
Zsword
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Everything posted by Zsword
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While I do agree having a favourite button would be -awesome-, you can achieve a similar effect by turning off the Bandage/Arrow/Tuft box from accepting Quick Deposit at the bottom of its UI. This would mean that box would essentially have to be dedicated to JUST being the 'exploration supplies' box, but that's not a terrible idea anyway.
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The Bombadier Beetle Armor gives Sizzle Resistance. Eating 10 Fresh Mints will max out your Fresh Defense Mutation, which gives Sizzle Resistance. Fresh mints can also reduce your current sizzle bar. The Mintito Smoothie gives a brief boost to sizzle resistance and also drains a substantial amount of your sizzle bar. There's a few places where I had to do some serious chugging or chewing but all the tools are there to withstand the firepit. I'd say it's even less dangerous than the grill in the yard.
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Omni-Tool Mandible enhancement
Zsword replied to Tink Swarley's topic in Grounded 2: Feedback & Suggestions
Man Pete, you're really trying to over complicate this huh? We're barely in like, a fifth of the park, seeing likely a small handful of all the kinds of critters here. Sure our current little red ant buddies aint got the chops for a proper weed stem, but what if right around the corner we figure out how to Buggy-fy Black Ants? I'm sure they could knock down those stems real quick. Once we get up to Bur? Fire ants buddy, fire ants. Or heck, maybe we'll find a whole new species to work with that can knock down stuff! -One Mr. Smalls- 1 reply
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Hold the buggy whistle and it brings up a radial of your buggies that you can select one to call from home.
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I've definitely had a few headaches in trying to omnitool something in cluttered environs or situations and missing the old tool system a bit. I do enjoy the omnitool as a space saver though, especially with the UI. But there's definitely a few too many things wrestling over the Contextual Use key (be it E, or X, or whatever) and its fill pretty muddy. What I would like to see as a potential quick-ish fix is to be able to equip the omnitool as an actual, equippable for the hotbar (with, more hotbars getting added too like Grounded 1) so that if I'm just in harvesting mode, especially for -clay-, I don't have to risk accidentally sipping nasty water cause the same prompt for sip is the same for shovel is the same for mount my buggy who decided to walk directly ontop of me while I was trying to look at the clay node.
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Heyo! First things first I have had a great time with the EA, love the new story so far, and it provided a fantastic 'More Grounded' experience I've been craving, but its definitely missing a few beats so I wanted to just kind of start rambling off things I'd like to see, things I've struggled with that are generating an overall poor experience, and other just, musings that you all may find insightful. I'm going to start though, features from Grounded 1 that aren't yet in Grounded 2, being the multiple hotbars, and the ability to set the generic 'categories' of items to the hotbar. I made the mistake of dragging a specific food item to a slot, and it now lives there and can't be replaced no matter what I do, or if I remove it, then it goes to being an empty slot rather than a food slot, which is sad. Being able to set it back to a general food slot would be lovely. The multiple hotbars are slightly less needed now than they were in 1 due to the Omnitool, but that doesn't stop the fact that I have 3 main weapons (A pair of two handers of different damage types as core, a onehanded as a safety/torch carry), 2 off hand items(torch, shield), 2 utility weapons(Staves/bow), and 5 different flavors of consumables (canteen, main food, main healing smoothie, bandages, utility smoothie) with 8 slots to fit them in. So yeah, Multiple Hotbars and hotbar category setting would be nice. For more 'going forward' feature type ideas: There's the obvious 'more buggies', cause let's face it, every bug is going to have someone wanting one as a buggy. Though in my case, outside of a semi obvious 'flyer buggies' (Which i'm just, ASSUMING you have planned for later down the line as a more endgame unlock), the two bugs in the current park regions that I'm surprised aren't buggies or mentioned as potentials are the Bombardier and the Roach. Roach has some utility overlap with Ladybug as a big fighty tank mount I'm sure, but folks have different vibes and different approaches. Bombardier though, I feel will actually provide a role not covered by buggies as a higher damage, more frail fire support for solo players who want to fill in the big bonky tank role. The current bombardier animation style does present a slight concern with the idea of 'riding' one, but I did notice the teens have a low profile animation where they lay down on the buggy when the sealing is close by. Maybe take the animation and use it as the main one for riding the bombardier, with its saddle having a special cover along that back that fits over the teen to not get them acid-ed. Since this is also a little shelter type deal, it could even provide some sizzle resistance maybe. Perhaps the roach saddle could be a gas proof cabin/carriage/thing. Speaking of saddles, that is something I wanted to mention as a gripe/concern/feedback: Saddles should increase the buggies defense. It feels weird to put in all this effort to get some plating on my Orb Weavers legs and they still consistently lose a fight to their kin one on one. While I know AI shenanigans will be what they are, making them at least like, 10-20% more durable than a generic one would be nice. This of course can also scale with the style of the saddle: The Soldier Ant essentially just gets a seat and handlebars with minimal extra fluff past whats needed to secure them, so this shouldn't be a big durability increase, especially for what is, superficially, a utility buggie. The Orb Weaver we VERY much give a decent armor layer though and their primary role is a combat buggie, so making them a fair bit hardier from their wild cousins would make sense. Please increase the drop rate of Gum. It's an exceedingly scarce resource to find, drops in like twos, and has a fairly minor effect overall when used as a smoothie base. It could easily drop in 5s like most other node-harvestables and you still would never have enough of them. Aphids also seem to be struggling, particularly for the purposes of Honeydew, which has a lot more uses, so an increased honeydew rate, aphid rate, or both, or some other antics to make getting enough honeydew for all the consumable demand would be awesome. Part of the aphid problem I'm experiencing may be tangentially related to or caused by the fact that bugs seem to have a major problem with constantly clipping into... everything, and anything, at all times. While Grounded 1 had a bit of bugs getting stuck in geometry (particularly along the pebble 'wall/cliff' that lined the upper yard from the lower), it is RAMPANT in grounded 2. I have 2 ladybugs stuck in a floor, Jr. Orbweavers in rocks and logs all over, once found a root that I think had like 6 weevils nosing around if I had to guess from the noise when I approached. While this may count as a technical issue overall, I do think the game could stand to have a repair setting to reset wild bug positions (kind of like the death-backpack one), or a bit more aggressive detection for 'oh am I stuck out of bounds/in a rock? I should probably get bounced back into the main play area.' Considering they're now an expected regular part of the fighting rotation, charge attacks take too long to charge. By the time you realize the target has started to block, finish the animation for the attack your in, and start the charge, the target has put down their block and is winding up a new attack you have to block anyway. Guard Crushing also doesn't do enough to warrant the effort when you do land one, as an attack that crushes guards still does pitiful damage and there's nothing stopping the victim from just guarding again. May as well just block yourself until the enemy decides it wants to play the game again. I'm also working on some thoughts on gear/equipment balance/design, though still getting some thoughts together on that front and testing some, I know a few of those points that came to mind were: Please give us numbers in buff effect descriptions, especially those who have a conditional bonus that isn't displayed by the main stats page. Scorpion armor says it boosts damage to venomed targets, but by how much per stack? Why does the ambush mutation exclude sickles? sickles get the crit damage bonus from the dual wield mutation, so why are they separate from the ambush one? Why are claws excluded as well? I know they use the hand to hand category but the ambush armor set's weapon is a claw, a rogue weapon, and ambush is a very rogue'y mutation. I don't see why you couldn't just make all the weapons in the Dual Weapon Crafting Category benefit from the main roguey perk. Daggers already actually have a niche among them thanks to doing pierce damage so they'll always be relevant based on what your fighting in comparison to sickles/claws. On that note, why is the weapon for the armor associated with dash attacks a dagger, a weapon class that favors ambushes and crits, and the ambush armor sets weapons a claw, a weapon type that favors dash attacks? Why is the on crit affect on a weapon type that doesn't favor crits, and is needed to get crits, to utilize the boost on its own armor set? There feels like some real jumbled design here. Outside of some semi obvious 'Orb Weaver set has a dagger cause its repurposed spider/wolf from Grounded 1, and we're trying to incentivize mixing sets.' Also the wolf spider armor effect and set bonus, feel really bad in my first testing. Like they just, don't do anything. I know DoT builds in Grounded 1 were really scary for y'all, and you nerfed them into the dirt, (for what felt like no reason to me), but having them do -something- would be nice. I think the Scorpion set is just better barring raw defense number differences due to the differing tiers. I'll have other thoughts/questions like that for other sets too, but have to sit down and make them, look at them, test them, do the 'umm' and 'ah'ing... OH, but speaking of armor and a missing set type: Buggie boosting. No armor set for someone who wants to focus more on the buggie, which I know is of debatable value long term because buggies can't be brought to like, anywhere fun where they'd be the most useful but it's still a set archtype. Since Lingonberries have an armor set for cold, maybe blueberries could get like, riding chaps, duster, and cowboy hat as a 'rancher' themed buggie boosting set? (Increase ridden buggy damage/defense/stun resistance, make dismounts harder, etc.) Alrighty, I think that does it for my first little ramble. I'll keep workshopping ideas/thoughts as I play but these were what I had for a first round of the more egregious ones I had rattlign around and I explore more of the system at large, try new armor sets and weapons, maybe do some building. Etc.