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Milk

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Everything posted by Milk

  1. Yes, a faster way to harvest and regrow crops would be great
  2. Yes please, a welcomed addition!!
  3. I am a huge fan of this idea, definitely consider this, I think incorporating more aspects for traversal and just blending the landscape seamlessly could be very effective in a map that is 3x larger than grounded 1. Environmental/ecological features that assist the player in reaching destinations quicker but also look beautiful in the topography of the park is a welcome change for sure!!
  4. I am a huge fan of Grounded 1 and I am super excited to spend hundreds of hours in Grounded 2, but these are the things I would suggest as options to add or potentially change: - Survival Building can be so clunky: Increasing the range of pallets and building materials from chests. A mutation that alongside hauling hero that increases movement speed and stamina capacity while hauling, (etc for farming weed stems). - Grasshoppers and Crickets: Grasshopper drops that could be used for a jump boost potion or boots that give you a jump boost, to make vertical traversal a little bit easier. A craftable grasshopper trinket which gives the player a double jump and a little less fall damage to mitigate this. A cricket violin which could attract types of critters or be right clicked and played to receive a temporary buff of the tune you select. Tying more into a bard class that is focused on buffing the player and also allies/summons (which there were elements of in Grounded 1). Instruments that attack and debuff enemies. there is so much potential for this as many bugs make such different noises. String/webs for guitars etc. Lots of 80/90s rock references which the game could definitely feed off of. - Dragonflies: Dragonfly enemies for a lategame craftable "Dragon Armour", it falls into the RPG element. Maybe you can craft a trinket out of the wings to give the player a temporary flight and a damage boost while airborne. Those trinket buffs could definitely just be the set bonus for the armour instead. - More Baby Pets: A baby wasp pet/companion that is summoned in while a new trinket is equipped, it goes around stinging and poisoning nearby enemies. A baby bee pet would be super cute and it could go around deliberately knocking down water droplets or collecting items that the non-flying player can reach. More Damaging Summons for a summoner build would be very much appreciated. - Map Icons: I wish the icons on the map disappeared after they were collected, on grounded 1 I find it hard to know which milk molars I have already broken and collected for example. -Traversal: Traversal at speed early game is justifiably limited from a balance perspective, but perhaps a stationary player slingshot could be used, recommended with a dandelion for longer distances. Another thing that could be made from grasshoppers potentially. - Base Defence: Turrets that damage nearby enemies (only enemies, not passive insects to stop infinite farms that could cause lag build up with all of the dead bodies) that don't need to be manually operated to work. Maybe a dart trap that shoots darts that are stinkbug or even spoiled meat scented that makes the insects hit leave the area. Means that there is more variety for building locations without such a bad potential wolf spider patrols or as much annoyance from land-based raids. Maybe even the potential to make a personal moat around your base to deter insects from coming near your base. - "Bugs" from last game: In grounded 1, a good 10% of my missed arrows would fall through the map and never be able to be collected again, a fix for this would be great. - Arrows/Ranger: I would love for arrows to be more convenient and available to be picked up again. Maybe a feature that increases the range and effectiveness of the auto pickup for the arrows as well, it always feels painful to go and pick up 20, 30 or so individual arrows when shooting at a wolf spider or ladybird in the mid-game, just a more convenient way to pick up arrows or return them would be great. What if there was an endless quiver where you could be given an endless amount of a certain type of arrow that vanishes once fired (so picking up wouldn't be a concern), for balance reasons it could just stay as non-elemental, basic arrows, but it would be helpful for a ranger. Even a mutation/set bonus/trinket that automatically returns shot arrows to you overtime would be excellent and convenient. What about mosquito beak arrows that give you a bit of extended lifesteal for the damage they deal? Let's the player go in swinging with their melee weapon, then back away and finish the kill with ranged, for a more mixed playstyle. More bow options would also be appreciated. Could use cricket/grasshopper legs, mantis arms, stretched scorpion pincers/tails. An earlygame antleg bow that does a low damage basic bleed overtime/deterrent or something? I just wish there was more variety in the bows and more difference between the bows/crossbows in grounded. I wish they were a bit more unique in their qualities rather than just stat differences. I understand that elemental arrows lose their properties once fired and this was done for balance reasons, but it does feel a bit expensive and lackluster to invest in this ammo, maybe a way to keep the elemental effects on your arrows? - Worms for Crops/Armour: What about adding worms? They could be used for creating super fertilized soil for bigger crop farms than in grounded 1? I feel like using a shovel to dig up grubs was one of my favourite unique features in grounded 1, being able to dig up more things, such as worms for a garden sounds pretty cool. Maybe even making a squishy light armour that has regenerative bonuses very early game could be cool, especially for exploration purposes. **I tried to make this as "concise" as possible while throwing out my ideas, I hope that the developers and community decide that some of these features would be good additions to the game we all love, thanks for reading this; best of luck to grounded 2, I am eagerly awaiting its arrival!!**
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