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YouWillEatTheBugs

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Everything posted by YouWillEatTheBugs

  1. I support this! Spider buggy seems a bit underwhelming in terms of both speed and attack power (it would be cool if the loaded attack was as strong as the jump attack these spiders normally do), and web bridges are rare, so its ability to quickly cross them doesn't seem worth it alone. Also, why other spiders attack it on sight? Junior spiders and spider hatchings at least should leave it alone
  2. I had lots of fun treasure hunting in Red dead redemption 2 and Kingdome Come: Deliverance, as treasure maps had notes and/or drafts of landmarks, which I could either remenber or find by cross checking the map, without the need to ever look up a guide. You can't expect players to simply wait to stumble upon glittering ground by luck, you have to give a chance to figure it out to the ones willing to do so instead of just looking up a guide. Below my experience so far: - I was able to open the suitcase. Even thought I was actively looking for the first part of the code after finding and testing the second one., I've to admit that I found the other piece by pure luck, while I was reading a book just for fun. The loot inside was quite underwhelming... - I stumbled upon a secret mixer event (honestly, all I wanted was the milk tooth my radar was sensing) involving scorpions and rewarding you with enchanted sickles, and in the same area I noticed a glitter, which, after digging it up, revelead a locked chest. The location of the key? not a clue in the world. - The sizzling key you are provided with by progressing the story states that "it is hot and smells like cinnamon". My best guess was to head out to the BBQ area and look out for donuts (there are none). After inspecting the inside of the grill for an hour, which is quite tiresome given the constant sizzling effect and related increased thirst rate, I gave up and googled the location, and apparently the cest is below a tree in a completely unrelated area, with no traces of sizzling or cinnamon... Please don't effectively lock content behind guides.
  3. It happened a couple times already. The equipment in my inventory (armor, weapons, torches) is restored at full durability after reloading a save (equipment inside cests is not affected by this).
  4. Performances are mostly fine everywhere else, but my FPS drop significantly (up to 13-15) when I get inside the statue, which I can hardly explain given that there's not really much going on there, all while the nvidia bar shows around 50-60% GPU and 30-40% CPU usage. The game also seems to lag more as the gameplay session gets longer ...my best guess would be that VRAM is not being cleared and visiting new areas gradually fills it up, but I'm not really an expert.
  5. This could be solved with a craftable bait item to lure them, just like the ant and spider counterpart, but made with flower parts (for instance, petals, nectar and pollen)
  6. I have the same issue, going to a cold area (is the only fix for) the sizzling, but I managed that only because I had mounted a buggy while sizzling was still increasing, which suspends the effect completely (but you'll start dying as soons as you dismount it). The heat resistent armor, red bandages, mint candies and the relatad level 3 mutation didn't help at all.
  7. About the sizzling BUG: I can confirm it applied again when I fought a bombardier beetle. After sizzling reaches about 30% of the bar, it seems to keep increasing on its own even without receiving further damage, at an accelatared rate if you sprint, until it triggers the burning effect, that will lasts forever, eventually killing you no matter how many healing items you use. Mounting the buggy before reaching 100% sizzling does indeed stop it and hides the sizzling bar, but, as soon as you dismount the insect, the eternal burning effect will apply, no matter how much time has passed (you won't be able to ride again the buggy in this state).
  8. Just found another BUG: creating shakes with chewing gums doesn't trigger the ranger task (create 5 shakes to gain 600 raw science)
  9. Hello all, I'm a Grounded veteran and so far I'm enjoying Grounded 2 (solo, wow difficulty, always first person view). There have been some much appreciated quality of life improvements (in particular, a clear descriptions of stats and effects, but also less spongy enemies, easier to make buildings and consumables such as bandages, moss torch not requiring grass etc.), but I think that it could still really benefit from some gameplay tweaking. Below some (actually many) suggestions (and possible bugs), which I will try to group by topic: Rapid menus [BUG] Grounded had 3 rapid menus, which could be switched with the mouse wheel. I see the option within the keyboard settings, but it does not appear to work for me, even when trying assigning it to another key. Please restore the 3 rapid menus if they were not actually meant to be in this game. Grounded allowed to assign a random item to a slot, based on its category (food, melee weapon, healing items etc.). This is still the case at the beginnig of the game, but once a specific item is assigned to a slot, it doesn't seem possible to assign a slot back to random items anymore. More specific item slot categories, possibly based on the new classes (e.g. daggers, staffs, two handed etc.), would be useful. While it is possible to cycle between random items of a category by repeatedly pressing the related hotkey number (unless it's a food/heal item, in which case it will be used), it would be more practical to let us use the mouse wheel to do so, either while holding down the number or within the wheel menu that can be opened holding the key "V", after moving the mouse towards a certain slot. It is not possible to quickly switch between mutation sets anymore, which is very useful in combat. Please allow us to assign a key to it. Throwing weapons [BUG] The spear throwing works properly only the first time. Subsequent spears in your inventory will be thrown completely out of target. Other weapons (I tested daggers and hammers) have botched trajectories also the first time. In Grounded, all weapons could be effectively thrown, not just the spear. This was a fun and effective combat strategy, which allowed to take on stronger enemies from a safer distance and also allowed to harvest grass/rocks quicker or more safely (e.g. you could throw hammers at the burning charcoal), as throwing is comparable to a charged hit. The above bug and the elimination of the pebble axe/hammer in favour of the omnitool has stripped us of these gameplay options. Please introduce back some resource cheap hammer/axe/dagger for combat and throwing. CANDY SPEARS! I'm usually wary of creating candy arrows also in Grounded as they are lost after one use, and (lots) of candies were later needed for infusions. Relatively easy to make (reasonably weak) candy spears (e.g. grass rope + candy pieces + hard grass) could add lots of variety to the early game. Rocks cannot be thrown (or used to punch) anymore. They were particarly handy to make berries fall, without the need to worry about getting your arrows or spears back. Please restore this feature. The new cheap alternative to the pebble spear (larva + ant parts) is very much appreciated, as the bone trident or sting spear were quite troublesome to make and thus quite risky to throw, given the risk of them being lost (sometimes due to clipping through the floor), so much so that I would usually skip them in favor of the rusty spear. However, I think the larva spear should be as strong as the bee sting spear in terms of damage, with the latter providing additional bonuses to make up for the more expensive ingredients (e.g. it may apply the pollen effect when thrown or in case of critical hits). It would be fun to be able to throw weapons while riding insects, maybe by pressing R while holding the right mouse button (thus having the insect parrying in the meanwhile). This could create a new playstyle and even a new mutation (e.g. named "centaurus") may be associated to it. A mutation could be associated to throwing (all) weapons in general. Parrying and bows Bows don't let you parry anymore, as the right mouse click now provides a (very appreciated) zoom function. This however makes you really vulnerable in close encounters and promotes cheesing, as rolling is not very suited for first person combat. A possible solution could be to trigger the zoom only when an arrow is being actively fired (left and right mouse button pressed at the same time), otherwise the rigth click will allow you to parry. Is not possible to abort firing an arrow anymore (in Grounded, parrying did the trick), which is annoying as a candy arrow will be lost. A key, like "Q", may be assigned to it. RESIN ARROWS! Simple arrows, infused with resin, can be fired as it is to slow down enemies or after lighting them to apply the burning effect (they may be shown either as lit or not in the ammo selection wheel bound to the key R key or be lit singularly with another key) . Parrying without weapons or shield equipped should be possible if an upper body armor item is equipped (with certain armors providing bonuses to it). This could make the unhanded playstyle/mutation more viable. Thirst Thirst rate is annoyingly high, especially when trying to build somecomplex structure (hunger, on the other hand, is fine). With a level 2 mutation (75% rate), it takes less than 14 minutes to go from full to imminent death, and the level 3 mutation (70% rate) is really not worth investing 3 milk teeth for it. In my opinion it should take around 20 minutes with no mutation/bonuses, up to 30/35 minutes with a level 3 mutation. A water dispenser would be greatly appreciated in the omnitool/starting lab. In Grounded, with the canteen equipped, you would drink with the right mouse button, while you would punch with the left button, which was useful as it allowed to punch grass to then quickly collect the water dropping from it, but with the inconvenience that you would drink (instead of parrying) when ambushed (and oftentimes oneshotted) by a charging larva. In Grounded 2 you can punch only with an empty canteen, otherwise the left mouse click will let you drink (although now thankfully you will be able to parry if a shield is equipped). My proposal would be to assign a different key for drinking from the canteen, for instannce "R", so that punching is still possible with an half full one. Base defence Attacks are too brutal for solo players, which basically forced me to move most of my base inside the semi crushed soda can near the first lab... Spike strips do little damage even to smaller enemies, break very easily and require rope and hard grass to build. More effective and cheaper traps are necessary and would be also fun to design. Something like simple spikes requiring just a sprout and a couple rocks to build (similar to Sons of the forest). Glue (resin) traps, possibly inflammable. Tripwires to trigger falling rocks or throw arrows/spears etc. You should be able to have all you insects patrol your base. Mixed suggestions You should be able to hold your breath for a few seconds when exposed to rotting food or stinkbags. In most cases it is instadeath and it doesn't make much sense if you think about it. Berries should roll away when hit with the omnitool. They shold be crushed after the first hit like in Grounded. A debug option is needed for unreachable spears/arrows (even deleting them) as their icons will bug you (pun not intended) for the rest of your game, especially if they happen to be in areas you come by frequently. There should be the option to view icons/waypoints only when peeping, to avoid them constatly floating in your screen. Insect should contrast cheesing by trowing rocks at you (if they do not fly or have ranged attacks), if the grass you are standing cannot be cut. Bugs letal sizzling applying immediately after dismounting the soldier ant, about 20 minutes after fighting a bombardier beetle in the grill area (non sizzling while riding it, but I appered to glow red in dark environments). I'm not sure if it was due to the beetle or exposure to the charcoal. Eating mints, drinking water, staying in water, applying the red berry bandage, level 3 fresh guard mutation did not prevent me from dying almost instantly. The only think that worked was riding all the wasy to the south and dismount in the freezing area, which quicly replaced sizzing with the freezing effect. Cold protection percentages is shown as 50% with the mite hat, 50% with the level 3 spicy mutation (each let you resist 10 seconds before freezing onset). It is shown as 75% when you apply both ( you resist 20 seconds) but as 100% if you apply neither (you resist 5 seconds). I think this last case should show 0% (I assume the percentage represents the reduction from a rate of freezing of 20%/second). I hope this is helpful and clear enough (I play in Italian, so I may have mistranlated some items) and thanks for bearing with me up to this point
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