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Found 2 results

  1. I've been playing Grounded since the beginning. Lot's of fun. After playing through Subnautica and No Man's Sky I was looking for something like those two. Grounded has many similarities I enjoy with those two titles plus new ideas that add a lot. So with that said I just have some feedback and ideas I'd like to share. I love base building and Grounded has a system that is really versatile so far. My suggestion to improve it would be adding a detached camera view for base building. This was something that was added to NMS and it really improved creativity and quality of life. Basically what happens is by hitting a button (maybe clicking in an analog stick) while in build mode, the camera can be freely flown around a build site within a certain range. When you're trying to place objects intricately, in high places, or trying to blueprint items in either situation, you don't have to physically place your character in a position to do so. It makes building a lot easier and takes away the tedium of trying to get in position instead of purely concentrating on your build. Certain building pieces don't connect in ways that would seem intuitive. An example of this is are the triangle pieces that connect in every way to each other except to make a square. That may seem arbitrary, but not only would it add additional aesthetic flair to be able to use two triangles in that manner, it would also allow more options in choosing to fill in gaps in flooring or roofing. Can we get some floor lights, or a way to cast more light across flooring that doesn't just necessitate placing light sources closer to the ground? The inventory system is nice and I like the hot key wheel. One thing that drives me nuts is my personal inventory constantly shifting depending on what I use and what I pick up. What I mean is I would like items that I pre-arrange in the bookbag to stay in those slots. The game has no pause and only so many hotkeys. Sometimes during while trekking I find myself in a situation where I have to find something vital that isn't hot-keyed and/or make an on the fly inventory decision concerning space. With things constantly moving it makes those moments more frustrating than fun. If I place something in the bag in a certain slot please leave it there. Can we make it so the in game aiming reticle is actually the center of my character? When building or aiming it seems the dot is not centered to my character in the third person view Now as for gameplay suggestions I have a few. Maybe these have been repeated elsewhere as have the above suggestions concerning building or the UI and inventory system. Apologies if that's so. Mounts. Training certain animals to be ridden, including Ladybugs who could help to haul wood stems and planks via the pallet and, my personal fav, Bee's. The idea of having a Bee mount that you could care for and take to flying around the map would be great. Considering that it has to carry you as well there could be a limit to how far it could go before its stamina runs low. Training and feeding your pet would give it more stamina, and in the case of the bees maybe you could unlock new maneuvers for it ( Do a barrel roll anyone?). You could also craft armor, saddles, saddle bags, bridles etc for these pets Wind gusts that you can learn to ride to get to parts of the map faster with whatever gliding tool you have. A wingsuit would be awesome as well. But just having wind gusts that appear at certain times of day in certain sections that can be ridden as ferries to particular places, would make exploration fun and introduce another wrinkle to the "learning the terrain" aspect that I really like about Grounded A cold biome in a cooler. Recently in the "Into the Woods" update, there is a mint box that you have to manually open. Maybe make it so the cooler at the picnic table has a similar but more complex mechanic and once you open it you have access to ice. There could be a mechanic that works like the sizzle for cold. I am sure Obsidian is already working on this. But chunks of ice would allow us to make a fridge to store food and keep it from spoiling. And maybe ice can be something that allows you to store more water when going to hot zones. Every biome should have a bug, which can be a problem with cold temps but there is the arctic midge. It's harmless to people but it looks absolutely terrifying, go check it out. Boats and rafts. I have my base on the lily pads and I even have a dock, but sadly no boats. It would be great to be able to construct a kayak or small rowboat to get around on the pond in style and allow me to ferry supplies like grass and wood stems from other places. It could open up a new series of perks and tools to acquire. Seafaring mutations. Anchors and oars to create. Kayaks and boats made out of lighter more durable material to create. A climb button would really be helpful. Even if it were contextual. Again I'm on the pond and getting out of the water onto a lilypad with the camera alone is sometimes an exercise that just isn't fun. Having my character just grab the edge of a surface to host themselves up in those situations would be a huge plus I'd love to see glass added as an item to build with. Glass and Quartzite. A city guy like me dreams of building a small hub of alluring downtown spaces that gleam in the sun to invite potential tiny consumers to buy my wares. Having skyscrapers made of metal and glass, or chic beach bungalows in a minimalist modern design would be great Lastly you can never have enough furniture options. Seriously one of the worst feelings in base building is having a huge space, or multiple rooms and buildings and very little to furnish them with. They end up barren. There are people who love carving their own miniature furniture pieces for doll houses and the like, and they fetch a lot of money for a reason. Please give us more recipes for furniture. Maybe even include a marketplace where people can build and sell their own unique pieces to other players for similar items or some other form of currency? That's all I got right now. Love the game, excited to see it grow and interested in any feedback or thoughts people have regarding any of these ideas.
  2. This was touched upon in several other threads, but I felt its own thread would do it some good... The thought that started it was this: Remember those games in which you couldn't jump? So, you came to terms with that, but then you got to some place where it became excrutiatingly frustrating that you couldn't jump, because another part of the level was 2 feet away. Well, isometric cRPGs tend to follow this "no active jumping" trend, and sometimes the level design has something you COULD easily jump (hell, probably even step) across to, but you can't. And yeah, the terrain and areas should probably just be designed differently IF you can't jump. BUT, what if you could? A realistic kind of jump. You know, a distance jump, not so much a 10-foot vertical leap or anything. But, what if you could have an agile, acrobatic character who was better at jumping, and that allowed you to get to certain plateaus (jump across small cliff gaps or raging rapids, etc.)? The Jump ability, for example, could be ground-targeted, and the higher the skill (and/or stat), the longer the range (just like targeting an AoE spell/ability). You could even jump across gaps, carrying one end of some rope, and tie it off on the other end to construct a makeshift "bridge" for the not-so-jumptastic members of your party to get across. That's just one potential use for it. You could also have some quest with the goal of figuring out what so-and-so is up to, in the upper portion of some building, and jumping could provide one of your characters access to the rooftop of that building (from an adjacent rooftop of an accessible building), so you wouldn't have to talk your way in or get to it by other means. *shrug*. Again, just an example option. The same could go for Climbing, really. Climbing certain walls and such. *shrug*. 'Twas just a kind of mental image I had, that lead to some thoughts, that led to a thread.
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