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Hello! As I'm sure has been said before, I have just gotten this game and I look forward to putting several hours into it! There are a few things I noticed as a new player: - The backpack quickly becomes too small - The hotpouch selection is unintuitive and can be difficult in combat My recommendations for solutions to these would be as follows: - Anything equipped should not have to go in the backpack - Create a recipe for a craftable "Food sack" that is separate from the backpack - Allow for creation of larger backpacks *** Switch the keybinds (or allow for a kebind configuration) where the number keys control which hotpouch you are in, and the scroll wheel determines which item you are using (quick switching between items in combat can mean life or death!!) *** Thank you for all of your hard work and diligence in creating and updating this game! It really shows!
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I would like a feature that allows easier pick up of specific items at the players feet. I suggest a feature Like the following: Player aims at dry grass chunk, "E" pick up "Hold E" Gather. Player holding "E" will now collect any identical objects at their feet like when collecting arrows. This stops if the player is attacked or releases the "E" key
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This game is by far one of the cleanest games I've played but there is one small issue I've came across and that is the inventory. others and myself strongly believe that your hotkeys/toolbar should be a separate inventory and not take up space in your backpack. The way it is now is just messy because you pull out your sword then pick something up and now when your put your sword away it'll be in a random spot. Other issue on inventory is that armour should stay on your character when it breaks but just loses all the effects until repaired, myself and others hate being in a fight with a full inventory and not realising that our armour broke and dropped on the ground. I also think there should be two accessory slots because you can't use badges without giving up a glider or wasting even more inventory space
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Will unlimited manual saving, adequate tooltips for NPC (who are they, where they can be found, and how they are related to the MC), and fast travel be added at a later date? At the moment, the only way to have several save points is to copy the files via Windows Explorer, the NPC tooltips are not helpful, and uneventful travelling through several screens seems pointless. Having the option to remain silent in many dialogues would be nice as well, but harder to implement. Edit. Also the ability to skip all animations (switching between journal tabs, travelling between locations, etc.) and show text instantly would be most welcome as well. Edit (2). Tyranny had an amazing feature of showing the reputation changes alongside dialogue replies. The same option could be used in Pentiment.
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suggestion Show Debuff and Status efect on Bugs
Ddmito posted a topic in Grounded: Feedback & Suggestions
after fighting pretty much every bug in the game (with the exception of the praying mantis) I felt the need to show the status and debuff effects on them too much, it would be really nice to know when the corrosion effect happens to switch to a stronger weapon, or if the enemy is bleeding, or even when the poisons have run out, to apply again, since I like to change weapons during battle, I find it very fun. -
Intro After having played Grounded only just 7 days (game time) since the 1.0 release I've loved every single minute of it. I played Solo on survival (Medium difficulty I think) and when watching some YouTube videos from other players (Mediocre Milton, JadeCraft, Sir Sim-slot etc) there have been a few things I think the game needs. I have completed the main campaign and currently collecting gold creature cards and building bases around the yard for when we get some new DLC. Now to the Juicy stuff... Ideas Bugs The variety of bugs in the game is awesome and after seeing some of the potential cut content there are a couple of bugs that I think would work really well. Stick Insects - They could be a nice addition to the lower or upper yard, since the size of them could be large in comparison to the player they could be menacing and could hide on the branches or plants and get agro when you're near. Wasps - This was something that looked like it was cut and understandably since they can be aggressive but could be cool as a hidden dungeon type area with a next being put on the tree or up on the blue tarpaulin. The issue would be the amount of them and them flying around but could be cool to have a nest. Frogs - Now these might not be creatures we can kill but similar to the Koi fish they could be leaping around the pond and potentially cause havoc on bases or get agro if you go near any of them. If we can kill them it would be cool to get some new armour that improves jumping height or swimming. Caterpillar - Again similar to the frog this could be something just around the garden to give it some extra. If we can kill it then again we could have some sort of mutation like the caterpillar does when turning into a butterfly. Butterflies - Just something else to be flying around the air that doesn't want to stab you like the mosquito Grasshoppers - These could be a cool addition and like the frogs when killing we could get some unique armour that lets us jump higher making the game have more verticality meaning the game doesn't have to stay in the one back yard but more on that later Beetles - I guess depending on where the garden is set you can have a whole range of beetles but something different to kill and with a whole range of unique colours. Quality of Life The game does a great job in guiding players through the garden but for those that are familiar with survival, games that have RPG elements where different builds offer different things we're used to seeing certain things and here are some suggestions. Mutation Phase Info - Right now when you unlock a mutation some have 3 phases, each phase obviously gives you a different value with that mutation but there is no indication on the percentage or dp it gives. Having a small bit of info at the bottom that says... Mutation Name Phase 1 - 10% buff Kill 20 more (bug name) for Phase 2 or something like that. Damage Numbers - In most RPGs you see the amount of damage you're doing to the enemy so we could have this as an option for players who actually want to see the damage being dealt like traditional RPGs. Map Markers - When you discover landmarks or key areas on the map the icon is shown on the map, for me this should be similar to Milk Molars, SCA.B's and Raw Science. Once you've found the location it can show up on the map until you collect it then it's gone. Reason for this is that there is no way to actually track which molars you've collected. Bug Attack Info - Currently and I could be wrong because I don't have access to the game when writing this but I don't think the creature cards tell you what types of damage the bugs do once you scan them. They tell you weaknesses and resistance but knowing what damage they deal will also allow those players who do go to certain areas with certain gear to better prepare Some New Things The game as mentioned has a lot of variety in what you can do with the game when it comes to base building parts, armour and weapons but I've got some other ideas. Weather - We already know that weather effects are going to be added at some point as it's been on the feature board but I want to go a little deeper with this. Snow 1. The pond could freeze over and we can break the ice to get through, once inside the water is colder so we also need to worry about temp as well as air. 2. The garden itself will be harder as ice will form on certain plants, the snow can cover a lot of it if it's a thick snow layer meaning traversal could be fun trying to work your way through the snow. You might not get as many bugs flying out in the snow or travelling but being out in it could allow other materials to be farmed like Frozen items Rain/Storms 1. The garden could have more flooded areas until the rain dries out, also if your base isn't elevated it could start taking damage from the mud and things moving in the garden through the rain. With this we could fashion little boats to travel to perhaps new areas that could be added. 2. If it's a storm you'd obviously have lightning that could strike your base or even you as a player. The field of view could also be reduced due to the storm being so bad which adds another dynamic to the game. Hail 1. hailstorms could just be another weather effect that can cause a lot of damage to not only you but bugs also considering the hail will be considerably bigger. Armour Customisation - We're in the back garden and it's super colourful, it would be cool to be able to perhaps go collect certain things that we can then make dye and recolour our armour. It's a simple thing and doesn't really offer any game value except it looks cool and for those in multi-player doing challenges and Whoa they could all look the same with cool coloured gear based on the builds and sets they like. Almost like a transmog for your armour but colour also. Base Building Free Cam- Right now base building is sooo much fun, after playing No Mans Sky for over 450 hours the one thing I think Grounded needs is a free cam base build. If you have the materials also then instead of having to climb to the top of that tower you're creating you can actually build from within free cam. Even if the base part needs stems or grass you can hold them on your character and still build in free cam. Now this might change the immersion a little because it was funny trying to build a tower and your parkour skills failed and you fell to your death or into a bunch of spiders but would make building easier. Underground Base Building- So a lot of the labs are underground, it would be cool if there was a way we could do similar and build these cool bases underground. With that we could introduce the worry of the weather above or worms causing damage but this is just a crazy idea and not something I'd do a lot of as there is soo much to see up top. Base Blueprints - So this is going into more of what I think would be cool for DLC but for those who have completed the game and really ventured into the labs they have cool shrunken down beds, cooler workbenches etc Obviously this tech is from Ominent but would be cool if there was a way we could make similar or get similar by perhaps stealing materials from the other labs or something along those lines. Mounts and Flight - So traversal is fun in the game, getting around can be great but once you're in the end game and building bases you want to get to sides of the garden to farm materials quicker. I think it would be cool to have perhaps an Ant as a mount, if Ominent have the little beeping thing on its head to control it then why can't we hack that and then control the ant? I know there was talk of pheromones and being able to control the ants that way which would be awesome. Other things for better traversal would be a more solid version of the Tuft, I know there was like a clover glider or something like that from the stuff I have seen but why not build like a wing suit from the moth wings and allow you to glide? this would mean you need to be high up to take full advantage of being able to travel the whole garden but it's a faster glider than the tuft and something cool. DLC Ideas and How it Could Work So the whole idea of the game is to survive the backyard and grow big and go home. Now once this Is done people might be wondering how could DLC or more content be added to the game, I have some ideas of my own New Garden - During the game it mentions that other kids have gone missing, with the main 4 kids being shrunk down against their own will we could make it that in the DLC they choose to be shrunk again and therefor more prepared as they're working alongside Wendell to try and stop Ominent. I won't spoil the good ending or bad ending but those who know both will know how this could work. If we're more prepared and we know that Ominent are up to no good like all evil organisations then it could mean we venture into a whole new garden because we know they've been kidnapping kids again meaning a whole new area even if it's the neighbours garden. We could have more tech since we're working alongside Wendell meaning cooler armour, similar base building options like the labs as well as cool tech suits and abilities that make building, traversing different. Another way we could introduce a new garden is to have the kids similar to above shrink down because there was something lost in the undershed, when they go down and into the sinkhole, a rain storm hits and flushes them away down the pipes and they end up elsewhere. Yeah it would be a little convenient if they managed to end up somewhere that happened to have shrunken labs but the pipes could have been how Ominent transported things from Garden to Garden. The Shed - I know there was a leak of the shed but as some of the content creators I mentioned above have stated in their videos this could just have been a dumping ground for all the assets but I think actually going into the shed is a cool idea for easy DLC for now until a new Garden or area is opened with story content. The shed could be introduced as Wendell may have a different version or an earlier model of the SPAC.R in there and he was using that with limited resources. Or we could just make it that Ominent knew what he was doing and took full advantage and setup base in the shed without him knowing. A whole world of possibilities in that shed. There are tonnes more things I have ideas for but this is a massive read for anyone that does chose to do so so thank you if you've got this far haha. Might see you in game Cheers
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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 (^_^)
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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!
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suggestion Quality of life/ suggestione
My Humaniity posted a topic in Grounded: Feedback & Suggestions
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.-
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Suggestion for hotbar meal priority
nicklausdavis posted a topic in Grounded: Feedback & Suggestions
Currently on 0.12.0 Public Test - 3552 to 3555. When you have multiple of the same meal in your inventory and have said meal equipped on your hotbar and you use/eat it, the game eats your FRESHEST meal from your inventory every time. This can obviously be annoying when you have meals with differing levels of spoilage and the game decides to eat your freshest meal first, cutting your adventure/harvesting time short and potentially leading to spoiled meals. I propose that instead of the above happening, when you use a meal from your hotbar, the game prioritizes eating the meal CLOSEST to spoiling. Nothing major but I think this would be a nice quality of life change. -
Please let us relocate built items and structures. I continue to alter and grow my base and that forces me to constantly "recycle" chests, grass plank pallets, etc. I feel like being able to move items would solve issues like accidentally recycling portions of structure you didn't want to get rid of and avoiding potential crashes. I've had several game crashes that seem to be triggered by the recycle mechanic. Large structures should still be force recycled because moving an entire section of wall is unrealistic, but moving a chest of items or a table or cooking spit would be a wonderful quality of life improvement.
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Issues & Improvement Suggestions First I would like to say that this game is great, even in its current play preview state. I enjoy Survival Sims and being able to have 4 players to do that with has been even more fun. With that said, I hope that this is seen by Obsidian and taken into consideration. I will update this post as I play more and run into more issues. Issues that I have experienced while playing on Xbox One: Issues *I realize some of these may already be known, but just for sake of consistency, I'll list them anyway. Setting up too many construction blue prints cause game to start lagging Graphics while using Sprig Bow cause arrow to extend and bend while aiming obscuring center dot Building stairs in certain directions can cause clipping issues unless stairs are turned Re-spawn rate of dandelions are slow for early game weed stem access, forcing players trying to attempt to upgrade tools faster than they may be able to Save files being available to all players in a multiplayer session, not just the host Allowing players to log on without the original host to continue to play with all upgrades Potential Improvements Include an option to build a compass or update UI with a compass rose Maybe an ability to quick pin recipe info on main display for crafting after discovery Having to destroy storage containers to move them That is all for now. I will update if I think or discover more issues.
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Hey! I'm going to start by saying this is a really nice and fun game to play, spent around 20h on the first days of the release, exploring, building and testing the mechanics. The setting is really cool, the "Pixaresque" art style goes really well here. The story is short (so far) but I'm eager to learn more! A Roadmap to show how the updates are gonna be laid out would help tremendously. Down below are my suggestions on gameplay improvements, what I personally would like to see added and a small or content update I came up with. Quality of Life Equipment such as armor and weapon should not take up an inventory slot. General idea, the thing you are wearing cant also be in the bag right? Hotbar crafting, e.g. if you have a torch on hotbar slot 1 and it breaks, pressing "1" again will fast craft it if one has the ingredients for it. Same for any consumable item like the bandages etc. Sorting options, both in chests and inventory. Also making it auto-stack with existing stacks. Drop all button for a stack, so u can share stacks of arrows quickly or food etc and not have to drop one at a time. Crafting "x" amount button is needed aswell same reason as above, that one could make a stack of arrows quickly. A system where crafting auto-detects ingredients in nearby storage containers. Cuts down on the inventory sim. Show time left on downed allies. Compass marker. Slime mold torch should work underwater? Content Character abilities / feats - 4 unique teens that stand out, adding abit of depth to the selection creating for unique gameplay with different setups for co-op and single player experiences. Wheelbarrows / Sleds - Something to bring with you to carry planks and stems. Weapons - More tiers. More weapon types, E.g. Crossbows, 1-handed / 2-handed varients of swords / maces / axes, Shields, Slings etc. Weapon abilities - Essentially a alternative fire option, e.g. Spear with a charge attack. Club with a overhead swing. Sword with a spin attack. to diversify the weapon types. Armor - More unique one-piece gear like the Aphid slippers, Eg. Mining helm made from fire flies. Rideable insects - Ant pets, ladybug jousting, wolf spider hunting parties so many options ran through my head here and this could be a really fun addition to the game. Decoy items - Consumable item to throw either away from you or on to the attacking creature to lure it or repel it away. Craftable bags - Increase inventory space by crafting. Crafting materials - Sand, Mud, Clay, Plastics(?), Mining ore etc. Base building - Different tiers of house building, creating for unique building options. More shapes for different materials. Fences, Pillars, Ladders, Trapdoors. Stair options, Ramps. 2nd tier of stockpiles which can carry more planks / Stems. Interior building - Beds, Chairs, Tables, Chandeliers, Tiers of storage containers - chest/cupboard etc, Carpets, Paintings, Display cases. Decoration - Painting, color chests, interiors etc. Boats - Make leaf boats to cross water areas. Weather system - Rain, terrifying water just crashing down. Fog, seasonal themed weather e.g. snow. Weather system 2.0 - Hard ask here - rain could fill up trenches and alter the yard experience after it rains. Bosses - Ant queens, Broodmother spider, Infected lady bug etc. Some progression bosses made to fit the story arc or as world bosses. Invasions - event where one has to defeat a swarm of ants, or other insect life. Creatures Generally more of everything but to name a few. Flying - Bees, dragonflies, fire flies, hornets. mosquitos, moths Ground - Worms, centipede, beetles, Aquatic - Fish (to make water dangerous and scary), Striders, tadpoles, water beetles DLC Idea / Event Idea Lost and found Where players can find lost toys that through time have been forgotten and found by insects that drag it home to their bases. Either like action figure weapons and armor that have unique stats on it, or more Lego's themed pieces both tools and weaponry.
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1 - Multi-character support. I know it might not be do-able, but when I first saw the "Choose which companions are going with you" screen upon exiting the ship, I thought that would be a great way to choose which character you would like to play as as well, since savegames, yes, do list the character they are for, but can get lost in the jumble after a while. 2 - This isn't a complaint about the map sizes by a long shot, but rather the sighting of perfect opportunity. In comparison to the size of the planets, the visit-able areas seem pretty small, meaning that if/when you make DLC, you could potentially just park the new DLC areas on the same planet and swap out a decorative door on edgewater for a door that can open to reveal a "DLC" NPC living there to give quests to the new area(s) and repeat this process through all of the locations, making the DLC seem more of a part of the base game than some sort of "play after the closing credits" or "travel to a whole new system" add-on. I mean, the landscape and monsters are already in there, so no need to make whole new stuff just to add quests, etc., 3 - The ability to rename stuff at the workbench. 4 - A vending machine on the ship, please! 5 - Removing the "wall of death" from some of the unique items. I'm a completionist and while I can understand some items being unavailable because you went with Faction A instead of Faction B, having some stuff like Gladys' rifle, Reeds' bowler, etc., only available through killing them limits my options to "murder hobo" or "just lose out on item". I like how you can pickpocket the gun off of the Edgewater constable, for example, or the possibility that Gladys might be so thankful for rescuing Zoe that she gives me her trusty rifle, etc., Having those options open would really improve my experience. 6 - After I killed the Mantiqueen for my companion, I liked how I got the mounted head. I've killed some of the other "mega ____" whatevers (like the scrat under the Edgewater landing pad) and think hat more mounted heads as ship decor scattered through the ship would be cool. 7 - I know this probably falls into DLC territory, but I liked the cows on the ship and the gas heist and would LOVE to see the ability to ship cargo for folks as side-missions in the game, with the cargo hold interior changing to reflect that. 8 - Speaking of the cargo area, more usable storage boxes would be nice, please. 9 - This is a three-fer-one, but since Tossball is such a big aspect of the game, having Vic and Felix discuss it with each other on occasion would be nice. Granted, I haven't made it to Byzantium yet, but I paired those two as companions to see if the sports fans would get along and, with the exception of the greeter and his poster, neither really brought up the subject and spent the whole time just annoying each other about other topics. Also, being able to display the cards or get something in-game for collecting them all would be nice. The third part is betting. We have a sports bar. We have TALK of betting, but being able to put Bits down on a team and return a few days later to find out if the game randomly chose my team as winner or loser and either win/lose Bits would be epic. and 10 - The ability for the game to remember what I've tagged as "junk" and "not junk", please. I know some/all of these might not happen and am aware of the old "You can't please everybody" adage, but if they could be given some consideration, that would be amazing! Thanks for the great game. Haven't run into any bugs yet (other than the ones I have to kill) but I appreciate the coming patch to help insure that streak continues.
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Nyssia Silversmith and Ishgwnan backer NPCs are placed so parymembers moving from the bartender to the stairs out often(almost always in 2 playtroughs) get stuck on them, requering manualy moving them around. I suggest moving those two npcs closer to a wall (or to some other place in Celestial Sapling) so they dont block the way