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So I was playing grounded and when I loaded my save it just loaded my player data from a while back… but all of the world was fine… just my position, inventory, and mutations had changed/reverted back AND BEFORE ANYONE SAYS GAME REPAIR! My game repair doesn’t have the “restore player data” button shown. Anyone have an idea how this happens?
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So recently my partner bought The Outer Worlds: Spacers Choice from steam on pc and everything shows up as the correct color, the menus, huds, and cutscenes all play with a normal color but the actual game itself is this weird yellow and white inverted type color scheme. When you look at a sun or planet it shows some reds but that is it. There were no changes on their part to the graphics menus and we have tried reinstalling and new save files as well as a few others and we are just trying to figure out how to work it :(( I genuinely hurts to look at its so bad
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I play on Xbox One s and my friends all play on ps4 and PS5. I can't join my PS5 friend's world when I accept his invites. I see him on my friend's list, we all have crossplay enabled and there should literally be nothing stopping up from playing. I made sure everyone had their Xbox online status set to online. I see them in my friends list and they see me. They can even join me when I host a server, but I'm on old gen so I don't want to host when PS5 would serve as a better host. (Even though when we played on my world I couldn't even hear them on voice chat at all no matter what I did.) I've tried literally every solution I could think of and I've looked at countless forums and support sites and no one seems to be having my problems and no one seems to have a fix. I need help guys this is really irritating, 3 people bought this game to play with me and we literally can't play together its extremely frustrating.
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The waft emitter won’t spawn in green shield bugs. I play on Xbox series x, with one other person also on series x, shared world, he’s owner. I tried getting green shield bugs to spawn in a waft emitter raid to get the gold card but all I got was a horde of regular stink bugs. I tried using both green shield bug parts and super gas sacks and both resulted in a raid of only stink bugs. This is really hampering our ability to get 100%.
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Community Bug Fixes
MaxQuest posted a topic in Pillars of Eternity: General Discussion (NO SPOILERS)
What do you think if we could fix a few bugs ourselves, test them, and offer Obsidian the solution; or as a backup plan make a mod (compliant with IEMod's Patchwork)? Obviously stuff like stuttering or shaking popups is out of our reach, but a few in-code changes probably could be done. I have in mind the following list: Bugs: 1. DoT damage is not being registered in party member stats 2. DoTs do not benefit from elemental talents 3. DoTs do not benefit from slaying talents (like Beast Slayer, Ghost Hunter, etc) 4. Charm occasionally ending prematurely 5. Powder Burns is hitting allies standing in FoE (yellow) zone. (screenshot) 6. Charmed enemies quickly regenerate a portion (10-25%) of hp/endurance when switching alliance Balance suggestions: 1. Make Deep Wounds stack 2. Duration of "fixed" DoTs (Wounding Shot, Wounding, Enduring Flames) should no longer be affected by INT (since their total damage is not affected by INT neither). At the moment, I know how to fix the first bug, and partially the second. What do you think of p3, and of the whole idea? EDIT: UPMod.1.01.306 is ready. Go to this post for download and installation notes. -
Hello, The goal of this topic is to list all the problems we (PS4/XBOX players) found on Deadfire Console version. Feel free to add the problem/bug/crash you constated and rate it with a severity note (from ++1 to 10, ++1= it break the game and make it unplayable, 10 = visual bug nothing too bad but should be fixed)... I will try to edit this topic regularly to add new problems we found in the list... I start with : Very SERIOUS problems which make the game broken, or break the gameplay : • The game crash and the PS4 is returned to desktop (this happen too frequently for a PSN Store game) - Advice : Save each time you finish a fight or before you enter any area, the game is unstable, and must be considered as an Alpha version still under developpment, if you get less than 3 crashes per hour you should be happy . Severity = ++1 • Sometime Deadfire completely freeze the PS4 and we can't do anything except removing power (very very dangerous for the PS4 or any computer), it happened to me in Poko Kohara (can't remember the exact name) in the outside while i opened the inventory, game freezes for 1s on equipping item in inventory - Severity = ++1 • Too frequently, when we try to click "Enchant" on an unique weapon, the game is crashing, and we get a blue screen, i thought i found a way to avoid this while enchanting a weapon which don't crash, i mean one i already tried to enchant like Xoti reaping hook and the enchant screen displayed, but 10 seconds after it crashed the game, great another blue screen, i am not frustrated, not a bit i swear - Severity = ++1 • Under some circumstances (dying in a random?area) the game save can be corrupted (if it happen to me ....) - Severity = ++1 • Sometime transition from one area to another make the game return to home screen and the following message "An error occurred you returned to the home screen to avoid corrupting the save", for me it happen mainly when i am on the ship and want to go in my personal quarters (under the bridge) or if i want to leave personnal quarters to return to world map - Severity = ++1 • Sometime the game crash during save, very nice when you save after a though fight like the one with Concelhaut, i recommend you to buy this broken game if you want to test your nerves and ability to stay ZENNNNNNNN - Severity = ++1 • When swapping characters in any location the game shuts down with PS error code (annoying because you can't complete their personal quests!)- Severity = 3 • Too frequently we click or select an interaction which is right in front of us (door, chest, attack enemy) or we launch an AOE spell and the companion (or watcher) go straight in the opposite side, very very annoying specially during a fight when your tank go at 10 km and can't protect the group or if there is traps around.. Also, because of this sometime it take hours to enter a room, because the interaction is misplaced, we have to trigger cursor mode (triangle) and search the exact point which trigger the interaction/room entrance, ... reloading a save seem to fix this, but it is very disturbing - IT BREAK THE GAMEPLAY PLEASE FIX THIS - Severity = 1 • Once you get further in the game, with the DLC, there are spots where even moving is nigh on impossible, it considers you in constant combat mode while no foes, so you cannot click on items and certain portals needed, I found to remedy that was to open as much things like maps, status, etc. so it forces it to jump, and then detects those portals; Once teleported, it bugs like that again and you need to spend minutes trying to force it. Then once you get further than that area, it keeps crashing in a battle. Note from the player (I was not the frustrated player this time) : Between that and the absurd loading times, I actually yesterday calculated it and for 5 minutes of actual gaming, you spend an hour of loading, crashing, etc.; I'm sorry but between fulltime work and other hobbies, this is just not acceptable for a 59 euro full price game and warrants a refund • Sometime the game start to lag, the game stop responding during 1-4 seconds and then return to normal.. Severity = 2 • Too frequently, while in a store inventory, we can't select any store item (mean we can't buy anything) - Only way i found to fix this is to restart the game - Severity 3 • Loading time are long, too long for a 2020 game, even with on a PS4 Pro + SSD (have both), there is a lot of room/houses/area to explore (mean wait when we enter and when we exit, and waiting from 40 seconds to more than 1.5 minute is frustrating for a console player) - Severity = 3 • Paladin "Lay on Hands" ability is broken, it don't heal, which make the paladin a bit useless - Severity = 2 • Auto pause is bugged (for me auto pause is set if a trap or secret detected) when a secret or a trap is detected during fight, the game auto pause as intended, but it is almost impossible to remove the pause (usually if not during a fight pressing two time square on PS4 remove the pause - this don't work during fight) - FIX : if this happen to you and you can't remove the pause during a fight, disabling the auto pause from the settings should solve the problem, don't forget to re-enable it after your fight... - Severity = 4 • One character block another, this is very very annoying, it was the same in POE, if in a corridor and your tank ended up in the back, he is stuck and can't melee attack because other characters are blocking the path. Severity =2 • During fight, the status window come on top of the spell windows, and we ca no more see half of the spell bar, it is really problematic, because we already fight blinded and with one hand tied in the back, and with this let's say we fight on one feet, blinded and with one hand tied in the back - Severity = 2 • It would be nice if we could zoom in/out the world/Sea map/any map, as we can do when we navigate or are walking, some of us have difficulty to read small characters... Severity = 5 • In the old city, when the group is walking, each time he get the status "Intoxicated" from those poisoned smoke/water (if it is water) the group is stopping and i have to enable cursor mode to get through it (very annoying when it happen every 20 seconds) - Severity = 4 • We should have a way to move an item from watcher/companion inventory to the reserve in one click, in the actual state (may be i miss something) i have to select an item and move it to the stash, manually and one by one, it should be a key (PS4 controller have at least 13 buttons which can be used) to automatically move an item to the reserve (group stash) - Why not "Square" button on PS4 like it was on POE - Severity = 3 • AOE Spells should be more visible, the AOE area should always be visible like it was on POE (if i recall correctly), and we should see the area of effect of spells like the druid Relentless Storm, the first time i launched it i didn't realized it was an AOE, because we don't see any AOE... - Severity = 5 • In a city like Neketaka, we should be able to travel from any room, shop,.., (from the 2nd floor terrace of The Wild Mare in Queen's Berth for example) to any other location in the city, because entering or leaving any room take between 40 seconds to 1 minute, repeat it 3 time to leave the terrace of tavern and enter Neketaka, it is too much, so the best way (you could completely re-code the game for console, this would be the real best way) to avoid this problem would be to be able to travel from inside a shop to any district of the city - Severity = 2 • Wizard "Dimensional" spell do not work as it should be, it don't stun enemies which are between the caster and the ally target. Severity = 2 • Wizard "Expose Vulnerabilities" seem not working, it don't expose vulnerabilities like on POE (we don't see anymore what are the target vulnerabilities, on POE, we have all the infos in the target info windows, if vulnerable to cold, fire, slash, and how much), another broken thing in Deadfire Ekera - Severity = 2 • Sometime (happened several times after i finished a scripted event with Ooze in Neketaka, and during burning house event with the thugs in the back of the house ), if we display the map or any item information pressing "O" to return to the game do not work, only thing which work is force quit the game, anr restart from a save (Fantastic) = +1 • On Xbox, the A button stopped working after some hours of game, the user reported it is the same with all his save, he can't interact with anybody, anything, the button is working, the controller is working ... • In Junvik Village, Gabel shop is bugged, we can open the store inventory but can't buy anything from her, navigation in her inventory is not possible Bugs, and Problems which must be solved asap to enhance the customer experience (Customers = us the players) and prevent other players to avoid buying Deadfire. • Sometime, in our inventory the little description popup disappear, pressing Triangle button work, but... - Severity = 10 • In POE, Wizard Wand had two damage type (piercing and crush), like Scepter which have (crush and slash), now it have only piercing damage type, and a lot of creature are immune to piercing damages, it is a bit unfair, wand should have like scepter two damage type because we wizard don't have much weapon choice it is wand, scepter or staves - Severity = 5 • "Plucked fruit" quest seem a bit bugged, i speaked to Rongi with Serafen which had required "bluff", but dialog choice is still in red... I read the note in his chest and waited on the beach several night around Midnight, but he never came, i felt a lot of frustration to eventually leave the quest for later completely disappointed... Severity = 5 • Sometime after having been close to a sigil (nightmare or any other), even after the fight the curse stay (even one hour after) and we have to save, and reload to "clean" our character and remove the curse... - Severity = 5 • During a fight, we should have access to more informations on the spells, like it was on POE (duration, time it take to launch, area of the spell, if the spell is ZDE or Enemies only, ...) in the actual state we fight with one eye closed, and one hand tied in the back, you can't expect us to write on a paper all the useful informations to be able to have them during a fight... - Severity = 2 • We should have a way to see the position of the character which is attacking (in turn mode)- in the actual state, even on a 50" 4K tv it is very hard to see the location of the character which will attack, i remember on POE (or may be another game) a command which enlight the character, so we can see his exact location... Severity = 7 • Sometime an enemy have been knocked by Eder (enemy is on the ground, on his back), and when another attack this knocked enemy, the attack make the enemy stand up, even if the turn is not ended and still have the knocked status.. I don't know if it is a visual glitch or a bug ... Severity ? • Sometime when we open a container, we see the content changing in front of us, example : a weapon disappear and is replaced by a potion, i don't know if it is a visual bug, but ... Severity = ? • When a new character is recruited it would be nice if we could see his attributes before choosing his class/multiclass - Severity = 8 • When Eder is killed and get second chance during fight, and it is his turn, he can't attack, he is stuck, the only way is to press square (end turn) or triangle (postpone? turn), this give enemies the chance to kill him (another time) - Severity = 2 • During fight on ship (boarding) companions which are not in the team should be controlled by the player, because they use abilities with friendly fire and kill us, it is very frustrating, and we don't get a game to be frustrated (frustrated because the AI can not be set manually, i mean by us), if we could set AI, it would take 20 seconds for us to prevent companions controlled by AI to use friendly fire spells definitively - ... Severity = 2 • The game is big, but we see always the same tips on loading screen (so much loading screen, always the same tips), we should have plenty tips, many many, not always the same 10 (i say 10, but i haven't counted, in any case there is too few tips on loading screen)... Severity = 8 • Wizard "Essential Phantom" is attacking enemies charmed by Seraphin (they are in green and there is other enemies around, but this stupid phantom attack them and remove the charm), Fantastic when enemies are almost immune to our damages and it take several turns to have enough energy for Seraphen to use its LV1 spell ... Severity = 5 • it would be useful to have the exact life remaining (a number) close the enemy lifebar, it would be encouraging for us when fighting a difficult enemy, and will permit to see what we are doing are useful or useless... On an enemy which have a ton of life, sometime it is very hard to see if we damage his life, even if we see our damages... - Severity = 7 • Ring of Overseeing and any item which have overseeing effect (Ring of Overseeing, Aloth armor) don't work (we can't see the effect on the character (summary, the section with all attributes and curent effects, confirmed by comparing the AOE with and without it, no difference - Severity = 7 • Why are the potions so expensive in gold to craft ? I don't understand why I should pay for something I will craft by myself, is the 3500 gold part of the fabrication ? Gold is a poison if we eat it, if I recall correctly It was the same in POE... Ingredients and potions dropped by enemies or found in containers are so rare, why adding money to the recipe? - Severity = 4 • During ship fight (sea battle) we should have acces to the entire maneuver history, sometime we want to turn starboard and starboard to use specific side canons, but an something happen (a phone call, someone speaking at home) and we can't remember if we turned starboard or the other side, and we can't see the last maneuver in history because it is a "new page", in the actual state of the game we should write every maneuver to be sure we remember, because they will be wiped from the history screen... Should be fixed - Severity = 5 • As a Wizard, i notified we found very very few magical weapons (scepters/wand/little staves) and not a single one unique magic weapon, since i started, and as far I know, no Mage soulbound weapon(scepter, wand, magic staff) in the base game, one wand (useless against a lot of enemies which are immune to pierce damage) in of the dlcs, i found a lot of unique melee weapon, some unique pistols/blunderbuss/rifle, but not a single unique wand/scepter/magic stave, may be later in the game (according to the wiki) but if i should finish the game to have a decent weapon for my wizard, it is a bit frustrating (even in "Magic" shops like Arkemyr shop, there is only unique melee weapons or bow/crossbow not a single magic weapon)- Severity = 8 • In localized version of Deadfire (example french) why trying to translate the name of ship weapons (canons), and other gear ? I defy you to found any information about "Couleuvrine impériale", nothing on internet, nothing on the wikies and because during a ship fight we can't see what weapon do what, what range, how much of turns ? Do you expect us to keep any gear information in head, you try first ? leave their original English name so it is easy for us to found informations about it.. It is the same problem with area name translated, it is very hard to find any informations about "Promontoire de Periki", Names should never been translated, it is kind from you, but it don't help us (the contrary) - Severity = 5 • During Ship fight companion/Sidekick/crew which are far from the enemies are not fighting, they stay doing nothing, do i miss something ? ... - Severity = 6 • After a ship battle when we are victorious and we have the loot window, we can't press "square" on PS4 to get all the loot in one shot and send it in the group stash (reserve) we have to take each item one by one, i notified it do not work mostly when there is a lot of items (more than one page in the loot window)... - Severity = 8 • During the navigation on the world map (ship moving on the sea) we should have a way to mark a known destination / or a point on the map, so we could point the ship the the marked location direction and navigate to it. In the actual state, if i want to return to Neketaka and i am far south east, i have to check the known destination windows then click a destination then estimate the good direction and move, and repeat several time until we reach our destination, sasdly the destination don't remain displayed on the navigation screen as it should be... I don't want to use the auto navigate because one time the ship gone into a tempest... May be i miss something but in this case things should be better explained... - Severity = 5 • When selecting a single item in a sell menu by pressing x, it is moved to the basket right away. But if you have few similar items, game will first suggest you to define how much things you need to sell (it's logical), but then you need to move it with the stick to the basket, which is ridiculous - (Possible fix = Long press X on PS4 to sell the entire pile of items - it take me time to discover it) - Inventory and sell items should be more handy - Severity = 5 • On town screen (Map ?), moving mouse cursor with a stick is also completely ridiculous, it should be with r1\l1 or with arrows, same goes for level up menu - Severity = ? • Controller Touch ad should be mapped to the inventory or map, or better be customizable. currently it is mapped to the tutorials, which are mostly not used during the majority of the game - Severity = 5 • no POE save import for a new game. I was not expecting this at all. How could it be wiped out from game? (Me too, but we can at least re-create all our POE choices (and name the set of choices) while pressing Square during New Game creation, and then Selecting the set of choices in the end of NG creation) - Severity = ? • On Xaur tuk tuk island (in the cavern where you found Mother Sharp Rock crew member), two Xaurips are not marked as a combat objectives. when you kill the rest, they are attacking you, engaged character is defending, but it is not counted as a combat mode. as a result, Mother Sharp Rock is still frightened to exit the cage... Possible fix kill those two Xaurik while using the wheel menu->Attack - Severity = 5 • The quest screen should have an indication when a quest is validated (each time going in the quest list and checking the quests one by one, if we have something to do in neketaka for example is painful)... Severity = 4 • After we finished Palegina quest and saved Giacolo, later i returned on the Dunnage and the godlike are still here, we can re-enter the room like if Giacolo was still here and the quest not finished - Severity = 5 • when we are in shop inventory, there is no way to compare a seller item to our items (example : compare a seller glove to our gloves)... • When we are selling items, in the trade window, if we sell more than 20 different items, we can no more see the first item in the window, we can't double check if we don't sold something important to us, this because the sold items section have 20 slots and can't be scrolled down up left right to see all the items... We only see the last twenty... • During scripted interaction (when we have the sort of book on the screen) we can't go up and read previous text - Is is problematic because some event need us to read carefully and understand what we do or have done to decide carefully - Severity = 4 • After healing the Green Lady and her daughters, we receive the "nature's mark" but there is nothing in the Effect screen... Something is missing ? • While we are in a shop inventory we can't press "Triangle" button for more informations on an item (to see the benefit of an enchant for example), neither do the same on a Grimoire to see which spells are inside... - It should be fixed - Severity = 4 • Most of the time, when we change the team composition (remove a companion to add another companion), the group is not complete and one of the companion (the new one or the removed one) is alone wandering and not part of the team, very annoying when you enter a battle thinking your group is complete and finally it is not, also the removed companion can be here and bug the fight, because ha have a turn even if he can't do nothing (no fight) and random companion in the group (may be more) can't do nothing to (can't attack even if it is his turn) - Severity = 2 I will continue to add problems i found while hoping someone on Obsidian side will read this and FIX THOSE PROBLEMS, because in its actual state the game provide more frustration than pleasure and is mostly not playable, some games are time eater because you farm, or because there is a lot of things to do, but Deadfire is time eater, because we spend 30% of our playing time to relaunch the game because it crashed, or because we spend a lot of time searging internet a solution to bypass a bug we found in the game... The best advice i can give to any player who want to try Deadfire, is save constantly, save your game each 5 minutes, save after each fight, save before going in the inventory, be very careful because the game crash very very frequently.
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Ever since the new update came out there has been three new achievements in game. I have been in lvl 5 max coziness for over 4 real time days now but I still haven't gotten that achievement as well as I've dupped a trinket and weapon so far and still haven't gotten that achievement either. Its a bit annoying considering I've also been having host randomly crash as well as I, water droplets falling off dew collectors when I leave the area and not being able to drink them on the ground because I'm not host and host sees them still on the dew collector, the sound of grass falling the "timber" sound for me has also not been happening on last hits more than 3/4 of the time, spider webs are invisible for me (again not host ), walls sometimes are fully built but still look like blueprints and the game has been more laggy when I open my inventory, mutations and all those ever since too. Safe to say im not happy at all right now. Edit: Just defeated the wasp queen and host got the achievement and I did not. yeah no I'm not happy. (I have a Xbox game clip to back up killing her) to also add yesterday we did all mixers and we both got the one achievement for that right away, so it isn't Xbox nor all grounded achievements, just these new ones.( Can confirm the gotta peep them all achievement also works for only host and no one else still too) Edit Number Two: WE FOUND A WORK AROUND! So we created a shared copy of the world and I hosted the world in this case, as soon as I loaded in as the host I got all 4 achievements I was missing instantly. Seems like only host is getting these achievements as of right now. I hope there's a actual fix soon! ((Sorry for the roller coaster))
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So when I first boot up the game, everything is normal. I click continue game and pick the save I want to load into. Then I get a loading screen and I hear the theme song playing in the background and all of a sudden, the audio stops playing and then the game force quits without an explanation. The Xbox app said the game would be great to play on my computer but clearly not. I used to play it on my computer with no problems but after a certain update it wouldn't let me play anymore. I tried to start a new game and the same issue is happening. I'm not the only person who's experiencing this and it's clearly a bug within the game. I know that this game is not done developing yet but I can't even test the game anymore. I'd be great if I can get any suggestions on fixing it. I already went to Microsoft Support and the lady said it has something to do with the game itself. If you want to see footage of what's happening then here's a link to my YouTube Channel (I can't upload it here)
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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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Myself and a lot of other players are having constant fps drops and stuttering due to a bug in the recent patch. I have attached a photo of a location I found where black ants are constantly depositing food. Other people have also said the same is happening in ant hills and places where ants normally put the food bits like the ant hill and cookie bits. I can't attach the files as they're too large - https://imgur.com/a/fzyfXvr
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Natural Explorer mutation isn't working properly. Sometimes Natural Explorer deactivates even when you are not in combat. Also when you disable Natural Explorer while in combat it slows you down twice.
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I am at the point where i have yo defend the MIX.R modules from O.R.C. insects but i wasn't prepared so i went to collect all the data and made 12 armors allong with a lot of weapons, when i wanted yo continue the main mission Dr. Tully was ay the la where you found It and he acts like i just found him and tells me to repair the broken MIX.R modules and when i do it, he doesn't let me press the botton to advance in the mission. And all my automatic saves have that problem, the only sabe i have without it is one from when i didn't even had a house. I would aprecciate some solutions.
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Just playing grounded after the update yesterday October 13 and honestly before that me and the boys realized marble and quartz are no longer spawning my theory is they stopped respawning when we got the recipes from burgul to make brittle armor using bug parts but now we cant make them by farming rocks. Anyone else having this issue?
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So I've unlocked the mutations and have even gotten to phase 3 with some of them. But I've noticed there is no difference when I have them on vs off. So I tested it with another person in my game with the stamina mutation, he started sprinting at the same time as I did, he did not have the mutation on and I had phase 3 of the mutation. We both ran out of stamina at the same time and recovered at the same rate. So basically the mutations don't work. Really disappointing to have a mechanic of the game that just doesn't work. This game was in early access for so long, you would think they would have patched these issues by now.
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Firstly, congratulations to the team for such a fantastic game! We are loving it!! Right, on to business! I play on an Xbox One X. Game downloaded via GamePass. I host a game and two of my friends join (one is on an Xbox One S, and the other a standard Xbox One. Both got the game via GamePass). Right, so when we are in the menu to build walls etc, we noticed that on the Wall page (Grass wall, Sturdy Wall etc), it also shows the “Clay Foundation”. The “Clay Foundation” never used to be here. We then realised that it has taken the place of the “Triangle Grass Wall”. You know, that Triangular grass wall? It’s totally missing! We then tried in Creative mode and the menu showed two Triangle Grass Walls (which is correct and how it should be in this update). It’s a shame as we now can not build Triangle walls in our main game (playing on Medium). Will there be a fix for this? Thank you! Second issue: ANTS!!! - Ants have gone mental in our game (I have noticed others mention this on here too). Ants are spawning like psychos and taking over, causing my FPS to drop to nothing. My friends get kicked from the game and my game just chugs. Maybe 1-2 frames every 10 seconds. I went to the ant hill and about 35 ants came running out - never seen this happen prior to the update. It is just insane! Please please issue a fix for this soon as its made out game unplayable (especially as our base is by the Ant Hill lol). Thank you again and keep up the amazing work!!
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Hello, I hope you are having an excellent day, first I wanted to thank you for developing this great game, for me one that enters several genres with solid foundations to grow as much as the imagination allows, I am anxious to see what the future holds. Here are some bugs that I found throughout my gaming sessions. As an additional note this happened in version: Windows 10 Xbox Microsoft Store in multiplayer games with 2-3 players. Raindrops: The droplets that grow in the grass remain suspended once the stem is cut, the same happens less frequently with some insects and arrows. The Bones: Only the host can take the bones, the rest of the players show an error where the bone rises and falls again. Final Boss Black Ants: The final steel door that opens at the push of a button causes a visual error by appearing to be closed. Insects on the wall: Being chased by some insects under certain circumstances, they go through natural structures or created by the players, the effects caused by it are random, damage to built structures, the insects become immune or run at enormous speeds when escaping from the error. Here are some things that may be errors or features of the game that I do not quite understand. Raindrops: Some drops that are formed in the dew collector increase in size, having the possibility of drinking up to 3 times from the same drop. Lawn and grass warehouses: Players can fill either of the two and can take them around the map without losing their content, but only the host can take it without stopping, the rest of the players after passing a certain distance will return to their place of origin. Structures: The weight indicator is random, it can show a negative or red quantity, as well as a positive or white quantity, at first I thought that the constructions had to be reinforced, but it is enough to add a couple of reinforced walls so that the red numbers disappear, also in Some platforms do not matter how much or how you build the indicator will not stop being less than 1. Insects and ladders: There is no greater danger for an insect than a ladder, be it your pet or a ruthless spider as soon as you cross a ladder they will move away from you without being able to climb said structure, I do not know if the mechanics of the game have something to do or it is really a mistake. Translation: As a suggestion unless the context of the game is like that, I would change steal for taking or grabbing in the Spanish language. Robar - Tomar/Agarrar Well, that would be all for the moment, I hope that my observations can be useful, once again, great work with this game and an apology for the grammatical errors, my English is not very good so I used the internet translator to make a mistake as little as possible.
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ok, so you know how there are nails in wood in the backyard? well, what if you could use tier 2 tools to mine them and craft lvl 3 tools. or what if you could go in the house, or the vents of the house and encounter cocroaches (had to spell it like that cause censoring) and maybe lint for a cold place or smn. k, so, this is cool but what if you could make a radio as one of the quests. a part of the yard where there are giant chickens where there is a lab where there are shrunken chickens presumably for testing. yo, so if you could make a full set of aphid armour and the set bonus is, i dunno, stealth improvement? improved workbench that look like those in labs and can craft lvl 3 and, maybe lvl 4 stuff? maybe you could go in a freezer or fridge as a cold place... WITH POPSICLES! more exploration in the pond depths with another big dangerous fish like the koi fish. getting wood for tools from popsicle sticks found on the lawn, harvested by lvl 3 tools weather like: raining, sunny, stormy, dark clouds to show when a storm is coming, rarely maybe snowing. a room with everything in the game in creative. an improved backpack from BURG.L where you can have 15 or maybe, 20 per stack. dying armour. zipline you can ride upwards Finally, im done and i hope you guys consider adding some of these and i thank you for reading this! sincerely: me
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Whenever I try playing grounded an error pops up saying "something went wrong while opening grounded." I've tried redownloading and restarting my pc multiple times but nothing ever works. I got ground from the "game pass for pc." I don't know what else I could try.
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- grounded issues
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For more insect variety, I suggest the addition of Caterpillars as a passive insect, Cocoons (similar to web sacks), and Butterflies. This gives the player an additional ground AND flying insect as well as an additional resource to find and crack open.
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I play on multiplayer on Xbox 1 and have found a couple of bugs, however, I also have some suggestions as well. Bugs/glitches (not including ones that have been posted by other players): • Map Bug: Upon logging in, I fall through the map. This isn’t a serious bug, but is still annoying nonetheless. • Hot Pouch Reset: This may not be considered a bug and more of just a save issue, but when first logging in, the order of my items in my hot pouch reset and scatter themselves. I tend to like the items in my hot pouch to be organized so that when I need them, I know exactly where they are. It’d be great if they stayed where they are placed after saving the game once they’re organized. • Dew Spawning Underwater: This also may not really be considered a bug, but I’ve found that dew drops have been spawning in large puddles and underwater areas (aside from the pond). • Bugs Glitching in Terrain: Even after the patch, I have noticed that bugs (especially spiders and bombardier beetles) are glitching and getting stuck inside of the terrain. • Floating Bugs: After the patch, I’ve also noticed that some bugs are still floating in the air. On my multiplayer server we have found floating diving bell spiders and aphids. • Eyeball Glitch: When playing as Hoops, I had a very weird glitch where I could see the inside of her head (like her eyes, mouth, and her hair). I couldn’t see anything else around me which almost caused me to die. Suggestions: • Weapon Rack: There are 2 slots in the weapon rack, but I am only able to use 1. Not sure if this is a glitch/bug, if it’s just part of the game, or if I am using it incorrectly, but I am unable to use both slots on the rack. • Spinning Wheel: I’ve been having trouble getting items off the spinning wheel. I have to stand at specific angles in order to retrieve the items. • Backpack+: The ability to upgrade your backpack would be awesome. That way you can carry all necessary tools and have plenty of inventory space as well. Also customizable backpacks/backpacks with different designs and colors would be really cool! •Multi-directional Ziplines: What I mean by this is to be able to use one zip line both to and from a location. I feel like having a zip line is useless if I can’t return to the place I was originally at (without having to make a whole separate zip line). • Separate Multiplayer Saves: It’d be awesome if I also had the ability to join the game even when the person I play with isn’t online, as well as be able to have my own separate save for the server in my saves list (hopefully this makes sense). • Furniture: Currently, players are unable to actually sit on furniture. It’d be awesome to actually have the ability to sit on and “interact” (maybe even bounce on) chairs and other types of furnishings. • Basketball: The basketball hoop is a really cool addition to the game, however it does not come with any basketballs to play with. It’s only use at the moment seems to be for decoration. • Flowers: More flower types would be really nice such as daffodils, tulips, daisies, etc. • Koi Fish Armor: Koi fish armor has less defense than lady bug armor. This kind of confused me since the koi fish armor is made of bones. I think it’d be cool if they had more defense than the ladybug armor. • Bird Bath Bluff: Me and my brother (who I play with on our multiplayer server) have found Bird Bath Bluff to be a bit confusing. There aren’t really any “directions” or hints on how to get up on the bird bath. We finally found that you have to jump on the leaves to get up there. I feel like getting to Bird Bath Bluff could be a bit easier, less confusing, and more rewarding for all of the jumping and difficult “parkour” to get there. • Bird Bath Bluff Door: When playing in my multiplayer server, my brother and I finally got the door unlocked that’s next to Bird Bath Bluff. We found out that this door only leads to another door which is underneath the hedge lab and under the treetops. It seems to have no use except to get from one place to the other, which isn’t very far away. I think it’d be interesting to actually have a separate lab there, or maybe have some hidden items (like rotten weapons or armor), or somehow add to the storyline itself. • Bird Feeder: I feel like a bird feeder would be an interesting addition to the game (like hanging from a tree branch) along with different types of birds (with bird eggs as well). This would be a place where there are more crow (and other bird) feathers and some bird feed which can be eaten by players. It would be nice to have more uses for bird feathers (and acorns) in the game as well. • New Fish: Another idea I had was to add new fish to the pond such as bluegill, sunfish, and cichlids (along with corresponding fish eggs). • New Trees: I thought it’d be interesting to add some additional trees and new tree types such as birch trees, fruit trees (apples and oranges), etc. Each with their own unique resources. • New Grass: New types of grasses would be a cool add to the game as well, each having their own specific color of grass planks (and maybe other possible resources). For example, bluegrass, zoysia grass, & centipede grass. • Parachutes: I saw where somebody else mentioned in the forums that they thought parachutes would be a cool idea. My brother and I agreed and thought that maybe there could be leaf parachutes or maple leaf helicopters. • Insect Suggestions: Lastly, I have some thoughts on some insects or small animals that would be interesting to add to the game. —> Frogs (as well as frog eggs; and maybe when you kill the frogs you can get edible frog legs), lightening bugs (aka fireflies), scorpions, lizards, butterflies, crickets, earthworms, crawdad’s, grasshoppers, slugs, and maybe even some dung beetles, leeches, and snakes. I want to say that the graphics in this game, along with the character development and the storyline itself are incredible. This game is one of the most fun games I’ve ever played. It is so beautifully designed and one of my favorite games of all time. The developers have done an incredible job.
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I own the Outer Worlds for PS4, a physical copy. I updated the game before purchasing the DLC bundle including Peril on Gorgon. I have multiple saves that are post-Radio Free Monarch and pre-Point of No Return, yet traveling in the Unreliable doesn't trigger the DLC. It's installed, I even got a little banner flash at the bottom of the screen when I loaded up the game that said "peril on gorgon available!" But again, none of my multiple post-RFM, pre-PONR saves seem to be working -- I've tried flying from Terra 2 to Groundbreaker, from Monarch to Scylla, nothing. It really sucks that I actually followed directions and kept the correct saves and I STILL have to replay the entire game if I want to play the DLC. Not cool, Obsidian. Anyone else experiencing this problem?
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- peril on gorgon
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So the status effect window (top left, with all the food/buffs/debuffs etc) wasnt a problem until I hit the undercity....then boom! Multiple status effect like slow/poison etc were stacked on and now it covers the ability bars full left side rendering my abilities newly impossible to see/choose correctly in combat!!! Even with font turned way down it reaches there, please, someone help us console pirates X