
Matt__AsA__Hatter
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Everything posted by Matt__AsA__Hatter
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Hot deposit improvements
Matt__AsA__Hatter replied to C0n0rM1's topic in Grounded 2: Feedback & Suggestions
I like the favorite idea if it keeps the location of those items upon looting your corpse. I have dedicated spots for some items like trinket top left for fast swapping. When you die you always have to shuffle things back around. It's a minor inconvience but would be nice if it was solvable. -
Building pieces
Matt__AsA__Hatter replied to peteakaak's topic in Grounded 2: Feedback & Suggestions
#smollfloortriangles There's others to the list too for sure. Even the new Pine walls dont have rounded variants which makes building a whole space very box like. -
Agree, it looks beautiful but functionally it is really hard to use in some areas. When you drop a pin for a location it seems to drop from the sky and hits anything in the way so using it where trees are is almost useless. Making maps for caves can be really tricky with their layering so I understand if that cannot be done. But what would also help is if we could choose to turn on or off types of markers we make. I aways want to know where my house is, but I dont ever want to know where a tunnel I explored is. So rather than marking them, as I'd rather do, I'm instead just putting up a blueprint wall of grass (not building) to warn me that I've been there already. It's great that the scanner is attached to us and lets us scan 4 items now. I don't really like how it limits it to only 10 items per resource and that there is no way to see the density of the resource in that location. Previously the color of the dots on the map indicated the quanity you could find and you would be able to see what part of the map had the most of it. It allowed you to make a more educated choice of where to go to collect something. It also only showed items in areas we had explored/revealed. It's a bit odd to be able to see what enemies are where within the fog of war simply by tracking for them.
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Cut the # of buggies in half, put it on the left side of the wheel. Bring back the mutations on the right side in the exact spots they are in Grounded for uniformity across both games. We can only ever be on 1 buggy at a time. There's currently only 2 variants. There is no need for us to have 8 summon slots for a mount and 0 for mutations.
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The buggies don't have any real downsides. If they die, they respawn in a few minutes. If they jump from space they get stunned not even knocked out. They move so fast that even without sprinting you can evade most creatures in the yard. If you are full sprinting and run into a wall it just stops without dismounting you. Grass stops existing and you can just run in straight lines. They don't need food or bandages to heal. Will adding some of these things make the buggies feel 'worse', possibly. But they are basically horses, if you examine a staple of a horse riding game (RDR2) it has tons of downsides for using a horse that balance the use of one within the game and make it feel fun to use. Balance is important. If my buggy is on the verge of death, I should actually care if they die. Not just go, "oh well I've got another 7 ready to go while we wait on your timer to reset". If they do actually die, I should have to go and hatch another egg. The eggs are accessible enough to where it's a minor inconvience due to the players inability to do something. Risk and reward, to only have reward without the risk doesn't feel balanced properly. Instead of grass not existing, we should have to create paths we want to run through by removing it ourselves. Maybe remove grass in some locations as if a path was created by other bugs. It should feel like tunnels we have to navigate through and avoid objects. Motivate us to build bridges and such to make the yard easier to navigate. The player should be more responsible for allowing the buggy to be able to cross the yard quickly. This would also make it so a player cannot simply hop onto a mount and evade anything anywhere. (Grass will need to be fixed to not always respawn for this to function) I doubt this will be a popular idea though as people tend to like overpowered and broken things. Personally I'd rather the game feel balanced, than me feel like a superhero tho. There's enough superhero games out there.
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" For Ominent, (Obsidian?) Sept 12, 92 If you're reading this, then you Ominent (Obsidian) clowns finally got your act together and "domesticated" some soldier ants. You can have your Omni-Tools and your knick-knacks back. I took what I needed. Honestly, I didn't even need to grab all this. I just enjoyed watching you dweebs struggle without your little Omni-Things. You know you can build your own tools, right? Of course you don't. You aren't real survivors, you're playing pretend. It's a bit sad. But not as sad as selling your soul to the highest bidder. " Cool we got to ride mounts, but at what cost? Did it cost us the soul of a survival game to get? This is how the Omni-Tool makes me feel too. Sad, more than a bit. It's really interesting that even within the game they are self aware of how depressing it is but still chose to add it. Makes it seem like it was added purely for fiscal reasons to sell the game to a more generalized and non-survival playing audience.
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The change they need is: You hop off. Buggy auto stays put. (no need for player interaction) You grab what you need. You whistle to call it if needed.
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Where to build?
Matt__AsA__Hatter replied to Curiouspandora1296's topic in Grounded 2: General Discussion (NO SPOILERS)
Just as a general concept. The pathing of creatures can often be adjusted by putting down walls that prevent them from crossing. The AI will see this as something that cannot be passed and they look for an alternate path. Similarly if you put up a set of stairs that helps them they will also use it. Using this tech I locked out the Ranger Outpost: Ceremony location because of its infinite water and PTS system. The PTS system goes west to Ranger Outpost: Trash Bags where I have a second defensive location built for when the raids come in. Occasionally a scorpion will wander up to my walls and look at them. If I leave it alone it will eventually leave but often I'll just kill it away from my base. I just wanted to keep them away from damaging it. It has completely stopped the Wolf Spider from wandering through my camp though. -
A number of snails are stuck in bricks and rocks or other elements on the map preventing them from being killed. Milkweed commonly spawns at/under ground level instead of up high on the plant. When you smack it once it breaks and falls through the world or into part of it that is inaccessible. It has also fallen and landed on the 'dead' leaves which you cannot stand on to farm due to them being slippery and tossing the player.
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The ice weapons disappeared
Matt__AsA__Hatter replied to Joshua Pigram's topic in Grounded 2: Feedback & Suggestions
It's a recipe you unlocked. You need to craft them. -
Buggy following to close
Matt__AsA__Hatter replied to Spladash's topic in Grounded 2: Feedback & Suggestions
Hop off mount, mount stays still until called. This solves the problem. Essentially this is now RDR-G2 so they should really examine how horses work there and just copy paste it. No need to reinvent the wheel when theres a great template just sitting there. -
The game does have a lot of great things going on for it but I do agree with many of your critiques. Some parts of the UI are nice others are major downgrades. I like the changes made to the mutation menu by putting them into categories. But the UI of the food/water/life/stamina is all much worse, along with the radar system for tracking nearby items. The first game did those just fine, no need to mess with what works. The menu at the shop for the omni-tool looks messy, the right side looks good but the left side doesnt mirror it and the busting isnt in a line, just mirror the right side to the left. I also hate the omni tool, there was a note within the game where they said it felt like the soul had been sucked out by the corporation. That's how i feel about the omni-tool. Sure its great QoL for never needing to think about resources but it also makes you never care about what type they are. You stop even caring if something is 'busting' or 'smashing' or 'digging' they all blur together into 'harvestable' and 'not harvestable' and once your tool maxes you wont even think about that anymore. It really oversimplifies the game and removes some of the really cool elements. The items you made with your hands made the survival feel real and immersive. Throwing that away for some shiny tool feels really lame and boring. It doesn't even change its appearance as you improve it, instead there is one way to alter its look offered at 2 different locations, as if its just some costume you're putting on. There's an easy solution: blunt weapons bust, slashing weapons cut, and stabbing digs. Give the power back to the items and make switching them actually matter again. Charged attacks and blocking are tedious. It's one of those concepts that feels fun for a bit then after a long while it feels like a burden. It's only been about 100 hours for me so far and I'm already starting to roll my eyes when I see an enemy begin to block. Same with the snail hiding in his shell. I can 2 shot the big ones, but you still end up standing there waiting for 5-10 seconds to do it. Given how necessary they are for bandages they are something the player will always be spending time to farm. It should be fun to farm not feel like a burden. Which reminds me of how useless bandages feel now. The old ones gave us back 75 life and continued to work if we took damage. The new ones only give back at most 50 (33% less) and stop working entirely if you take even a tickle from a mite. Even the blue ones only heal 70 and cost a lot more time and effort to make. If you're going to farm berries it might as well be the purple ones and the snails. So that's what everyone will be doing. Instead of building sap catcher farms and ways to farm fiber. Assuming the pattern continues we will also have T4 and T5 bandages. Shifting the farm to whatever those cost to produce. The world created seems really cool and I'd love to spend hundreds to thousands of hours exploring. But I do also have concerns that the changes to the design of the game will limit my ability to fully enjoy this wonderful space.