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Showing results for tags 'Feature Request'.
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Hello, I would like to see some additional features added to this game. It would be nice to have a shield bash feature to stun bugs and have a better shield like a ladybug shield.
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So we have been playing grounded for about a week or so now with some of our buddies. We do have a couple suggestions that we would like to put forward: Visual Aspects: Adding those little ****tail umbrella's that are found in drinks that can be used similarly to the dandelion tuff. Changing the hotdog visual so it does not look like clay Would love more decor options in the game for base design In-Game Features: In the gas zone, it would be neat that if you took out a torch you would explode due to the gases in the air. Alternatively if you used a slime torch
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It would be interesting to be able to plant plants and be able to create orchards of certain components to have it in the place where the house or shelter is built to have easier access to those components. Having to water the plants by spending the water whose resource can also be achieved within the game. Imagine having an orchard to plant and having to spend water to be able to have new resources almost unlimitedly having to spend other resources to grow. What do you think of this idea?. Thank you and a greeting.
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Things I like: Rangers. They're good at ranged DPS and I like ranged DPS characters. Maia. Her commentary is funny and her personal quest is interesting. Ishiza as a character. Stinkfeathers is a good bird, despite only liking me for my meat. Things I do not like: Microing Animal Companions. If I could take the option to have a Ranger with no Animal Compaion or force every Ranger to be a Ghost Heart, I would. Unfortunately, Maia is a Gunhawk. Bonded Grief. I especially dislike Bonded Grief when my party gets AOE'd and there's very little I can do to stop an Animal Companion from dyin
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I notice as I progress I can build better structures. Instead of making us destroy our walls, how about a feature to upgrade them with our new learned analysis?
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Bottom line, there isn't enough gear to find or buy in this game. On my first play through I went spoiler and wiki free to experience the game and the primary thing that stuck out to me was the lack of weapon variety. I cringed a bit inside when I saw "mk2" and "gold" or "ultra" tacked on the end of the same gun I already had with it's only improvement being an increased item level. I held out until the end hoping there would be endgame gear but... As it sits 2 assault rifles, 2 pistols, 2 revolvers, 2 plasma rifles, 1 bolt action rifle, 1 semi auto rifle, 1 light machinegun, 1 heavy mac
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I've accumulated 80,000+ bits throughout my playthrough and there's nothing to spend it on. No end game weapon of mass destruction, No golden hat of +10 to all personality attributes, No Purchasable Ship decor or Paint, No horse armor... needless to say, I'm a bit disappointed that I wasted all that time compulsively selling and scrapping everything I find just in case. I could've just ignored collecting a majority of the loot in this game and would have been just as well off. Maybe in the dlc there'll be something...
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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 c
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Something that struck me as odd, but why are there no separate saves for alternate characters? I figured that this was a no brainer, considering this has been the case in Pillars 1, 2 and Tyranny. Hell, even Bethesda RPGs started doing this after Fallout 4. Fairly early into the game, I created a second character, just to try out another build. I didn't get very far into the game, but I never performed a manual save. This meant that when I returned to my primary character's save, the autosaves and quicksaves eventually wiped my second character from the record. Sure, this can be avoi
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Just a note, right from the off, I am NOT asking for third person gameplay. I'm absolutely fine with first person. First of all, I've only sunk 2.5 hours into the game so far as it released at midnight and I have to work today. However, so far I am loving what I am seeing and if the game keeps to the standard I've seen so far I can see it easily becoming on of my top rated games of all time. One little niggle I have is that it's very tricky to get a decent shot of my character when taking screenshots. Everything is already in place with the panning camera system, the hidden HUD, the
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repost from general subsection of forum.. Add some basic cheap rings at some starting vendor that reduce Maximum weapon damage by -6 (should be enough for all basic weapons) .. Dual wielding this item should cover even Archebuses (wide damage range).. Since they would lower weapon damage - no one would use them in regular play-trough - but they would be invaluable for testing damage mechanics (and for weapon damage related bug hunting) by removing RNG from the damage (not to hit) rolls .. Making weapons inflict constant damage as long as other factors don't change .. For
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There should be an option to turn off party combat AI completely.. NO AUTO attack , no auto engage - it causes enormous amounts of gratuitous grief .. (with the minor exception of keeping to attack engaged target until new PLAYER orders, or target destroyed) There should be a new auto-pause event - CHARACTER IDLE - AWAITING Player orders - that should trigger after: - move commands ( that should be executed TO COMPLETION - not randomly canceled because the char decided to stop along the way and engage some hostile (incredibly dumb/annoying) if said hostile is one of your own units temp
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I'm not color blind.. But the difference between the green color your active character gets and the green circles the rest of your party (+ summons, charmed) units is very small and hard to spot with overlaying spell effects on top during combat .. Double selecting (Ex press 3 twice ) will auto-center the screen on the character but - still doesn't quite help since most combats my characters are mostly bunched together (3 tanks , melee party) .. Can you please add some visual effects on the selected/active party member(s) ? Make their circles of dotted, spinning, blinking,bright ye
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Add some basic cheap rings at some starting vendor that reduce Maximum weapon damage by -6 (should be enough for all basic weapons) .. Dual wielding this item should cover even Archebuses (wide damage range).. Since they would lower weapon damage - no one would use them in regular play-trough - but they would be invaluable for testing damage mechanics (and for weapon damage related bug hunting) by removing RNG from the damage (not to hit) rolls .. Making weapons inflict constant damage as long as other factors don't change .. For example: Battle Axe damage range would go fr
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A feature that would make stronghold management easier would be to auto-scroll to the newest stronghold 'summary' entry, or invert the enteries so the newest ones were at the top. I find it annoying that I have to manually scroll (the ever increasing distance) to the bottom of the screen just to see what just happend with my stronghold.
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When playing the beta on my macbook I find it difficult to use the trackpad to navigate the world. With just two changes I think the game would be much friendlier for anybody using a multi-touch trackpad: 1. Make two finger drag move the map around (just like middle click does on a mouse) 2. Use pinch zoom to zoom in and out Side note: If you want to see how these controls feel in an IE game, BG:EE, BG2:EE, and IWD:EE all use these gesturs for navigaion with the mac trackpad.
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Replay that last battle... WITHOUT pauses. When we all played these kinds of games, half the fun was planing and excecuting an amazing fight sequence where you mowed down your competition and (hopefully) none of your party members died. How did you do this? Lets put it this way... Pause, attack, unpause, pause, attack, unpause, PAUSE, health potion...; rinse and repeat. This crazy task of stopping time to give orders could take on the order of tens of minutes to orchestrate. when in actuall game time it was maybe a minute or so of fighting. Since this is the begining of a new p