
NukeGoose
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Certain Bugs still spawn in Dwelling and Yard
NukeGoose replied to PookaBug's topic in Public Test Bugs & Support
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. -
an interactive fight, not a bad idea either
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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.
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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.
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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.
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They were not honest in IGN interview
NukeGoose replied to vX1nf1d3lXv's topic in Grounded 2: Feedback & Suggestions
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.- 4 replies
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qol improvements Stacking meat
NukeGoose replied to Abare's topic in Grounded 2: Feedback & Suggestions
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. -
qol improvements Stacking meat
NukeGoose replied to Abare's topic in Grounded 2: Feedback & Suggestions
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. -
Freezing when dismounting.
NukeGoose replied to Kronin502's topic in Grounded 2: Technical Support (Spoiler Warning!)
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? -
Trail Markers
NukeGoose replied to Gavin Jurich's topic in Grounded 2: Technical Support (Spoiler Warning!)
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. -
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.
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Cool potential update ideas
NukeGoose replied to John.krise's topic in Grounded 2: Feedback & Suggestions
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. -
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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Some more mutation ideas
NukeGoose replied to LeonidasLee777's topic in Grounded 2: Feedback & Suggestions
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) -
[FEEDBACK] Too Many Spiders!
NukeGoose replied to Darena's topic in Grounded 2: Feedback & Suggestions
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. -
Lost my Spicy Coaltana
NukeGoose replied to Rozen's topic in Grounded 2: Technical Support (Spoiler Warning!)
when you beat the mysterious stranger for the first time you get the sizzling key, its laying on the table near burgles head, the chest it unlocks has 2 spicy globs, which is enough for 1 coaltana and is the only thing you can currently make with them. -
Non-bug Bugs i found so far
NukeGoose replied to NukeGoose's topic in Grounded 2: Technical Support (Spoiler Warning!)
when buggy is in base, either after loading in to save file or sleeping, buggy will consistently move to the foot of the bed. with my base being off ground he clips through the floor and wont move other than violently shaking. have only found 3 methods to fix. send to nest-works half the time. walk away and whistle him to follow-usually works if i de-render him. mount buggy and dismount, then wait for him to bounce off of you, this unsticks him and makes you stuck but if you remount buggy you are both free.-this happens often but not every time. has only happenned with red ant so far. -
ive had this happen as well. took many times of reloading the save to before collapse of the base to notice that somehow they supporting foundation had shifted to a different one and adjusting anything on this new one caused it all to collapse. i fixed this by adding a new supporting foundation and watched the number of supported items change to the new one.
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it may also be worth noting that kills from spicy or shattered proc dont give credit to the weapon used unless the weapon got the final hit. so trinkets that apply effects can steal the kill, or some weapons with built in effects can prevent the kill count. for instance using the coaltana to kill spiders, if the sizzle builds up enough to deal tick damage and gets the last damage on spider it wont count as a sword kill. so using arrows if you use a trinket that applies one of these effects it may not count. havent tested this on effect arrows yet.(spicy/venom arrows etc)
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Non-bug Bugs i found so far
NukeGoose replied to NukeGoose's topic in Grounded 2: Technical Support (Spoiler Warning!)
Buggies have an attatchment issue. after dismounting buggies they try to get right on top of you. when you move away they try again. this is extremely annoying when trying to harvest something the buggy cant like t2 weeds or pine needles, milk molars, quatzite, marble etc. while trying to break them the buggy moves on you preventing the harvest action.-happens every time. i realise you can hop off buggy and tell it to stay but its already trying to move to you at that point. they need a 5 meter or so follow distance(wont move to you until 5m away and wont come within the 5m) -
Non-bug Bugs i found so far
NukeGoose replied to NukeGoose's topic in Grounded 2: Technical Support (Spoiler Warning!)
when venom stacks high enough to actually cause full venom bar if you hop on your buggy(i specifically used orb weaver) you stop taking damage. if you maintain on your buggy until venom is clear and then get off, your screen maintains the visual effects of full venom. as well when hopping back on buggy it clears but only while on buggy. orb weaver then gains the ability to jump several times higher(tested jumping up the grey bricks near statue outside fence and was successful). orb weaver doesnt take fall damage from new jump height even though a fall from shorter distance would stun it-repeatable -tested random sound glitch may occur when hopping on and off buggy quickly while in a tunnel or underground. this makes it to where when you resurface all sound seems like its got the cave echo effect(sounds like you are still underground)-was able to repeat but not consistently when upgrading floors of a base that there is nothing below, materials from previous floor fall down instead of staying above. this doesnt seem to occur with foundations unless half or more of the foundation has a gap under it. also occurs when recycling items placed on the floor that has no ground under it.-annoying for bases built up instead of ground level-consistently reoccurs. when dismounted from buggy while jumping, either on purpose or because you get knocked off, if your character falls onto the buggy you take extra damage. have noted going from full health to 10 when dismounted mid air only buggy jump height above ground. 2 instances of respawning at base and watching the bag icon fall through the world and reappear back at onboarding where the repair would put it, but 1 m underground. using game repair doesnt bring it up to surface, assuming this is because game thinks its already there. had to reload game to fix. raw science orb underground near western picnic table milk molar. its in a cave that requires red ant buggy and the only thing in here is the raw science. if you approach it you can see the edge of the raw science, if you angle character just right to look under the floor you can see it and note theres nothing below it so theres not another tunnel to bring you to it. when looking outside maintenance yellow tape border you can see floating water droplets. im assuming this is where grass is but the grass is not showing because its under development. have noticed the same phenomenon if you build where grass was. occasionally water droplets will spawn mid air where grass used to be. related to above water droplet behaviour i have noted several instances of smacking grass and the water droplet not falling. then if you harvest the grass, the water remains floating as if its attatched to a point in the game instead of to the grass.-happens randomly and hasnt happenned to the same grass piece twice in a row yet. randomly some cassette tapes dont play. this is my 2nd playthrough and they played before. even making sure no other dialogue is happenning doesnt prevent it. however, the icon for having found the cassette stays on the screen for as long as the messages normally play and theres a click when it dissapear as if the recording shut off. -
for information:currently playing coop as hoops with someone playing willow. both on xbox series x -randomly clipping through the ground. oddly enough grass physics isnt the culprit here, it just sometimes randomly happens. have also noticed that occasional a slice of the terrain will dissapear and reappear. if this happens in your path or under you, you fall. happens more often when on a buggy, assuming its due to loading the world too fast. but you dont always die. if you log out and in you are still under the map. only fix is to load a previous save or give up and game repair to claim bag. -random crashes. understandable due to state of release for game, sometimes happens after hour or 2 of playing, sometimes after 5 mins -sizzle chest gives 4 spicy globs, spicy coaltana says it requires 2 spicy globs but either uses all 4 or the chest only gives 2. unfortunately didnt check inventory in between to verify, and yes only one coaltana was made so no double crafting was done. -random spots on web bridges allow you to jump/run. happens more with ant buggy than on foot. think its a physics and clipping issue cause when it happens the web shakes. -during fight with mysterious stranger she will be actively walking towards one player charging up attack then with no warning 180 turn, leap across the entire room and attack other player. somtimes still facing original player she was walking towards. -various areas where items fall into the ground or arrows shot go through the wall. sometimes understood when a bug clips a wall and the arrow is stuck in the clipped part then releases, but sometimes a bow just zings it into oblivion. in the statue multiple instances of arrows falling down multiple levels, sometimes in unreachable places. -probably due to the state of release but there is currently no oven, but globs are in the game and only obtainable from sizzling and frozen chests. -mantis have huge clipping issues. a mantis can physically be up on a leaf, but rapidly glitch to the groundand back to look like its in both places. attacking either results in nothing happening until mantis unsticks itself and hops away, usually to get stuck again. - not sure if its intended but bugs seem to have a agro/sight radius vs cone. i can be crouch walking up on a wolf spider thats still quite some distance away and i get the threat detected notice and it jumps at me. the same can be said for various other bugs. -cattepillar is spiny but doesnt deal thorns damage to melee attackers. not sure if its intentional but i believe it should. -un named buggies for players joining a co-op world can cease to exist but still be registered in the buggy selection wheel. 2 fixes have been found: world owner logs in, puts own ant in nest and other players ant randomly appears. either in nest or beside him. unclaim and send to nest. then player 2 comes back in and claims. 2nd fix:name your buggy. not sure why this fixed it but never had the issue after naming. -base supports not recognized/updated until after a world reload. had an issue where i built a base and everything was white as far as what was supported. logged in the next day and everything was red and everything said it supported everything. removed a blueprint that wasnt even built and base collapsed. tried upgrading base and base collapsed. went through about 6 save restores before i decided to place another foundation to anchor base and all updated back to white with just the new foundation supporting all. also to note every time the base collapsed only the base itself would fall. workbench, beds, spinning wheels floated in air. will update here as i find more, also feel free to add here.
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Tracker like what we have for chips, Intel, and points of interest but for molars and mega molars. Can even be sorted by zone or give a "clue". This way people that play through and get the scab upgrade that alerts to molars and still can't find the ones they're missing can narrow things down.
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Not sure if your "hello" was to bump the post but there are fridges