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  1. THRILLING title, eh? This thread will have spoilers for the main quest "A Complication with the Computronic Cerebrum". Please complete said quest before continuing onto the rest of this thread. !!! You Have Been Warned !!!
  2. Just wanted to throw some of my thoughts out there from my playthrough so far (I'm Lv30 and about halfway through the second planet of the second pair). Encounters that force you out of stealth and the game having no way to drop back into stealth (outside of maybe smoke grenades) feels bad; it wasn't fun on the initial Deus Ex: Human Revolution release and it's still not fun here. Late-game guns appear not to have silencer attachments for whatever reason, which means you're stuck using the earlier marksman rifles and sniper rifles unless you want to swap to Heavy Revolver (which is the only non-unique weapon I've found late game that has a silencer attachment). Companions are largely useless on Very Hard without Leadership scaling even when max upgraded. Not being able to customize their armor/weapons outside of the two upgrade kits feels lacking. The High Security Lockboxes were fun to hunt around for in the first two zones, but they are virtually non-existent past those areas (I think I've found one since hitting the game's mid-point quest, despite combing the entire zones). Not being able to be successful in conversations outside of Speech checks feels bad. It would be nice if there had been alternate ways to reach "good" solutions without just putting points into a stat, as even the "additional" information that you can find from exploration often still requires Speech or Leadership checks after bringing them up in conversation. However, I understand having some outcomes/rewards be Speech-specific, as the stat would otherwise feel less useful. Lockpicking, in particular, feels unrewarding as a lot of the loot from locked chests is just bits and random junk (which feels like a regression in exploration after the all the meaningful loot scattered about in Avowed). Lack of stat points means (especially in Very Hard) that you must heavily specialize into 2-3 skills. Having a handful of extra points (either tied to exploration or quest rewards) would be nice so that you could pick up additional utility.
  3. We need enemy respawn maybe in the form of random encounters or at the least items need to respawn as it stands resources, ammo, money, is limited sure there are shops but what do you do when you have no more bits? if you've already killed everything there's no more stuff to sell, items have already been pilfered and sold, can't craft more ammo because all available crafting resources have already been used up.
  4. They said in the IGN interview they are answering EVERY SINGLE POST and they are not. There are so many great suggestions and ideas that they say they want all the feedback and response from the community, and they are not responding. Furthermore Grounded 2 has waaaaaaay less in early access than the first grounded had early on. We the community are basically building the game for them like they have no ideas and direction. I don't mind this, more games should be influenced by the consumer/player community (it actually used to in the golden ages of gaming), But stop going out there being dishonest for one there are many of us who said and agree it feels empty and less than the first grounded, and you are not responding to the community or their suggestions. Your only responding to plain compliments that come with nothing extra, seems a little narcissistic and shady. All that's new is riding an insect to go nowhere and do almost nothing. After seeing that dude LIE in that interview that all they're receiving is positive feedback and that they are responding to everyone is soo untrue. Patterns have proven when they start lying like that the product quality gets further and further away from the desired product as well as the time in which it is completed.
  5. Moving forward all bugs will be added to the spreadsheet. Each build having it's own sheet. Considering most of these are pretty obvious, I'm going to assume most are known issues. If you want any additional info for any item, let me know. 8/23 Edit: Created spreadsheet starting with 0.1.2.1 8/26 Edit: Added new sheet for 0.1.3.0 ======================================= I have been playing Grounded non-stop for the past month or so and wanted to try out Grounded 2. Here are my initial reactions. Dropping notes here since I'm sure many are already known. Happy to write up full bug reports for anything below with screenshots. PROS: LOVE the Omni tool. Thank you! Love being able to hold X to harvest. Excited to see the new possibilities with a park map. Having different menus for crafting different things (workbook, hand crafting, omnitool thingy, etc) took some getting used to but I think it's more intuitive this way and will be better in the long run. CONS White (default) trail marker label is yellow. I thought I was going crazy so I switched to yellow and it looks the same. Had my GF verify I wasn't seeing things. Grounded had the most unique UI I've ever seen. It took a long time to get used to it. And now I have to relearn everything it feels like. Hate having to hold x to drop things. Also holding x doesn't work with only one. So you have to go back and forth between holding and pressing X depending on how many you have. Able to get the Omni tool popup without being able to swing it. Usually when it is interrupted, you have to walk away and come back to get it to work again. Hitbox too sensitive, swinging clover often get stuck mid swing. Often when trying to pickup things you have to be pixel perfect with the cursor. Which is annoying on console Mutation quest doesn't start counting until you leave the lab. Specifically the kills with a spear was still 0 after killing the first mite in the tutorial. Same as the dropping stacks. Can't super build with one item left. My default is to just hold it down to super build but if only one item is still needed, it's not an option. Dandelion drop rate is way too low. I thought it was too high at first in Grounded, but soon realized you really need that many with how much platforming there is in a game not designed for platforming. (Not a complaint just an observation) New items: I was hoping Grounded 2 would solve this problem, not exasperate it. When you have new items in the crafting menu (!) you have to scroll down to find them. But the only way to scroll is by going through them all so you highlight them before you see the (!). In the first game you could get around this by scrolling to the bottom of the viewable list, moving the cursor over to the ingredients and then back to the list and it would push the list down another 3-4 items. This way you could see an item before you highlight it. You can't even do that now. Grounded2Feedback (1).xlsx
  6. 1. Chrashes to desktop multiple and random! 2-4 times per hour! Special often situations: - opening weapon weel - inside workbanch while doing stuff This we need to be fixed, please keep on working on performance. Altough we have frame drops huge ones too! 1 frame per 10 seconds. Or 5 fr per 1 sec. No joke. 2. Wolfspiders missed completly in the Forest north side of map. Wolfspider (especialy them) and other bugs are stuck in big strucktures. big stones/rocks. they are trapped in side for ingamre days/weekd. 3. We want the quick mutation menü back on the control penal pad as in g1. remove the building one on pressing down. Or at least please give the option to us. 4. balancing wise: speer seems underperforming with it s mutation. You killed the mutation for dagger with your hotfix. yes it was brocken and op, but now it is dead, sadly. find the midway please. everything based on "when you killed an enemy" is close to useless in grounded espesialy in multiplayer. 5. whre is cosyness You fixed the issue with the save files very well and quick. kepp on the work on performance issues. thank you, great game so far.
  7. Fighter seems to be mostly focussed on getting aggro and tanking. I really like the spear and I would like to play offensive spear, like the daggers, in a way. So either the existing armors have multiple effects depending on the weapon or some extra armors in the same tiers, same ish materials but different effects? Like something related to spear throwing (spear comes back to hand? spear stacks for better throwing ammo?) or keeping distance or getting the combo's or using it 2-handed for increase in damage but less defense/block or whatever is possible. Hell, this shouldn't be constrained to just spear, all types of weapons could use it, like the swords and clubs. Make something separate for more offensive play. Hell, I think even the other weapon types could benefit from something similar. While that would clutter the ui, a sorting or filter option would work wonders for that. This is inspired by a video of the content creator but I totally agree. It would be cool to see something like this, for more build variety or something similar. Game is fun so far, keep up the good work, I'd say.
  8. Good Afternoon, 1.) Will Pine Floors be added in the future? I am really loving the design of the new building structures, but I am hoping that the floor style will be flat. Could someone confirm that they will or not? 2.) Will we be able to get Wall Charcoal Sconce and Charcoal Stand Lamp? 3.) Could we get bone armors and weapons in the future? *Heavy or Light bone armor and a Bone Shield? *Bone Spear, Bone Sword, Bone Daggers, Bone Mace, Bone Bow and Arrows? Thank you for your time!
  9. Hello! I've noticed that after changing a few of the controls for pc, then returning to the game after closing it and reopening it, the controls I changed revert to their original settings. I havent tested this for any other settings but this is one ive noticed doesnt stay
  10. Hi can we get a way to locate lost building blueprints like a hammer on the map or a way to clear the chopping list by deleting all blueprints in the world I've spent hours trying to find the items on my chopping list, I haven't even explored that much its like they aren't even on the map but the chopping list is saying otherwise, so if we can get a hammer on the map where blueprints have been placed that would help or even a clear chopping list option if some how they've glitch under the map to the point that they can't be found
  11. Unless I'm missing something, it seems that certain items can only be built through the construction radial. The issue is that I can't view detailed information about these items from the radial itself. This isn't a big deal for legacy items from the original Grounded, since I'm already familiar with their functions. However, for new additions like the egg storage and landing pad, I'd really like to read more about what they do before placing them. It would be much more user-friendly if the main crafting menu in the SCA.B 2K included every buildable object, not just those unlocked through standard crafting. This would help players better understand new content and plan their builds more effectively.
  12. Huge fan of the series, and I love what you have done so far. With this being Early Access we all understand there are things to be worked out and I just wanted to note a few things I have noticed so far: 1) Flying Clay: When harvesting clay, on the final hit from the shovel, the clay flys off in every direction. The distance this can fly seems excessive and makes it very inconvenient when harvesting. 2) Buggy getting in the way: Specifically when using the Omni-Tool on Weeds, Rocks, or the before mentioned clay. The buggy likes to get up too close to you and will interfere with your harvesting operations. Maybe have then stand off just a touch. 3) Garden Snail ignores walls: Just what it says, this dude just oozes right through your walls and is slinking around sliming up the place. I would kill them, but there isn't a way to harvest the shells yet and they don't seem to despawn at this time.
  13. I just started playing avowed and I'm loving the gameplay, but there is a big issue with the journal entries from an accessibility point of view. I appreciate there's a very strong style and aesthetic vibe with them, but there really should be a way to read them with a plain font and high contrast, I've found I currently can't read them unless I'm within 3 feet of my TV and that is not something I want to do Absolutely not trying to drag the game, I really do love it. I just think this should be considered with the accessibility that already exists
  14. I’ve always loved the customization of builds with the use of armor, weapons, mutations, and trinkets. But the new RNG trinkets are ruining that fun for me. The last piece of my build relies on a 0.027522935779817% RNG chance to get the science cone I want or to even play with some of the cool new effects. Please add a station that can be called the “Infusing Station” that will allow dismantling of cones and waffles into crinkles. We can then use the station to combine the crinkles into a cone at the cost of fusion crystals. Maybe even allow us to replace an infused weapon’s effect with our desired crinkle at the cost of fusion crystals. Make this station rewarded in NG+ 5 or higher so it’s rewarding for us to customize our trinkets giving us a reason to get that high. I’ve reverted my save back to a regular yard because of this trinket RNG. I want to run around and have fun not sit at the super duper or killing bugs for hours hoping I’ll get the trinket I want in the next 10 years. Please add this. Love you guys, love your game, keep up the hard work!
  15. On a multiplayer (or single player) world, when you get the slime lantern and don't analyze it, you're unable to forever. There's no way to get another rotten slime lantern nor analyze the used one. It's worse when you play with others as they could use the lantern and not analyze it. Maybe be able to craft them? Or put more in the world? maybe be able to buy them for raw science? Help the completionists please!
  16. • Make locked doors able to be opened while the player is in editor mode. • Set the camera type while in Handy Gnat to be a toggle, so the first person camera can be the default when switching to Handy Gnat if players prefer. • Creature battle music overrides the Music Player Gizmo, make the gizmo always have music priority. • Add an option to the Telepotty Gizmo to teleport players (possibly only the instigating player or selected by a filter) to the device when receiving a signal. Also enable a setting to make the device invisible to compliment the previous addition. Add the ability to face players in a certain direction when teleported, or have them face in the same direction as the device. • Add the ability to resize props or other object/gizmos while in editor mode. Also add more terrain options that could be resized to make a player's own terrain and ground, instead of being restricted mostly to the flat ground. • Add a UI message gizmo, to display messages on the players HUD with customizable text. Also add a feature to the Quest Gizmo to have it displayed on the side like how it is during survival mode, and adjust how text is displayed with the regular floating text, as it seems to be visible from far even when using the 'only visible when close' option. • Add MIX.Rs or other defense mechanics to Playground Mode. • Add creature pathing nodes that can manipulate the pathfinding of creatures or force them to walk across a set path. Otherwise tweak the pathfinding of creatures indoors, as most creatures will endlessly walk into walls in an attempt to follow their usual path. Even weevils will ignore mushroom slurry beside them as they attempt to walk into the wall. • Add a physics weight that can be picked up and dropped onto a pressure button to activate it for puzzle elements. Consider the Weighted Storage Cube from the Portal franchise for inspiration. • Trap suggestion for either late game survival or Playground exclusive: Automated Turret. Similar to the already manned turrets, however is able to autonomously target creatures within range at the cost of reduced firepower and requiring expensive resources, possibly only while they are hostile to avoid unintentionally aggrevating creatures. In Playground Mode it could be remotely turned on and off, maybe even turned against the player in PvE scenarios. • Add buttons/levers or other logic based gizmos to Survival mode, possibly by enabling a custom game setting or unlocked by a late game BURG.L chip. The ability to remotely open doors, trigger traps, and activate all sorts of mechanisms will add huge replay value and make the game more enjoyable and inventive as well as open the game to a wider player base.
  17. I get that lil-fist was used a little too much on bosses and needed to be nerfed, but nerfing every aspect of it now makes it useless. It's so weak, I can't ever see a reason to use it. Punching does less damage so it takes longer for it to do meaningful attack damage, and the reset upon taken damage makes it near impossible to get the hit counter high enough for meaningful attack damage. One of these changes alone is a significant set back to lil-fist users, but both! It already receives a full reset after you are no longer being targeted, why does it need another full reset to worry about. Wouldn't it have been better to attack the source of the problem and made bosses resistant to lil-fist or punching. But I digress. First Idea: Change the new counter system; 3 approaches here. Instead of a full reset to the hit counter, why not have the count lose a set number per attack received. Every time I receive a hit, my hit counter decrease by ten. Have the decrement proportional to the damage received. The harder I get hit, the more my hit counter tanks. That way a player doesn't have to constantly have to fight to keep their hit counter alive by perfectly blocking every attack around them. Instead it would be more about trying to maintain a high hit count throughout the fight. Don't decrement or reset the hit counter at all during the fight, but instead have a limit on how high the hit counter can get and have it increase with each level of lil-fist. Like a max of 20, 40, 60 for each level of lil-fist. Second Idea: Gauntlets; Change nothing about the new lil-fist balancing and instead add something new. A problem with lil-fist is that it can't be scaled like other attack specific mutations can through the different tiers of the game. Take chopper for example: there is a tier 1, 2, and 3 axe, so as you fight stronger insects there is stronger axes to pair with chopper. Now what if chopper only applied to the tier 1 axe, making it mildly useful against weaker insects but useless against stronger opponents. Lil-fist doesn't have a specific weapon to scale through the tiers of the game with, that's kind of the point. Gauntlets could change that. They don't take away from the over-all scheme of lil-fist, it's still punching, and it gives the ability to hot-swap between punching and and another attack method. Make it a two-handed weapon, and give it boxing like animations. The different tier idea: Tier 1: Plant fiber wrist wrap. recipe: a couple of fiber bandages, crude rope, and mite fuzz model: plant fiber wrapping around the fist and wrists, similar to how boxers have their hands wrapped, with the crude rope going over the knuckles and red tuffs of mite fuzz sticking out from underneath. rough photoshop of idea Tier 2: Insect gloves. recipe: some berry leather, silk rope, and some tier 2 beetle part. model: black or purple boxing gloves with silk rope around the wrists and beetle parts plating the impact area. Tier 3: Ox Beetle Gauntlets, recipe: two ox beetle horns, lint, pupa leather. model: basically if you use the horns as punching gloves
  18. O.R.C. Bugs. I have abandoned my 176 hour playthrough because there's no way to stop the O.R.C. creatures entirely - unless it's a bug?
  19. A fledgling barbarian discovered the majesty of being a wizard after taking down the Termite King. Seriously I'm loving the staves and the wizard hat. I would love to see some wizard robes and slippers to complete the outfit I currently have the black ox armor and leggings for that sweet, sweet charge time reduction. I'm hoping the armor set bonus could reduce charging time on the staves or add some sort of dodge effect to keep our squishy mages safe. A sleek benefit could be a decrease in stamina consumption while using staves. Loving this game! Thank you Obsidian for an awesome game. I really appreciate having a fun new experience with my friends. Have an awesome New Year!
  20. Grounded 1.1 adds the following feature: When sleeping, if your wakeup time was in the middle of the night, you now will wake up in the morning. I think this makes the game a bit more confusing by optimizing for the opposite scenario that I expected. If you sleep at 20:08 you wake up at 6:00, sleeping for 10 hours. That's a long sleep! In this case the previous behavior of waking up at 4 AM is preferable in my opinion. You can prepare for and start your journey before the sun starts, and can already be in place to explore once it rises. Moreover if you fall asleep at say 1 AM, you still wake up at 9 AM. 2 AM, 10 AM. That behavior annoying eats into your daytime exploration. The patch did not change this behavior. What I really want is the ability to sleep until morning, even if shorter than 8 hours. I could return back to the base after a long day, do some early nighttime work, and then fall asleep without having the extra time awake cut into my day as it currently does.
  21. While I appreciate that buttons can be remapped, I really believe that Huck as a default should not be universal to anything you carry and on the RB for a controller. Huck should be a contextual function for actual throwable objects, and therefore on RT while holding them. For example, it is frustrating to accidentally huck a weapon or tool you are carrying, to then have to chase it down and find it during a fight, when RB is better served with something like equipping last used item/tool/weapon (which is what I do) so you can quickly switch between say a melee and ranged weapon, or if you are digging with a shovel to a weapon just used. And when you do have a throwable equipped, like a bratwurst, LT drops it but RT does nothing. By reassigning RB by default and enabling RT to function as Huck with a throwable - including the brat/splatburst as outlined above, spears (LT jabs and RT hucks), and grass planks/weed stems (LT drops/stacks, RT hucks), etc. - this greatly improves contextual actions "in the moment" and expands control options for players. Thank you.
  22. #1) Fix the bug where you have the build wheel open, hover over an object to build, press A, and the menu switches to another random tab. Seemingly crashes the menu? I don't know why it happens, but it's frequent enough to really be annoying. #2) Bigger pallets! Building is super fun in Grounded, but the cost of building a grass wall for example, 4 grass planks, is fine but I feel like the current pallets we have to store grass planks to build with are too small, ESPECIALLY if you are loading and then moving the pallet, using the entire pallet of planks to make like 5 walls, then having to pick it back up and run all the way to more resources, sucks. Definitely so if you are building in an area with no resources like elevated up on the oak tree. Soo... bigger pallet choices please! #3) Shields usable while wielding a Staff. All 3 staves are used visibly in ONE HAND. As someone who has a super tough time consistently perfect blocking, I rarely find myself having success using anything without a shield. So I'd like to be able to use some sort of shield with a staff, even if it's a new kind of shield meant just for mages. #4) More armor with different play styles. I mentioned above how I'm pretty much always hiding behind a shield to stay safe. I want to use Ladybug armor, but I am endgame at this point and the tier 2 defence isn't worth it to just have the block bonus. So I would like more tier 3 armor with some of the unique bonuses that previous tier armor had. Like ladybug, then a higher tier version of the red ant set with higher hauling bonus for endgame players. May I suggest ATLEAST a way to artificially raise an armors tier level through further upgrades? I'd get my ladybug set to lvl 15 to get it to tier 3 strength if I have to. #5) More building pieces. I have fallen in love with making interesting builds and base ideas. But I often run into the issue of using a half wall, or half floor, and having an awkward 'Quarter Wall' or 'Quarter Floor' hole to cover up with another full size variant. So I would like VERTICAL half walls and quarter walls/floors. Another thing I wanted were half stairs, which we just got for patch 1.1. Very glad to see that! #6) Bla Bla, I love building. More decorative pieces please. Rugs, different wall materials and FLOORS ESPECIALLY! I always have to use grass because stems are too uncommon around my base and bur floors need lint! (>w<*) Rugs, Table Lamps, Shelves, Functional Windows (Can open and close, or Shutters), a new type of building material that is clear (Maybe crystal or platic) so we can make real windows and Greenhouses. #7) A Tier 3 Bow. We have a tier 3 crossbow, we just need a tier 3 bow. Maybe multiple kinds from some of the other high level creatures in the yard (Perhaps a Widow Bow that adds poison damage to every arrow. And if used with poison or super poison arrows, it stacks damage) #8) An eventual expansion to the yard. Inside the house, in the basement, inside the shed. In the house we could fight bed bugs, scorpions, millipedes, or wasps (if they flew in the open upstairs window and set up a nest or something) in the basement what if there's just a giant deep freezer knocked over and has covered a large majority of the basement in icy frost. Our first COLD biome. #9) And finally, new creatures. Mentioned above, some of the cool creatures I could see in the house and basement. But I would like to see some more variation in the creatures in the different areas of the yard. In terms of docile, or neutral, creatures, Caterpillars, Butterflies, Earth Worms, and Snails/Slugs. Aggressive creatures like the Brown Recluse (in the house, maybe the basement I mentioned), a Camel Spider or Scorpion replacing the wolf spider in the sandbox, a Tarantula, maybe around the hedge, or in someone's room in the house as an escaped pet, Wasps/Hornets, with a fallen nest we can enter, small Frogs! We have all the Tadpoles in the world, where da frogs at?? Ant hill queens.. (It's common knowledge that every ant colony has a queen. I'd like to see a queen ant boss fight for all 3 ant hills currently in the game. Fleas! I hate fleas, but they could certainly be added to Grounded and be a fearsome foe. The scrapped Huntsman Spider idea, and Lizard bossfight (Make it work! That's just more unique content please! Even if they're just bossfights.) Sorry it's so long, I just started playing about a month ago, I'm super passionate about seeing new cool stuff to experience. I've loved my time on the game so far.
  23. Good morning. When playing with people from anywhere besides your domestic country there's always this high ping sign on the right of your screen. I understand there will obviously be higher ping due to that but it takes you out of the immersion. You should instead put that sign in the menu for example when you press the menu button then it shows high ping. That way you'll know when you want to. Constantly seeing it on screen definitely breaks the immersion. Thank you Obsidian. I love grounded and the team working on it.
  24. So after much deliberation over the course of the weekend, my friends and I (more commonly known as the Cheesebags) love the game to bits so far and have come up with some cool ideas for things we'd love to maybe see in future updates. I will sort the lists into categories for convenience. Possible new Creatures: We decided to ballpark some new ideas for possible future creatures to add to the garden. Due to the wasps in the banner image on the steam page we assume you already intend to add them into the game. So we have left them out of this list, but below we have some of our other suggestions. Bees Mosquitoes Butterflies Moths Dragonflies Caterpillars Centipedes Fleas Earthworms Silverfish Snails Frogs/Tadpoles Utilities: Ladders We reckoned that ladders would be a useful way to ascend a built wall that might take up less floor space than stairs. Zip-Lines These could be a great method of travel between two fixed points, they could work either in a traditional sense and you'd slide from one higher point down to the lower. Or maybe they could work with some kind of pulley system from two points of equal height. Rope Swing For this we figure like in lots of games you could either have a fixed anchor point built and you could jump to grab it and swing back and forth to clear some kind of gap. Or maybe it works on a portable sense somewhat akin to Indies Whip but functionally works the same, maybe with a sticky tip of some kind to attach to surfaces. Elevators/Dumbwaiters These could be excellent for those that built raised bases. Perhaps using some sort of pulley system one might be able to raise/lower a platform with chests on or a grass pallet. This would for sure help for more convenient item hauling in a vertical sense. Rowboats We assume that the pond is going to have more to it, but we figure that a boat of some kind would be fantastic in traversing across the water. They would possibly be made from acorns leaves or lily pads. Rain Catcher This Item is dependent on a weather topic that will follow below. But if rain was ever implemented a receptacle of some kind to catch the rain would be brilliant. Stationary Slingshot Turret This idea came about thinking about a kids slingshot, and maybe moving forward with that in mind maybe there could be some kind of stationary slingshot style item to launch the players over a great distance for easy travel with the gliders. This could be a really high demand recipe as it is a rather strong item to have. Quality of Life: Inventory sorting function This was one of the first things we came to yearn for in game, we fell that the ability to auto sort a storage container, your own backpack & and easier way to merge you personal inventory with that of the contained would be a much welcome addition. Inventory stack increase Due to the limited amount of storage space in the backpack and the containers, we really feel that the stack size of items could be increased to some degree. It feels like 10 is far too low as the inventory in your backpack alone fills up too quick and maybe increasing up to at least 20 would be great. Craft 'X' quantity of item function This comes about due to the fact we feel crafting larger quantities of items takes too long when doing them one at a time. For example, being able to adjust the number of how many woven fibres you want to make based on the amount of planet fibres in your backpack and craft all at once would be a huge time saver. Pallet capacity increase Similar to the inventory stack quantity feeling too low, we feel the same issue extends to the pallets. Considering how many grass planks in particular you need to build larger structures it would be very handy if the amount of planks you can get onto each pallet could be increased to maybe 30. This would prevent having to stop building and gathering planks almost every living second of the game as you burn through them so fast and building. Storage Chest Naming This one isn't nearly as major as the custom markers on the chests a already pretty cool. But maybe being able to add a name to a storage container just to further mark it with a specific kind of item would be neat, Equipped items not taking up an inventory slot So far we feel that we dislike that the tools and certainly the armour take up a backpack slots while equipped. I'm not sure and the best way to go around dealing with this in the game in the cleanest way for the UI. But its definitely a thought we'd like to put out there to discuss with everyone. Ability to move built structures For far it's been a bit of a pain placing a structure or utility item down in the wrong place and having to recycle it (receiving less materials) to move to another spot. Only to then to not have enough materials now and having to stop and go harvest more. Maybe having just the ability to move a completed base piece would be handy but obviously could be avoided currently by being very careful with where you but down blueprints. It would still however be a very handy feature to have. Custom Blueprint Group This one is inspired by other building games, namely Planet Zoo. In this game you have the ability to create a 'group' blueprint based on a structure you've made so that you could save it to a library and the whole blueprint of the structure could be placed in one motion to make it easier to make duplicate structures. This would be a fantastic feature to add as I would like to repeat a few structures we have made within the garden. Filter Specific Trail Markers This one is another minor one, but even though there is already a way to hide the trail markers from the UI. We feel that being able to isolate certain ones, namely the quest ones while keeping all the other ones could be great. Because in our game at least, we know where to go for each of the major landmarks now but still use a lot of our own custom trail markers. But having our own in addition to the quest ones can be quite overwhelming and would like the ability to filter certain ones away. Additional 'Major' Features: Different weather variations This one I'm sure has been brought up by others, but a weather feature with some of the usual classics, rain, drought, snow, overcast, humid could be neat and effect the game play in various ways based on each individual weather. I wont go through all of them as this paragraph would be gigantic but maybe a few examples might be that some of the games creatures might act differently or perhaps the rain might be very dangerous to travel through but would obviously be a plentiful source of water. Season Variations This one is similar to the weather note prior where maybe just some of the games features, game play mechanics and of course visuals might change up to complement the passage through the different seasons throughout the year in the garden. Understandable this one is a giant effort to bring to life but would be awesome on the less. Base Building: Below are just some off the cuff ideas we had for other base building items that could be added to spice things up. Bunk Beds Slime Mold Ceiling Light Flower Petal Roof Pieces Support Pillars/Columns Bug Cage Trap Equipment: This is the same as the above category but for general equipment. Thistle Armour (returns damage back to attacker) Wing suits (possibly made from insect wings wasps/dragonflies etc) At this moment in time these are all the suggestions for game play changes and possible future content that we the Cheesbags have come up with. We hope that future readers of this like some of our ideas and would be open to discussing their opinion on what we have brought up below, or even add their own ideas! And lastly to the team over at Obsidian, we hope this might be useful information to all of those working on the game. Keep up the great work, even in early access we are having a blast and cant wait to see the next content update from you guys. Stay Fresh! - Corey. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Just under here I'm going to keep the ideas from everyone in the thread so that in the event of crazy amounts of ideas flooding in we can keep most of the coverage from the topic up near the top for easy reading. I will credit everyone accordingly for their ideas Tamable creatures This is one that I reckon comes up a lot for many players. But I do really like the idea of being able to tame certain insects to maybe just have around player bases in order to defend them from threats. Then also down that same vein even have some mounts to ride around on much like in honey I shrunk the kids. Being able to ride an Ant or a Ladybug would be terribly fun and a great addition to the game.
  25. Hello, I happened to have had the opportunity to try out the game during your free weekend period that recently ended. Thank you for the event. Even though my time was short and progress wasn't gargantuan there were some things on my mind that I though would be worth jotting down to share in the hopes of helping this game be even better. I tried searching around for the items I was going to detail here and have not come across any relevant threads to append to. Apologies if I did miss any existing ones (perhaps my searching skills aren't good enough). In no particular order here are my research notes thus far: Platform: PC Steam Build ID: 7103683 Intense Title Screen Graphics Upon loading into the title screen and main menu I couldn't help but notice my GPU spike to 100% usage and sit there Checking another tool the FPS was clocking in at ~375 FPS Note: attached a snippet of MSI Afterburner monitor for details and potentially relevant data from other components The computer was mostly idle until launching from steam and then you see the GPU just go from low to 100% and stays there My in game graphics have been reduced to utilize ~70-80% of my GPU when actively playing in a world, but I can't restrict how ham my GPU is going when in the title/main menu Multiplayer Issues I've both hosted and joined a friend's world As the non-hoster there were consistent issues for us as opposed to the host never having these issues We've played other survival games and have not experienced these kind of issues that we have had in Grounded Randomly our inventory would sometimes blank out completely and if we quit + rejoined our inventories would return to normal Specific inventory issue seems to occur with multiple stacks of one plentiful item type at a time displaying as "X-3" or "0" Hard to specify, but there is a general intermittent choppiness as the non-host which I think contributes to the weird physics interaction at times Trampoline Interactions So, trampoline elevators made sense for going up, but... When jumping onto a second story trampoline into the sky and aiming for the trampoline on the ground level this results in damage In the event that I was low enough to die my body would continue to bounce forever in the same spot (was solo at the time so no clue how ally interaction to incapacitated player would be) Additionally, the backpack that is left behind upon player dying ends up bouncing forever I was hoping that trampolines would help break a large fall (imo, this is up to you if it should still cause damage since it makes sense as well) In regards to player/backpack bouncing indefinitely perhaps you nudge them away from the center point of the object in question so they will eventually get to a spot that they cannot bounce Yes, I realize that a player can relocate the trampoline to stop the perpetual bouncing, but that's not always the first solution that comes to mind if it can even come to mind at all (I've only realized this after having written this part out) Stuck on Grass Performing xtreme dandelion tuft landings or hopping wildly around and down onto two blades of grass can sometimes get you stuck Sometimes I am able to wiggle out while other times it feels like the perfect storm of wiggle physics that keep you perpetually suspended forever Playing solo with no one to help? Always having to carry an axe? Keep enough to make an axe on the spot at all times? What if the axe breaks? These are the questions that worry me every time I leave the safety of my grass-free base Perhaps the game could have some way of detecting a player that is indefinitely suspended (aka 'stuck') and shatter the grass Physics Gone Wild Loose objects, particularly grass planks, tend to cause some extreme behavior at times On more than a few occasions my partner or I would trip/clip/blip into a grass plank and skyrocket into the air (almost as high as the laser on a tripod) Multiple grass planks resting on one another may sometimes spontaneously combust into a violent explosion sending grass planks everywhere This might not be a terrible thing the more that I think about it, but certainly hilarious once (maybe only just once or twice) Some closing remarks. Kind of rambling so feel free to skip. Have you considered selling this game as a 4-pack? Perhaps a discount on the 4-pack? ^_^ If it wasn't for the fact that my friend told me about the free weekend and that it was free to try out this would have been a pass. It wasn't until I got into the groove and the motions of the logistics did I truly understand and enjoy this game. Which is certainly hard to convey on the storefront. This game really reminds me of Raft on many levels and I love Raft yet also took a pass on that game on a couple occasions until I didn't. This game (specifically the Steam storefront page) doesn't feel like it's selling the biggest asset that I love most and that is base building. There is one image in the slideshow on the storefront that shows an unbuilt blueprint and someone holding a stack of grass planks. Until someone actually plays the game or has seen other people playing it's not obvious from this pic alone that the base building is extremely deep and extravagant. I checked out Raft's storefront page and they included some pics showcasing their recent renovation update. Your Steam community hub artwork has loads of great bases and would be neat if you featured what your players were building. Your recent shroom update adds a whole new dimension to base design. A picture or two really are worth a thousand words. Especially on the Steam storefront since many quickly skim or make snap judgements on only images (when you mouse over games on the search page it has a mini popout that flips through only this slideshow). Thanks for reading! I hope this is useful in some way. Let me know if I can elaborate more on anything here. I'll be keeping an eye out for this game when it exits early access. Best wishes and good luck!
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