
Wintercowboy711
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In grounded 1 the biomes were beatable, you could exist in them without consequences so long as you didn’t get too close to the most dangerous points you were fine. But exploring the ice cream truck is awful. I’ve got all the gear and maxed out mutations and I still can’t prevent chill damage from increasing? On top of that there’s an army of scorpions in there that sting me and run away and I’m too slow due to the chill damage to catch them. My gear and armor is maxed out and so are every single mutation I can have with the exception of the gold cards, Im not even on whoa mode and im getting killed way too easily. Allow us a point of development where we can actually beat the biomes, our gear and mutations eventually should be enough to prevent the chill effect from occurring, and for the love of god let us build in there, I really can’t even begin to understand why the decision to prevent any building in the biomes was made.
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Rogues: before the nerf, the ambush mutation plus the massive reward of crit made it more fun, the game rewarded you for investing in your build, now the rogue feels barely different from the fighter, there’s a slight increase in damage dealt in exchange for a slight decrease in damage taken, this change made combat significantly more boring. The only nerf that would’ve made sense is making the rogues defense lower not their offense. I also think the mastery bonus of the daggers is worthless, there’s almost no occasions that I’ve noticed its value, something along the lines of daggers cause bleed damage like in the first game would be much more useful than a crit chance boost for a meager 5 seconds after killing an opponent. Fighter: I honestly like the fighter archetype because I like tanks, that said the javelin mutation needs an overhaul, consider an enemy debuff such as reducing their defense, I also think 2H weapons need a buff (for the love of god don’t nerf 1H and shield instead.) ranger: I absolutely hate this archetype, there’s no blocking, the damage is mediocre at best and the bow doesn’t charge nearly fast enough. I found it boring and stopped playing it extremely early, it’s the only mutation I didn’t Max and I wanted to quit it so badly. mage: this archetype needs the most work, there’s needs to be more staffs there also needs to be 1H weapons and I wasn’t a fan of the armor, I don’t even think the staffs need to be crazy different just some new buffs on the same 2 elemental staffs would go a long way, and the armor preferably would have more offensive buffs on them. mutation: please add a dodge mutation something along the lines of “charged attack time decreases after dodging,” would be really cool for pretty much every archetype. a final note: the archetypes are one of the things I was most excited about, I hope you’ll continue to give them the attention they deserve and need, I know balancing has to be a priority but I really felt like this recent patch robbed the archetypes of their individuality and made combat more bland.
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Boss gear crafting station
Wintercowboy711 replied to Wintercowboy711's topic in Grounded: Feedback & Suggestions
Yeah I could see that. Honestly I can’t wait to see it and use it. You think if the developers ended up giving us customization in the archetypes that there should also be visual tweaks? -
With the upcoming Axl release I figured I’d jump the gun and drop this idea I’ve been thinking about. i think there should be a special crafting station for boss gear where you can build different variants of the armor and weapons for each archetype, all of the buffs/debuffs the equipment does would remain the same you’d only tweak the archetype it’s classified as. I’m not sure what you guys have planned, and maybe this is something your teams already considered, but I really hope you’ll do it, I think it’d give people a little more control over their builds and put less pressure on your team to make a different boss for every archetype.
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So overall I do really like the buggy’s, but as far as traveling the park goes I think the zip lines were far more effective and fun. Visually the zip lines were awesome, and functionality it was really smooth. The problem with traveling on the buggy’s is the amount of obstructions. The zip lines offered a linear and smooth path to destinations I’d frequently go to, the buggy’s meanwhile fall in ground crevices get caught on weeds and dandelions and more, there’s just way too many things that can slow them down. I think the buggies would be better served as a different support function. Obviously you’ve got the building support buggy with the ant, and the spider for combat, I think it’d be cool to incorporate more buggies for support and expand on the current ones as well. I think the ant should be capable of doing anything the Omni-Axe can do (T2 axe unlock means the buggy should be able to chop T2 items,) I think it’d be cool for the spider to build web bridges. I know a grasshopper is in the works, I hope you’ll make a buggy out of that which we can use to jump up high onto platforms maybe, and with the ladybug buggy coming out I can only imagine what that’ll be used for but I’m guessing some kind of combat support? Either way, I think the buggy’s are awesome but not for exploration purposes, more for functional support.
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One thing I really liked in grounded 1 was the ant queens. I enjoyed the different rewards you could get based on your approach to dealing with them, i hope you’ll reintroduce this concept in grounded 2, you could even incorporate other “Queen,” bugs too, I think it would sync well with the archetypes by making the kind of armor you get differ based on the Queen you harvest from. For example the ant queen could be an assassin armor/weapon, the roach could be a fighter, a queen bee could be a ranger, then maybe a termite queen for the mage? I hope you’ll bring back the concept along with the “antbassidor,” and other mutation variants that your team ends up incorporating.
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Not sure if this is a location problem as I’ve only tried it at my current base near the tree in the southwest, but I can’t stack palisades. If this is intentional can you please change this? Currently stacking walls makes more sense to me for keeping bugs out, but I like the look of the palisades better for an outer wall, due to the uneven terrain I need to stack them, if I don’t ****roaches get in my base which defeats the point. Please make it so we can build palisades up on top of each other.
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Base building is one of my favorite parts of this game, I know there’s been a lot of emphasis on the combat for the second one and it shows, the combat seems a lot better with the changes they’ve been made. But I’m really hoping you’ll add onto the already vast array of building improvements. Some things I’d like to see. PAINT THE WALLS thematically it should work well since bugs have been used to make dyes anyway, I really just want the ability to paint my walls a different color. (I’d also love it if this could be applied to armor too.) ELEVATORS I can see there’s an idea forming with the ominent elevators, but I’ll be honest I hate that, I really enjoy the crude architecture that we get to build in this game, if it’s possible I’d much rather see some old school tree house pully style elevator. SHOWERS I think it’d be pretty cool to introduce showers, a hygiene mechanic might be a big shift and I’m not even sure I’d want it, but I think a buff to your stats after a shower/bath would be pretty cool. DECORATIONS Honestly the more the merrier, I really just like building up my base with tables, chairs, paintings, and more. Maybe some more styles of beds would be cool, I’d also like to see a mirror. I also think a radio with a few different music settings would be cool, maybe the stuffed buggies would “shake,” when music is playing due to the sound vibrations? CLOSING NOTE i absolutely love this game and I hope you guys keep doing updates and keep adding more content to make this game one I can play for a while. I logged so many hours with grounded 1, and I’m already addicted to the second game too.
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Can we bring back the ability to permanently remove grass, it keeps growing into my bases, also maybe let us use the grass seeds to grow back stems directly in the ground. We could use the shovel to help us plant them and a canteen full of water to start the stem, 48 in game hours later maybe a certain radius grows grass. With the teens being a little older maybe we can improve their engineering knowledge? I’d love it if we could build some tree house style elevators using a pulley system. Or if that’s not possible maybe just give us access to the schematics for the elevators used inside of labs already. fire poles and slides would be another really cool edition, getting out of my bases top floor I usually just jump over the railing and risk the fall damage, but if I could slide down a slide or a fire pole from the top floor that’d be absolutely epic. id also love to build inside the biomes a little bit, maybe you could incorporate insulated floors, walls, and ceilings with chill/sizzle resistance using candy shards, everchar charcoals, and icicles? Once the building grid improvement comes along you could establish necessary barriers to avoid letting us get too crazy with it, might be a little too unrealistic to build a base inside of the actual fire pit after all. i know it’s a long read so if you made it this far, thanks for taking the time!
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There’s an issue where switching my equipped gear while my inventory is full causes it to vanish. It’s happened with a few different weapons but I just re-crafted them and moved on. Well one of my teammates lost their coaltana on our save and since there’s only 2 obtainable spicy globs available we can’t re-craft it. They’re the “fighter,” in our team and I know eventually we’ll get access to more but until then please fix this bug and please give us a couple of extra spicy globs.
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Please add an item lock, I don’t know why but I sometimes lose equipment from my inventory and idk if it’s because I accidentally threw it, or trashed it or what, but an item lock would help with that. Plus for hot deposit purposes it would be handy.
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I built a base up against the tree in the “entrance,” region on the side where the roach spawns. When I go to walk up my stairs it pushes me backwards. The only way to get up the stairs I built is if I am on a buggy and I have to jump over the part where the stair begins and land high enough to pass whatever this invisible obstruction is, please fix this.
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I really like the unique weapons, I’d love to see more of them as the game goes on. Maybe include a handful of unique materials, just enough to make 4 weapons, (1 for each party member.)
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I keep getting caught on the lip of the floor whenever I go up the stairs in my base, please fix this.
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Please change this. When candy arrows are shot they revert back to normal arrows. It’s a major downside to playing a ranger which already seems like the weakest all around archetype.
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i tried dodging in the beginning but it seems like it doesn’t really work. When I dodge out of the way I get hit anyway, I rarely actually dodge a target. Maybe incorporate a “perfect dodge,” mechanic like with blocking, and if you don’t get a perfect dodge maybe decrease the damage received to be on par with the damage taken when you do a normal block. A secondary idea is a dodge mutation. Positive note, this is the best early access game I’ve played in recent memory, you guys are the best!
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Could you guys incorporate a little more control over the trinkets? I really liked the science cones in NG+, but I got bored grinding for my ideal trinket. Maybe something along the lines of combining trinkets? For example if I get a trinket with lifesteal on one and damage reduction on another I could merge them onto one trinket? Just something to make getting your favorite status effects on trinkets a little more obtainable. Regardless if it happens or not I wanted to say I can’t wait for the new game, thanks obsidian!