by 10% per level(only from sprinting so this doesnt effect combat stamina exertion). 5% movement speed gain per level. 5 levels insomniac mutation: unlock: spend x(2, 5, 10, 15, 25) number of days consecutively without dying or sleeping, denying yourself that refreshed feeling. result: vision at night grows easier. can see in a radius arround you as if you were holding a torch. 2m radius per level. 5 levels Hardened warrior: unlock: receive X(1000, 5000, 10000, 25000, 50000) ammount of hp damage from direct damage sources(non-player) result: innate damage reduction, applied before armor defense reduction, 2% per level. 5 levels. Smithy mutation: unlock: repair x(20, 50, 100, 250, 500) number of items(gear) with at least half durability missing. result: repairing takes 1 less random item per level, minimum required repair:1 item. 5% chance per level to get free repair. 5 levels obviously numbers can be tweaked based on what the devs think is too high or too low, but i believe passives should require work to obtain. also these were just the ones i came up with and im sure theres other good ones.
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  14. i really enjoy the idea of both of these mutations but i think a little tweaking may be needed. obsidian hasnt given this many buffs on one mutation before. dont get me wrong i love all the options and each idea would be great, but maybe part of each one is a mutation and part can be made into new trinkets. as for the domination mutation, id say instead of "stronger enemies" we specify a tier of bug(based on what theyy drop or the internal rating obsidian has for them)
  15. if we are chasing the realism of a game why not complain about the sheer number of scorpions, which is by far the largest population of insects. if a park had this many scorpions it would be deemed unsafe for kids/public use and an exterminator would be called. that said if you are currently having an issue with the ammount of spiders arround then i feel it safe to say you need to explore more. mites are all over the place in groups of 2-6, larva and grubs are plentiful, and like i said, scorpions. plus in a couple areas you have the roach numbers. i also offer up the problem of culling the herd. if you dont kill the spiders more still come when they chase you and leave their spawn zone. im built right above a spider den and i still run into more scorpions than spiders because those buggers also have a random spawn chance it seems.
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