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  1. I think the idea of the charcoal canteen is awesome and being able to filter dirty water so you don't have to go around collecting fresh water is great, and I get that it having a durability bar makes sense even if I don't really like it that much but the problem I have comes when the durability goes down even when you collect clean water. The bigger upside on the canteen for me is that it carries more water than the other two but when collecting clean water wears down the durability it eventually gets to a point where you might want to refill your canteen cause there is some dew drops around and you have room but it breaks the durability and now not only can you not fill it, you cant even drink from it until it gets repaired. I don't know if this is intended or not but either way I think It should be changed because It doesn't make sense that clean water would use durability on a filter.
  2. Just another suggestion of someone who enjoy the idea, look, feel of the game so much. Especially in a game with so many collectibles and the likes I was thinkin that the progress u make in the game (sca.b themes, peeping gold cards, mutations, maybe even all the amazing building progress we are spending hours over hours on) should be saved in some kind of profile and if u wanna join a game with ur friend/s u can decide if u wanna play a fresh character or take the one u have progress on. (kinda like the borderlands games work) I would also love to start a solo new world by myself, but keep the collectibles progress on my main file (mainly the sca.b themes, peeping gold cards, mutations) and maybe even have an optional function to import build structures into a new game. Considering restarting from nothing is just fun so many times it would be amazing to be able to restart with ur progress or just be able to reset ur story progress in ur existing save would work too.
  3. Hello! I've been playing Grounded since it first launched, and really love the game. With the latest updates and expansion, I'm enjoying it even more, exploring all the new bugs, areas, recipes, and other secrets of the game. However I do have a few suggestions for quality-of-life improvements, general feedback, or other wish-list items for future updates. Some of these were in my original post from 2020, but many of the things suggested there have since been implemented, which is awesome, so thank you to the Devs for continuously listening to player feedback! Quality of Life: Please make items assigned to the Hotpouch not take up Backpack space. Not only would this inherently expand desperately needed personal storage for supply runs, but mimic the equipped armor setting. You can still have it that if you die those items aren't available until you pick your backpack up again. This also would help with cycling tools/weapons and trying to maintain sorting in your backpack as equipped items would go back to their pouch and not the first empty spot in the backpack storage. Add sort functions/options to storage such as by item type/class, tier, vertical/horizontal space, etc., and the ability to move all like items in existing nearby storage via "auto-sort" or transfer (either directly from the backpack or at least individually for each chest) when in the base with chests and such. Hotpouch Control/Radial - change to "Tap LB" to quick cycle through the Hotpouch items (like Minecraft), and "Hold LB" to open Hotpouch radial menu as currently done Adding a basic compass marker to SCA.B HUD/UI = can be a purchasable upgrade Adding a "dodge" function, perhaps by double-tapping the crouch button, while moving/strafing to give alternative ways to engage enemies and avoid being hit. Including an option to slide by holding crouch while sprinting. Feedback: Tier II weapons/armor don't seem to scale as well as they did in the past, even when upgraded with the Anvil. Overall, the transition from T2 feels much weaker and therefore progression much slower than past updates. Either damage doesn't scale as much, or bugs are more durable/hit harder, or a combination of those things, but progression really stalls for a long time when you are tyring to explore the labs and move up the ranks, especially with how much larger and diverse the world is now. Flying insects are a bit too powerful for current gear/mauneverability. As most flying insects (Bees, Mosquitos, Fireflies) are highly mobile and do a lot of damage, stay out of melee ranged for the most part, and blocking/dodging isn't as effective as it needs to be based on damage output (even with T2 weapons and armor, see above). This makes farming certain instects, like bees that are needed for a lot of the late game items, a wicked slog because you can only engage a couple before needing to restock (arrows, bandages, smooties, armor repairs, etc.) and heal. Some of the recipies seem a bit "unbalanced" for the parts/resources needed based on availability, ease of access/farming, and manufacturing. The basic cycle to obtain is great, but late tier upgrades and items, while supposed to be difficult, are severly impacted by the limited manufacturing process and spawn rates/locations of items versus quantities and types needed. This is common in other similar games of this genre but they typically have a better manufacturing process that makes it easier and not feel so overbearing at times. Wish-List: Continued diversity of insects, parts, and recipes, especially for unique items, weapons, and armors - i.e. a Grasshopper that gives legs which can be used for... (see next items) Grasshopper Boots = increases jump height and reduces fall damage Slingshot = uses Pebblets, Pollen, or bombs (Brat/Splatburst) as a ranged weapon Grappleshot = alternative way to scale/climb the environment then always needing to build structures Additional "[new]burst" bomb variants that create AOE effects (Fresh, Gas, Glue etc.) and that can also be fired from a slingshot (see above) Healing Ointment = for immediate health recovery instead of recovery-over-time like the Bandage Dynamic weather, such as rain (I know everyone has been asking for this) Refridgerator/Cooler = new base structure/chest type that prevents food from spoiling (too fast) I'm sure I will have more to add as I continue to play, but thanks for reading and to the Devs for making such an amazing game so far!
  4. I would love to see expanded options to cook additional bug parts, that aren't part of an advanced Cookbook recipes. While there are several options to start, from aphids, gnats, weevils, and grubs, (and the pond creatures - tadpole and water flea), many of these don't populate the more "advanced" areas of the map regularly, such as the Upper Yard or Sandbox. Farming food in one map location such as by the Oak Tree, to bring to another in any sort for quantity is a bit of a hassle taking up valuable space, especially where storage is so limited, when you have limited options for the regions. I understand that later in the game we should be using the Cookbook recipes, but these really aren't efficient when you need to simply reduce hunger or heal while on extended supply/farming runs or basebuilding. So what I would love to see is the option to cook most, if not all standard bug parts (not heads or specialty) on the spit. For example, ant parts could turn into something akin to a turkey leg, while roly poly's could become a meatball or something. This is also part of the proposal that bug parts have more uses than the usual one or two crafting recipes that require them.
  5. Think about it. If each playable teenager had a unique perk that gave the teenager an ability, it would make the game a bit more unique. These perks could relate to the characters back stories. Say for Max, he could have something similar to the barbarin mutation or hyperstamina because of his sporty back ground. But say for Willow she could have a team perk that gives the whole squad a perk.
  6. Why aren't there stuffed wolf spiders or orb weavers? The lack of these items really bugs me (ha) since I was building an enemy room and can't fill the spider section.
  7. an item crafted with 3 sunken bones and 5 lint rope that lets you attach to the crows feathers. with this item you can attach to the crow and hang onto a rope / grapple under the crow when it is changing positions to travel but if you hit anything while on the rope e.g. tree / fence you would fall off and need to use a dandelion tuft to glide down safely
  8. Theres a lot of insects and bugs which is great and unique! But I think to really bring this back yard to life is to add some animals to the mix. Something we would normally see in a yard. Frogs were one addition people suggested. But what about a small garden snake? Or those Lizards you see in gardens? Harmless to people, until you are suddenly the size of an ant!
  9. This is a idea I thought of and would a amazing. What if there were loadouts that you have but you don't have them ready for battle. So I thought it would be cool to have loadout save system where you can save your weapons and armor loadouts if you have the same weapons and armor in you're inventory just by clicking a button. This is the concept of what I drew and want. This would make game easier and more fun then manually having to do it in mid-battle.
  10. What if once you've completed the lower yard labs, you pull a lever that blows up the path to the upper yard but the blast also inadvertently shakes the hive out of the tree and unleashes angry hornets on the yard.
  11. I have this idea for a new biome called 'The Pool' This pool area would feature: Lounge chairs Mini Bar Tables Pool Float Pool Shed Gazebo Trellis New Insects - Dragonfly, Cricket, and Gecko Alternatively, a 'mini' biome with a kiddie pool could work too.
  12. Hello I have had grounded for a long time. I think it's all going in the right direction and love every single update thus far. All i wanted was too add to this great game. New Creature/ Weapons: ( I hear that Wood Termites are coming... Maybe... so they won't be added ) 1.) Earthworms: I think these would be great addition, when it rains they rise to the surface and maybe when it's dry out they dig underground. Combat could be every time you hit them the could multiply cause you cut them in half. There benefits could be more food related and fertilizer for crops. 2.) Earwigs: These are very common in most places. Earwigs could work to be getting a level 1 scythe and/or blade cause of their pincers. 3.) Ground Beetles: These could be very strong opponents, you could have to throw a bomb flip them on their backs and attack the soft belly. Could be used to create Beetle ( Crusader/ Persian Immortal ) armor/ Shield and could make Bolas to Trap/Capture insects 4.) Crickets: These could be a cool way to introduce homemade alarms, or instruments. They jump a lot and could introduce a little different fighting dynamic due to the jumping 5.) Flies: These would be great to add to the garbage section, they could also be used to make like goggles using their eyes, some type of flying contraption using their wings. They could also be used to introduce Maggots but idk what to do with those. 6.) Wireworms: I like the idea that theses could work like the Graboids from the movie tremors lol. Would love to have a enemy that burrows underground and tries to grab you and bring you under. 7.) Daddy Long Legs/ Cellar spiders: These would be really cool could build stilts, spears, maybe trebuchet ammo. Combat could work by having to take it out of his legs, his attacks could be like he drops to bite. 8.) DragonFly Nymphs: This could work as the Wolf Spider of the pond. They are vicious bugs and normally are rulers of the pond. They could be used to craft a Nymph Trident, Maybe even a Nymph Harpoon Gun. They have the ability to shoot water out and be able to get away, this could be a interesting dynamic in combat with them and maybe for some special crafting idk. Locations: 1.) Raised/Normal Garden: Could have Tomatoes, Carrots, Sunflowers,Squash and/or Whatever Vegetable/Fruit. This could be where a lot of the creatures I proposed could be and maybe there could be higher chances of combat cause the bugs are trying to get the food, so they will have a higher chance fight each other and you. There would be tons of places to put a boss battle if this came to be. 2.) Fire pit: This could be cool ( or hot lol). We could get ash, sinders, burnt wood. We could use this almost like a citronella to keep bugs away from your base. There would be no bugs ( cause they hate smoke ), But you would have to deal with the smoke and heat from cinders. We could find burnt carcass of bugs, Maybe a Field Station/ Research Facility. We could get fluid from a broken zippo lighter or be able to scavenge things off of matches. We could make molotovs, exploding arrows, flaming arrows and ash bombs or make a smoke gun to scare away insects or put bees to sleep. 3.) Stream: It would be really cool to have a stream come off the pond or be its own thing leading to another pond with like a mini waterfall. There could be a Research station behind the waterfall. This could make it so that we could have like a surfboard, raft, or Tube to float down on. They could sport a high variety of insects and resources. More things in the water would be awesome. 4.) Outdoor Mini Fridge: Could introduce Cold dynamic, would be nice to get ice, and other cold weather things BOSSES: 1.) Praying Mantis: I'm sure everyone and their mother has been asking for it. The potential for this creature are so gosh darn high. A Praying mantis Level 3 scythe, There armor could look live the Grim reaper. The fighting style would be bite jabs and grabs with its claws. Some have the ability to camouflage that would be a awesome fighting dynamic. 2.) DragonFly: This could serve as the Boss of the stream. There wings could be used to make gliders, Body could be used to make Knight and Shining or Dragon Armor because of their vibrant colors. They fly very fast and come in on precision strikes. The weapon i had in mind was like a Dragonfly Halbert, Pitchfork, or Pike. 3.) GrassHopper: These guys are pretty big so that's why i made him a boss. I did some research and these guys can be vicious, there mandibles are like chainsaws. They much very high and bite can be quite painful. They could produce a saw or the Macuahuitl ( Aztec Saw Blade ). There armor could also be inspired by a Aztec or Native American Armor. 4.) Centipedes: This would be terrifyingly great! A super long and terrifying enemy. He could be inside of the Shed, or in a stump. The Armor could be like a Egyptian style. The weapon that it makes could be a Khopesh Sword ( The Curved Sword ) or a double bladed scimitar . 5.) Escaped Pet Scorpion: This would be the only way i think we could get scorpions in the game. It would be the best place to fight it in the sandbox. Weapon could be Scorpion Scythe or Sais 6.) Escaped Pet Tarantula: This would be a cool way to get another big spider fight. Viking Armor would be nice, Weapon could be a two handed axe 7.) Garden Snake: This would be awesome! Like the Koi Fish this would be a scary roaming huge boss. We could make a Snake Whip and Snake Leather and other cool stuff Weapons: 1.) Throwing Stars: Could be made from any mandibles and will add to the strength depending on which mandible is used 2.) Trebuchet: These can be put to defend your base from invaders or be pulled. 3.) Catapult: These can be put to defend your base from invaders or be pulled. 4.) Roman Centurion Style Shield: It could be made from a type of Beetle if added These were just some of the things i thought up thanks!
  13. Hi, I have a suggestion for the game. It is possible add gyroscope sensor? I use bow on my team and i think it would be eassier for everyone with a mouse or controller. Thank you!
  14. Hello, Does anyone else find it annoying an nonsensical that you somehow fit EIGHT (sometimes more) tools/weapons in your tiny backback that only has 20 slots? I present to you... the toolbelt! A literal belt that is separate from your backback inventory and has a minimum of eight slots for all your weapons, tools, canteen and torches. I says a minimum of eight because I like to carry spare torches - the torch+ doesn't last so long that one is enough to explore an entire anthill sometimes. Or, if you prefer the helmeted approach, you'd need an extra slot for the firefly helmet. Yes, this is a survival game and managing your inventory is important, but it just doesn't make sense for these teenagers to not wear toolbelts - or belts of any description for that matter. You could even go one step further and not have the toolbelt at game start; the devs could probably make it an item that you find and, once you equip it, it permanently adds slots to your inventory, just for your tool.
  15. Insect Raids can be a lot of fun when you want them. Raids can be tiresome, a fun-killer for others. Many players are asking for a toggle for raids. If the idea is to challenge the players, why not Link the attacks to our Place of Rest (Resurrection spot). If we select a bed with a respawn, let that be the only raided base (the main base). If players do not choose a place from Respawn, Raids are turned off! Give us the option while maintaining some type of challenge. Or simply offer a pre-game toggle so we do not have to rely on custom settings that can halt achievements.
  16. It be nice to see the custom game setting "Buildings are free and unlocked" separated into "buildings are free" and "buildings are unlocked" for those of us who may want sill have to discover the buildings but don't want to grind for the resources or for those how want to grind but don't want to discover them.
  17. I did a search for zipline names but didn’t find anything that seems to match. (I may have missed something though, on a itsy-bitsy phone screen) One of the more frustrating parts of adding a new zipline, especially if playing solo, is not being able to tell exactly which anchor you are connecting to. For example many players build a central tower that has ziplines going to multiple locations, this is normally not an issue as when connecting an out bound line, as there is normally only one anchor in that direction. The frustrating part occurs when trying to connect a return line to the central tower. There maybe 4-5+ anchors/connections in that area and with their close proximity to each other and the long distances generally involved, it is can be very difficult to tell them apart. Generally its a best guess scenario, with getting the right one as best case. Worst case you wasted half your silk rope and will have to run back between the two towers to try and reconnect. The frustration comes when its the 3rd or 4th time you’ve had to run between your towers because you keep selecting the wrong one. Having the ability to name or add an icon to ziplines and anchors would greatly reduce these types of errors. Maybe make zipline points essentially a form of trail marker that only appears while connecting a line. thanks Vern (^_^)
  18. Pretty simple, you would just relocate a chest/basket to a Zipline and it would attach, maybe even have a option where it doesn't move until you send it so you can load stuff into the container before sending it off. I think this would be an amazing thing for people who like to go on long gathering sessions across the map or maybe want to make a new base but don't want to deal with the relocation of their chests. I mean if a player puts the work in to have Ziplines going all over the map, maybe we should be able to do more and have ways to maybe just send items over long distances like with the stems. This could even be really helpful if you have a multiplayer world and your friend needs food or repair ingredients for their stuff but are all the way across the map, instead of just heading home their friend could just send over stuff and they can continue on with whatever they need to do across the map
  19. I think that fresh defense should be renamed to “Mint Condition”. Why? Because it’s sound cooler (no pun intended)
  20. Allow us to either customize our backpacks like adding armored bug plates or extra pouches that give us another line of storage or a backpack that auto deploys the dandelion seed after falling a certain height or one that can deploy a dust cloud once you get hit and then has a 1 minuet cool down or one that heals you if you're almost downed but then has like a 5 minuet cool down. you can have it be like finding different types of bags in the backyard similar to how the SCA.B flavor scheme works but for backpacks maybe even get creative with environmental story telling on how the backpack got there like maybe with the dandelion one it can be found snagged on a branch in the hedge but below you can see a human shaped hole in the mud below where the backpack is suppose to be both telling the player someone fell there and letting them know there is something up there. Also maybe give us control of the color of the backpack.
  21. Surprisingly few coop games allow more than 4 players to join. (1) Please consider increasing the maximum player limit, assuming there are no significant technical reasons that prevent it. It will make your game stand out, and you will gain 5 happy customers on the spot. ---- (1) https://store.steampowered.com/curator/11707935-More-Than-4-Local-Multiplayer/
  22. TLDR: add a mouse/termite hole in the paneling of the house and/or shed. Now that the shed deck has been fleshed out, the house deck is looking lonely. It could use more love. Adding access to either of those buildings would be a huge undertaking. That being said, an alternative to adding some home elements into the game could be a hole dug into the wood paneling of the house. Something of a mini biome, not necessarily grand in scope. In there we might find: - Scenery such as electrical wires, nails, dry wall chunks, insulation, mouse traps, cheese bits, wall studs and metal brackets, pin holes with unfocused views into the house (maybe at floor level to avoid rendering a whole room). There could be some verticality to this area. - Insulation fibers (fleshed out later for potential weather/ temperature features or specialized crafting material. - Cheese Chunks ( akin to backyard food items, potential new food recipes. - Mouse (probably unkillable like the Koi Fish. Maybe a distraction mechanic in lieu of combat, i.e. encounter diversification. - New Materials (these could coincide with the upcoming powered bases feature. - Adds another area for Dust Mites and Splinter chunks. Expanding on the Mouse: - Optionally gate keep a portion of this area behind a nesting Mouse. - Encounter Diversity (as stated earlier, combat would not be how we take it down. Rather it could be lured into a mouse trap to open up this area more. On the other hand it could also act in a similar manner to the Koi Fish that is simply a hazard to sneak around. I'd love to hear your input on these ideas cheers!
  23. Gosto muito de jogar Grounded pelo seu estilo de mundo aberto, um jogo onde você encolheu ficando do tamanho de uma formiga tendo de lutar contra aranhas, formigas, entre outros insetos. Algo que eu quero muito que o Grounded tenha é um lugar frio, assim como exemplo é a caixa de areia, com insetos que vivem em biomas de gelo, com um formigueiro próprio desse lugar, insetos que só aparecem ali, assim como recursos unicos daquele lugar, que irão liberar novas construções e ferramentas. Uma parte do mapa que eu acho que ficaria muito legal para poder fazer esse "bioma" seria no deck da casa, com o formigueiro embaixo dele tendo a entrada meio escondida. Seria legal ter um efeito negativo de frio causado pelo bioma, assim como por exemplo é na caixa de areia referente ao calor causa pelo "bioma". Um novo Boss com lugar próprio que você possa invocar ele varias vezes assim como é a Broodmother. Nesse novo lugar pode ter um laboratório tematizado com um novo chip para o BURG.L que irá liberar itens, ferramentas e construções referente ao frio/gelo.
  24. 02/18/2021 Hello here is a list of improvements that can be made to the game following the Into the Woods update, including creature suggestions. Ive played nothing but this game since the new update, originally playing the first version for a couple of days. Quality of life: 1. building complex bases for a solo player takes weeks, i would ask that grass/weed regrowth should be increased in order to assist those who make bases in areas of dry grass/few weeds & grass. 2. Ability to upgrade armor and tools, the milk molar upgrade for torches helps but slime lanterns in water should be upgraded as well to that upgrade 3. Cactus needes should be able to be used as a thistle alternative. 4. Mega Milk molar to upgrade inventory space 5. Item hold amounts for milk molars increased per level. 6. Vertical climbing for aracnids. 7. Webs a 4 chop instead of 3. 8. All insects effected by cordyceps 9. Spiderling damage increase 10. Reduce hostility on ladybird larvae 11. Once teir 3 is unlocked, increase health of all insects to keep them balanced in relative to new ones termite compared to red ants. 12. Mite damage increase, dust mite dust attack dmg increase. 13. More acorn spawns. 14. Increase food bit given on harvest, or concurrent mutation. Suggestions (creatures): 1.praying mantis 2.spider ants 3. butterfly 4. Moth 5. Dragonfly 6. Water strider 7. Frog/toad(boss) 8. hummingbird(boss) 9. Silverfish 10. DADDY LONG LEGS(harvestmen) 11. Grasshoppers/crickets 12. kadydids 13. ****roaches 14. Flea 15. Flies/horseflies 16. Scorpion 17.lice 18. Walking sticks 19. Centipede 20. Venus fly trap/carniverous plants Suggestions (tools/crafting): 1.Boyant base foundation 2. Small one person raft(navigate water faster) 3. Grapple Rod(fishing rod reel that can added to a crossbow to pull yourself to places or high areas without having to parkour or climb[ravine]) cna use thistle or bug leg as grapple and durability measures by incentory weight. 4. Flash bang- stun insects with bioluminessant powder, pebbets, ect. 5. Unarmed attacks, claws ect 6. Climbing tools with use of bug legs 7. Dodge (mutation) 8. Tame pets capable of combat and faster travel.(ants, ladybug, bees larvae) 9. CAGES 10. Parry mechanic 11. Pail to carry cosmetic water and sand. 12. A way to color walls, floors and lamps. 13. Traps with explosive, posion or gas effects 14. Stack cooked food items 15. Balista for home defense.
  25. Other than the common stuff that you are probably already working on, this is a list of things I feel need to be changed or at least looked at. 1. The new combo system Limiting the damage of the first hit is extremely restrictive for slower weapons. People who use heavy weapons are basically forced to do all 3 hits which ruins their stamina. Instead of a 3 hit combo being 50-100-150 damage, a better fit might be 100-100-150/200. That way instead of punishing players for not doing the combos you instead reward them for playing that way. 2. The weird armor class damage resistance. For those unaware, light and medium armor INCREASES damage resistance by 20% and heavy armor DECREASES damage resistance by 10%. I know this is done for balancing purposes, but messing with damage resistance seems antithetical to the point of the armor. If you want to nerf heavy armor and buff the lighter ones, increasing/decreasing movement speed might be a better choice. You could also change the amount of stamina needed for actions. 3. Durability I am not the first to talk about durability and I almost certainly won't be the last. I am not saying remove durability or make it cheaper, I just think that there should be later game methods to make it more manageable. The best method I thought of was to add a system where whenever x amount of durability is lost, the max durability increases. It doesn't remove the need of repairs, just lessens it after a while. 4. Durability loss on death This one I don't feel too strongly about, but durability loss on death feels outdated. You already loose quite a bit of durability in the fight, to loose more on death seems a bit cruel. 5. Weevil Shield materiel costs (please) I have played this game for a while and have gotten pretty decent at the games combat. What helped me the most was the Weevil Shield. It makes combat much less demanding and helps you get used to the combat system. The problem is that this is the earliest shield you can get, but the resources needed to craft/repair it are slightly limited and perishable. A new player most likely won't scan raw Weevil meat and if they do, they likely will just cook and eat it instead of making a shield. My suggestion, replace the raw meat with Weevil Noses. Although they have a chance not to drop, I think it will help newer players immensely. 6. Milk Molar tweaks There NEEDS to be a way to respec. I doesn't have to be free, but it needs to be an option. 7. More specific info It would be kind of nice if things showed exact percentage of increase or the exact proc chance of certain abilities. This next part is mostly just wishful thinking so it is not numbered or really bothering me. I would like a way to obtain more milk molars outside of finding them. It would be neat if they dropped from certain enemies or if they could be crafted. A mutation or something that increases the drops from enemies would be nice. If the Rock Cracker mutation increased the amount of resources you get to make upgrades easier. If Coup de Grass also increase crit damage a bit.
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