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ogc80999

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Everything posted by ogc80999

  1. Your idea is fantastic! I love it! I hope the official team sees it! However, the bandages in the first game were a bit too simple and overpowered. I think your point about "being able to withstand 1-2 attacks without interruption" is brilliant. It allows players to better judge when to use bandages, increasing the fun and strategic thinking in the game, instead of using them haphazardly like in the first game or being afraid of wasting them in the second!
  2. I suddenly had an extension idea to point 2...! I think it's super cool...! Let's assume there really are mosquito mounts in the future. The price for flying on a given day would be that you have to reduce your maximum health (e.g., by 20%) to feed the mosquitoes (fuel) in order to use the mount for a day. If you have to use it for several consecutive days, your maximum health would be reduced even more each day (20% on the first day, 30% on the second day, 50% on the third day, and so on, depending on the three difficulty levels in the game), until you give the mosquitoes a few days of rest, at which point the accumulated penalty would reset.
  3. I totally agree! I think the Mutation Wheel absolutely needs to be added. In the first game, when a teammate was down in multiplayer, you could instantly switch to a reliable friend's mutation, revive them, and then switch back to combat mutation – so convenient! The current multi-tool is definitely a plus, saving a lot of inventory space, but the lack of multiple quick access slots is really a problem.
  4. 1. I suggest adding a transmogrification system or releasing more cosmetic DLC. The current three cosmetic DLC options are too few. I recommend this direction because I think their dedication to character equipment and insect modeling is vividly reflected in the in-game photo mode. Providing players with more choices, allowing them to appreciate and pay for this unique art style, is a good direction for both the company and the players. 2. The role of each insect mount is very clear. For example, acquiring the spider mount doesn't render the red soldier ant useless, and acquiring the ladybug mount ensures that the first two mounts won't become obsolete. I think this is a highlight of your current design. However, "assuming" you are secretly planning future flying mounts, I have some concerns about the spider's current role as a map-traveling mount. If future flying mounts can reach anywhere and are as fast as or even faster than spiders, it would violate your design philosophy of ensuring each mount has a purpose, which would be a real shame. I haven't come up with a specific solution yet, but I think the current division of labor is excellent, and quite rare in open-world survival games. Early-game items won't become useless or forgotten as the game progresses. (While writing this letter, I suddenly had an idea. For example, flying insects need rest. After accumulating 1-2 days of flight time, mounts should rest for 2 days in the insect's nest, and players should prepare food in a storage box near the nest. Only after resting for 2 days and providing the necessary materials can the mount be used for map exploration again.) 3. Currently, equipment relies too heavily on set bonuses. I've tried customizing, and while I've created some decent combinations, it's difficult to surpass the effects of the original sets or create unique gameplay. Unlike the previous game, where you could freely combine items to create many different playstyles and entirely new experiences, this game doesn't offer that. Perhaps the current variety of available equipment is too limited. I believe equipment effects will be adjusted in the future, but I hope the future direction will surpass the previous game, allowing players to develop their own styles. 4. Regarding the architecture, I don't know if this is a problem with Unreal Engine 5 or a deliberate design choice, but all objects, whether buildings or creatures, have a semi-transparent, konjac-like effect. At first glance, the lighting effects seem more advanced and superior, but the more you play, the more something feels off. You've created so many building materials, and there will be more in the future, yet all light sources exhibit the same semi-transparent effect. I find this strange, and (in my opinion) it will quickly become aesthetically tiring. Each building material lacks unique characteristics. At least, this wasn't the case in the first game. For example, the mushroom walls in the first game simply let light through the cracks, looking very natural; you could feel that they were mushrooms or stems. But in the second game, all the walls and objects now look like konjac… It feels like a waste of all the various building materials you've created.

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