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  1. 2 things I would suggest (1 item suggestion, 1 to make the item work) would be 1. Make bees netural so they only attack if provoked/attacked. Bees are pretty non-confrontational unless they perceive you as a threat. Maybe a way to tame them so we can utilize them as a means of travel, an attack pet, etc. 2. Bee harness: harness used on a tamed bee in order to ride them, adds a solid means of travel to the game. Truth be told, the main reason I'm even thinking of thse is because I really like bees, they're cool and they're friends c:
  2. I adore Grounded, the devs have really made an amazing game! After about 76 hours in, I've completed the main quest and explored nearly every inch of the yard, which saddens me greatly. I've been thinking over a lot of ideas to add more content, and this monstrous list is the result (may be edited). If you choose to go through and read it all, you have my gratitude! TL;DR: Story/lore ideas, new locations, enemies, factions, items, and gameplay mechanics. Lore: Story ideas for worldbuilding. Town is owned by Ominent entirely, most residents are employees and their families; scientists, engineers, researchers. Encouraged to be as productive as possible, many residents perform experiments at home, keeping equipment, specimens, prototypes, etc. at their residence Other neighbors near current home: mycologist, entomologist, nanotech engineer, genetic engineer, roboticist, herpetologist, marine biologist Entire town is quarantined due to outbreak of infectious parasitic fungus and sealed under massive dome. Residents have been evacuated, everything is deserted. Areas: New areas as separate world spaces and maps. Progress from one to another via transition locations like holes in walls or swimming through pipes, open windows, etc. House/front yard Other neighbor houses/yards Sewers Gas station City area outside Office inside Library Labs School Aquarium Terrarium Museum Bugs: Specific types of critters for the bug faction. Dragonflies, damselflies larva and adult Butterflies, moths, caterpillars, cocoons Flies, maggots Centipedes, millipedes Fleas Mantis Worms Scorpions Tardigrades Jumping spiders House centipedes Silverfish Murder Hornets Wasps Leaf cutter ants Snails, slugs Roaches Scorpion fly Stick bug Thorn bug Goliath beetle Hercules beetle Crickets, grasshoppers Flower-spike bug, adult and nymph Silkmoth Tarantula Assassin bug Camel spider Bot flies Tongue eating louse Trilobite beetle Velvet ants/cow killers Katydids Other Enemies: New enemy types and factions. Large Scale Animals: Similar to crow or koi in proportion. Squirrels, Rats, rabbits, frogs, newts, fish, crabs, birds, snakes, lizards, turtles, bats. Drops unique animal specific items like fur, hide, scales, feathers. Cannot be killed but flees area for awhile after defeat. Use grappling hook to mount and climb around on to attack vulnerable areas. "Smaller" critters: similar to the above, anoles, geckos, amphibians, rodents, etc. Not as big as large scale animals, but around the size of larger insects. Microbots: small scale robotic enemies similar to those ingame. Formed from experimental nanotech and shrunken Burgl type bots. Animal like designs for maintaining ecology. Drops metal, circuits, wires, etc. Think Horizon Zero Dawn but tiny micomachine toy-sized. Planimals: evolved form of meat sprouts/infested fungi. Predatory mobile plants and plant-like animals. Killer tomatoes and such. Drops plant materials. Chimeras: experimental genetically engineered hybrid organisms, scaled down with Spacr tech by Ominent for easier containment and research. Items: New items/production station ideas. Grappling hook: crafted utility item for mounting large scale enemies and navigating the environment. Unlocked through science shop. Utility items: new category of item for existing gear and new items. Gas mask, goggles, canteen, headlamp, breathing gear, grappling hook. Seperate slots from inventory like other equipment. Can be worn with armor, updated models to fix any clipping or replaces armor cosmetically. Equips when needed or triggered use from inventory. Start with two slots, increase in science shop. Unlock tool belt in science shop to gain ability to equip hammers, axes, shovels, knives, and torches to utility item slots. Utility pouches: craftable, wearable inventory expansion for specific item types like food, smoothies, ammo, and healing items. 5 slots per pouch, can only obtain one of each pouch, slots appear beneath standard inventory for total of 20 extra slots. Crafting blueprints unlocked through science shop. Equipment flavor schemes: different color schemes for armor and weapons based off of scab colorations. Applied with one time use dye appliers, a new craft able item. Research blueprint at science shop. Use with gear at paint station, new craftable production station. Select item and unlocked scab color scheme at station and apply with use of dye applier. Can also restore default colors at paint station. Mushrooms: more mushroom types that can drop different resources (caps, stems, etc.). Also add mycelium/hyphae fibers that can be woven in to rope. More meats/hides: creature specific hides and meat and and creature specific chitin. More armor/weapons: diverse equipment types that reflect the different types of creatures and materials available. Mixed sets that incorporate both creature and plant parts. Chem lab: new production station that can craft pheromones to alter bug behavior or take them. Craft bug repellent to keep away hostile bugs. Can also craft medicinal substances that can heal or buff players, or poisons to coat weapons with. Climbing gear: utility item, specialized craftable set of gloves and shoes that allow player to climb up vertical surfaces. Might require insect parts or maybe reptile parts, something like the feet of an anole or gecko. Stone building materials: large, stackable, carryable stones that have to be transported like stems or grass planks. Smooth round riverstones, slivers of slate. Glass: craftable glass from sand smelted in an oven. Used for windows and weapons. Wagons: buildable wagons and carts that can be harnessed to an appropriate pet, acting as mobile storage and a way to ferry large resources like grass and stems. Cable cars: upgraded ziplines using parts of a normal zipline and spinning wheel with added basket to ride in. Can be used to travel in either direction via hand crank. Can be further upgraded to add storage for carryable resources like grass or stems. Gliders/parachutes: dandelion reassigned as parachute, usuable as utility item. New craftable gliders made from insect wings, plant fibers, amphibian and/or bat webbing. More forward than downward motion compared with dandelion tufts. Can also craft better parachutes from clover leaves and spider webs. Maybe tap jump when airborne to deploy parachute, hold to deploy glider, or parachutes only deploy automatically when falling. Mechanics: Ideas for new gameplay features. Dodging: dodge and roll with B button to avoid attacks. Drains stamina. Hotbar tweaks: infinite hotbar wheel. Assign as many items as you want to hotbar. First 8 can be accessed via number keys, everything else has to be used from the wheel. Think like warframe, it just spirals more with each item you add, with the first assigned item looping back as the last item is reached. Target lock: lock the camera to a target when in combat. Inventory Sorting: button to auto-sort inventory and storage by item type, merge stacks. Fatigue: fatigue meter fills the longer player stays awake. Sleeping reduces it to zero. Long periods without sleep is penalized by reduced stamina, maybe even inventory capacity. Sleeping in better beds also applies bluffs like reduced stamina drain, reduced hunger/thirst drain, resource stack increase, hauling buff. Scab can remind player when to sleep at specific time. Toggleable and adjustable in menu. Dual wielding: use tools and weapons in either hand at the same time. Harvest alternate resources without changing tools or get resources faster if using two tools of the same type. Wield two different types of weapons or two of the same type for more combos/crits. Character customization/outfits: different non-armor clothing like shirts, headgear/accessories, pants, shorts, shoes, etc. Different hair styles/colors for each character, different backpacks. Can be crafted from ingame materials like plant fiber or webbing, and found on small toys or action figures. Can provide a buff of some kind but no defense or resistance. Special full body skins (like the skeleton) can be unlocked by player with some kind of holographic emitter gizmo. Mod support: allow players to browse, download, install, and manage load order of mods through the game itself through the starting menu. Scab display: allow players to toggle display of additional elements like minimap, compass, clock, temperature gauge, season. Pet expansion: tame all creatures except large scale animals, rideable mounts, flying mounts, hitching posts for fast travel. Different sized pet houses for different sized pets, feeding and watering station, pens they can be sent to when not in use. Maintain happiness with treats and toys specific to each animal. Fast travel: requires mount and hitching post at starting and ending points. Travel progresses game time and drains hunger and thrist, both based off of distance traveled. Can only fast travel within a distance that doesnt completely drain hunger/thrist. Temperature: extremes in hot and cold debuff players with status effects. Cold reduces max health and movement speed, heat reduces max stamina and increases water/food drain. Seasons: summer hot to moderate temperatures, current animal and plant spawns, current available resources, longest days shortest nights. Fall cooler to moderate temperatures, fewer creature spawns, more dry grass, browner foliage, shorter days. Winter cold temperatures, barely any creature spawns, little plant growth/resources, bare foliage, animals hibernate, water freezes in to ice, must be harvested with axe, koi pond, swamp, and puddles freeze, longest nights. Spring cool to moderate temperatures, more creature spawns (but lesser than summer), more plants/resources (slightly less than summer), budding green foliage, longer days. Each season lasts about 90 days. Adjustable time-scale: allow players to adjust the time scale to normal in game time where 1 second is 1 minute, or a real time mode where 1 second in reality is only one second in game, each in game minute only passes after a minute real time. Hunger and thirst drain slower in real time mode, day/night cycle passes realistically. Can be set to match computer time. Bug part sorting: a production station that sorts non-specific creature part stacks in to a more specific item like leg, mandible, head, antenna for more advanced crafting. Example, spider parts can be sorted in to spider leg, spider eye, spider mandible, spider meat. Repeat for each insect. Items can still drop from killed creatures, like ant heads or gnat meat, but specific items can drop less in favor of general "parts" that have to be sorted later for the more useful items. Anyway, that's all I've got so far. May add or remove things, but if you've made it this far, thanks for the read!
  3. 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.
  4. Again, this is just a reposting of a previous one I had up during the early version of this forum. That seemed to have been lost. I'll omit adding anything that has already been mentioned by the team. And already be in the pipeline. This list is for additional creatures and the materials that may be harvested from them. I also had an idea I mentioned in the older post regarding the idea of high level hunts. And now that BurgL has finally been added in. These hunts could be quests. And there's hunts that could be exclusive to the multiplayer. Pillbugs- small isopod that rolls up if attacked. Commonly found at night. Drops insect plating. Snails- have yet to be mentioned. Despite seeing empty shells. They will withdraw into their shells at night or when attacked. The hammer will be needed to break the shell. But keeping the shell intact will allow it to be usable for crafting. Drops would be snail meat, snail mucous and the shell. Moths- appear around the lanterns at night. Their wings are suitable for crafting a glider while the dust has other uses. Butterflies- flutter around the flowers during the day. Their wings are a bit better for glider crafting. But the bright colors might attract airborne predators when in use. Caterpillars- are like grubs but are only found in the branches of the tree and hedges. Eating leaves. They can spin cocoons which can be harvested for the silk. Their drops are hide, meat and silk glands. Slugs- appear at night. Drops are slug mucous and meat. Fuzzy Worms- are like caterpillars. Except covered by poisonous spines. They are a little bit aggressive and should only be attacked with a spear or ranged weapons. Their drops are hide, silk glands and spines. Earwigs- aggressive and nocturnal. They will give chase to both aphids, mites and you. Their drops are the pincers. Ant Lions- found only in the sandbox. They create funnels that traps ants and other small creatures. Leafcutter Ants- bring bag the white "larvae" place holder soldier ants as leaf cutters that exclusively roam the hedge. But keep their aggressive nature to attack players on sight. Drops mandibles and acid glands. Hornets- unlike wasps they are far more aggressive. And nest underground. Their drops are wings and stingers. Tiger Beetles. Are very fast and highly aggressive predators roaming the flooded area. They will even attack spiders! Their mandibles could be used to craft knives. The bugs mentioned below are meant to be high level hunts BurgL can task the player with. They are very dangerous and challenging to solo. But offer rare drops. Mantis- lurks in the branches of the hedge. Waiting to grab any unwary prey that gets too close. It's claws can be crafted into either dual scythes or a giant reaper scythe. Assassin Bug- a deadly hunter that feeds on bees and caterpillars high in the tree tops. It's beak can be used to craft a spear. Black Widow- the 2nd most poisonous creature in the yard. It lurks inside the shed. Mudeye- dragonfly larvae that hides at the bottom of the pond. It's body parts can be used to craft swim gear. Spider Hawk- the most poisonous bug. Normally it ignores you and has no fixed location. As it flies all over the yard hunting spiders. WaterBug- a voracious underwater predator.
  5. Biomes: New biome: compost heap / leaf heap incl. dungeon, there are a lot of insects and "other things" here New biome: fruits and vegetable bed, here you will find strawberries, tomatoes, maybe also pumpkins that you can enter or expand by yourself New Biome: Beehive as a labyrinth dungeon, final boss bee king. The beehive at the picnic table will be removed. A new, large one is created on the shed New biome: The oak, you can expand, climb up to the crown New Biome: The House Inside (thats a whole DLC). You can move in the partitions. ****roaches and spiders are up to mischief between the electricity and pipes. You can find food in mouse holes - but be careful! Insect raids, e.g. ant raids or whatever, which are only optional so that there is no frustration. This also results in defensive weapons (automated) Pulleys/conveyor belts for goods/materials digging tunnels (through the roots, stones, animal tunnels etc.). Maybe you cross an earthworm, mouse or something else?! Carnivorous plants, you can watch how they hunt an eat other insects or YOU! Weather Effects: - Maybe seasons?! - fog / morning fog (sometimes) - Rain / heavy rain with puddles Items: - Rope with Hook to climp up or down a wall or cave - ride on a beatle on a saddle - flying with a kite - a boat with an "insect-engine" Question: Why couldn´t walk spiders and ants up to walls Some things may have already been said - I didn't read all the forum entries beforehand ...and a dedicated server, please! I would like to host my own server 24/7 (Docker) on my Synology NAS to play with my kids.
  6. Hello I thought of more ideas for grounded i know its at the release point but what the heck right. Ice Box Biome: We could get freezing involved, we could break free frozen bugs. Resources: Snow Ice Shaved Ice Recipes Exploded Cola or Frozen Cola Ice Cream Insects: Daring Jumping Spiders Roaches Weapons/ Armor: Jumping Spider Coat Jumping Spider Pants Jumping Spider Beanie ( Eskimo Theme ) Jumping Spider Club Jumping Spider War Harpoon Roach Helmet Roach Chest plates Roach Chausses ( Medieval Knight Theme ) Roach Lance Roach Halberd Lawn Mower Biome: I think it would be cool to be able to go under a lawn mower. Resources: Gasoline Oil Insects: Centipede ( BOSS ) Grasshopper Weapons/Armor: Grasshopper Mask Grasshopper Quiver Grasshopper Mocasins Grasshopper Saw Blade ( Aztec Warrior Theme) Centipede Helmet Centipede Chest plate Centipede Leg Armor Centipede Shield Centipede Spear ( Roman Centurion Theme ) Shrunken Chainsaw ( That needs gas ) Miscellaneous: Elevators Riding/ Taming Insects Hornets Brautburst Launcher Bear Traps Tiger Traps Cages Draw bridge for the Castle Gliders Pet Armor Gunpowder ( From Gun Under Shed ) Tazernaiter ( Large Robot )
  7. It would be cool if you could tame other creatures, heres a few ideas: bees you can ride them and fly around the map. a saddle could be like an endgame thing though so its not easy to have them as a mount at the start. they could go like 15-25 cm a second depending on its happiness and a saddle could be made of 6 berry leather, 8 dust mite fuzz, 2 plant fiber and 6 lint rope. to tame the bee it would need a few nectar and only able to tame the bees at night when theyre asleep so they dont target you. you could put a few next to the bee and itll tame after it wakes up. mites they could be a small fighting pet. you could feed it the mite fuzz potions and then they can fight beside you larva you can ride them along with have them as a tier 2 fighter pet. youll need cooked aphid meat. you can make a saddle with 3 berry leather, 5 gnat fuzz, and 2 crude rope. they do alot more damage than the mites and they can go alittle slower than what you can run but they dont have a running capability so it wont waste stamina going across long distances. ladybird larva like the larva, but tier 3 fighter and also ridable. uses same saddle but you need miteloaf to tame them. theyre faster than the larva and do much more damage with an added debuff of sizzle for a few seconds.
  8. After finishing the Hot and Hazy content, seeing the new into the wood content, and beating the boss, these are just some suggestions I have for the game: Add an insectopedia, or some form of info panel that tells us what each bug is weak to. Maybe you could unlock this ability once you kill such bug, and then you would know what weapon and upgrade to use. Add back base raids, to give us a purpose to use base traps, and design bases other than just for decor. This apparently use to be in the game, and then it was taken out. It could work as such as once you kill a certain amount of such bugs, they attack your base. Or these could be a part of the story. Or at least some bugs could just agro when they see you in the base, and they try to take it down to get to you. I think the food system needs a minor revamp, as do many others, and I think adding a fridge to keep meals and roasts from spoiling for a time would be extremely helpful, but it could be very expensive to craft of course. Add elevators! Buff the antlion greatsword partially, as the nerf on it is too much imo. Especially after seeing how strong the infected wolf spider is, it should not be hard to kill using a fully upgraded spicy sword, the literal weakness to spiders. Everything else though I think is great, and the boss was fun. I also know many other things are planned like a full story, dedicated servers, and new base defenses. I would also hope to see upgradeable armor added in. Lastly I believe a praying mantis is being added in the game, and I think this would also be cool, so hopefully it is. Mini bosses are always fun, but like the broodmother I think we should be highly rewarded for killing them. I would like to see a full set of broodmother armor for this purpose as well, but I digress. Great work so far!
  9. Here are a couple suggestions I was thinking. 1. Some sort of cart to carry items around the yard. Rather than just moving stem pallets around it would be nice to have a small wheel barrel or garden cart that you could take around with you to gather items. Perhaps it has a set amount of slots in it. 2. Would love to see some sort of creature that was specifically tamable to be used as a transport mount. My suggestion would be a Walking Stick. It can climb certain objects, but doesn’t move the fastest. It’s main attraction would be to take on journeys to use as a carrying mount. Perhaps it can hold up to 12 slots. 3.Other types of creatures in the game such as beetles, moths, butterfly’s, grasshoppers, crickets. I’d also love to see a 2 person flying mount such as a dragonfly. But have it be low on stamina so it can cross the map in a single flight or perhaps it has lower defense. 4. I would also love to see weather effects. Perhaps a sprinkler system installed in the yard. Every so many days it rains. This would open new opportunities for new items like a rain collector. I would even love to see hazards like maybe a garden snake or even a weed eater that targets set locations. Maybe you have to build a metal fence section around your base to “deflect” the weed eater from destroying any property. 5. Would love to see more furniture and base décor to make your backyard abode feel all the more cozy. 6. I get the idea that this backyard experience has just happened to 4 individuals. So, the idea of custom characters are out the the picture but it would be nice to be able to edit them with new outfits, hairstyles, etc to make them more unique to us or add a few more characters to be able to pick from.
  10. I thought it would be cool if there were jumping spiders that behave similarly to ladybugs. I heard that jumping spiders irl can even have arachnophobia so I think it'd be neat for them to run away from other spiders. In my opinion, having an adorable spider would provide a healthy variety from the deadly and terrifying ones.
  11. To make it easier while exploring for items for crafting, there should be an option to pin at least 1 or 2 crafting items onto your screen with crafting recipes. By doing this, it will be easier to explore and there wont be the risk of being attacked while in the menu looking for what items you want to craft.
  12. So one last time the brain wrung out and this dripped out. Most important: The possibility to turn off the friedly fire. The plants with the thick leaves between oak and rose bed should become harvestable. My teammates often expressed the desire to use a large leaf as a boat. An inflatable boat made of beetle rubber would also be conceivable. A greenhouse as a new biome, where even exotic plants could grow, maybe even dangerous ones? A garbage can, a bird house, an insect hotel as a dungeon. More fungi: toxic earth balls near the haze biome, slimy stinkhorns, harvestable tree fungi. As a great danger at night, a bat. Sunflowers, hyacinths, daffodils, crocuses, snowdrops, butterfly-bushs. Dear developers I hope you can use anything from the 3 posts. Otherwise I am curious what the future updates will bring. Good luck.
  13. Okay! First, let me just say bravo and thank you for what has already been a super fun game to play! (and we're still in early access). With that in mind, I have some suggestions of things to improve overall enjoyment of the game and some suggestions for future development. If you read this and like my thoughts be sure to drop a like so Obsidian will notice it. Lets get started. The Obvious Things: The sap collectors. Stop making us pick the sap up one at a time! There should be some mass collect option. Please! We need an elevator option! Everyone who's a true master builder wants to make at least one "floating" base. That is EXTREMELY difficult without an elevator to bring up materials with. Even if it were for only building materials would be better than nothing, since I cant climb ladders and hold materials at the same time. Hatches! - Just as doors are to walls, hatches should be to floors. Fire Arrows. This one just makes sense. There ain't no way in hell that in a world where I was shrunk and had to fight inse... had to fight SPIDERS that I wouldn't be lighting them on fire with some Molotov ****tails and/or Flaming Arrows. "Kill it... Kill it with fire!" A boat or raft. There should be a steerable raft of some sort that we can use to fairy around on the pond with. Spider's Doom - Like the Ant-nihilator but for spiders. (I'll tell you what, if I were really shrunk I wouldn't be worried about how to better kill ants. What I would be studying? Spiders!) Tier 3 Axe - It should be a two handed item and it should be clippers. Made from ant mandibles or something that makes sense. This one should go without saying but we all want a entire crow armor set! I'm sure you're working on it already so that's not really why I bring this up. I bring this up because it should be obvious that we *want* armor sets for literally everything we can kill! (Or at least any predator). I know we aren't gonna get everything. An aphid armor set is probably never gonna see the light of day. And I get it! Some critters don't have strong enough hides to make armor sets out of. Like aphids and mosquitoes. That makes perfect sense. But some obviously can! and should taken into consideration. (IE: The Stinkbugs, The Bombadier Beetle, The Larva). The Not So Obvious Things: The Four Leaf Cover! The lucky four leaf clover should be a harvestable material. As to what for... there are a few options I could see right off the bat. First, you could have building parts that only can be made with "lucky clovers" and they could provide some sort of structure bonus or maybe just be really fancy (similar to the feather roofs)! Second, a luck tower. This would basically function as a booster for nearby structures. The mushrooms gardens would grow faster, the stem walls would be sturdier, the dew collectors would collect moisture more often. Etc. Etc. Essentially an enhancement beacon. Third, a new smoothie that gives you a percent chance to dodge attacks (or something, extra % crit, etc.). All these are nice but personally I would suggest option 4, a tier 2 shield! Just imagine it! Having a 4 leaf clover shield!! That would be super cool! As far as its bonuses there are tons of things you could do for it. It could just have more durability and a bigger threshold before getting stunned. Wielding it could give you the percent dodge bonus I mentioned. Though, I think it would be cool if (ya know, since its like all magical and lucky) it regened its durability given time out of combat! That would be sick!!! Lets be honest, farming weevil meat gets annoying. Its not hard. Just boring. It bogs down the game. So a solution to that would be awesome! (Plus there is still a chance you break your shield in combat so its not a cure all shield!) Option 5: I'm not sure that I really recommend because I'm sure many players, myself included, would abuse the heck out of this so there would need to be limitations somehow. But it would be awesome if you could make a 4 leaf clover beacon that stopped enemy spawns in a certain radius. This would let players build bases in cool areas where we otherwise wouldn't be able to. A great example is under the tree. Everyone planned on building their base there until they learned that not 1 but 2 wolf spiders spawned there! I still think option 4 is the best but figured I'd put this in here for food for thought. The Haze Reaper! So I am stealing an idea from William Akhurst Hultz's suggestion (so please go read his too) but tweaking it a little here because I think he missed some things. "Here's the idea, in the haze roams a praying mantis that has been affected by that weird fungus that's all over the place there. He attacks on sight with slashes, lunges, and stabs with his "scythe like" arms and occasionally flies up for a moment to come crashing down with a huge slashing attack." The loot that comes from slaying this beast could be his mantis arms that the players could craft into a two handed scythe weapon that would fit under the "assassin" mutation. I think having a two handed assassin weapon would be very unique and provide something new and exciting for the assassin players! A possible name for the boss could be the "Haze Reaper" and the name of the weapon could be "The Reaper's Claw". Additionally, this boss would drop the materials necessary to build "The Reaper's Mask" a mask that, like the gas mask, blocks the damage from the haze zone. However, unlike the gas mask it would not weather down given use. (Of course it can still take damage if you are attacked, like any other armor piece). This would give players a viable option to build a base in the haze zone (WHICH EVERYONE WANTS TO DO!!!) but as of right now its just not viable. Making us have to kill a boss (possibly 4 times for everyone on the squad) to get it would really make us feel like we earned it! Please consider it! (Should be a summons boss like the brood mother) Hopper's Doom! Okay so the name of this one is bad but the idea is good! (Also kinda obvious but I felt it belonged down here anyways) We have all these tadpoles swimming around and no frogs?! Dat don't make any sense... lolz. So! I suggest a three tiered new hostile creature "Frogs" that have a new deadly attack! A tongue attack that pulls players in right next to the frogs! Let me tell you, I abuse the heck out of a bow and a high rock! So an enemy that could pull me down from my safe high ground, down right next to him!! That would be scary and fun to deal with! The first tier would just be your generic pond frogs. The frog equivalent of the orbital weaver. The second tier would be poisonous frogs, aka "Poison Hoppers", that would be the frog equivalent of wolf spiders. These would obviously have poison attacks but as frogs poison usually comes from their skin I suggest not having its tongue attack be poisons us and instead make its melee attacks apply the poison. Okay so we've talked about frogs but now lets think bigger. A boss enemy. The Toad! Like the frogs he would be able to pull you in with a tongue attack but would also have a variety of other attacks. Other possible attacks could be a long jump up that ends with him crashing down where you were last standing when he jumped dealing a big aoe slam attack, a croak attack that if your in front of him dealing that melee damage would pushes you back off him and on your ass! and of course a venomous attack! Spiders aren't the only small creatures known for their venomous touch! Some of the deadliest poisons on earth are from frogs and toads. Don't let that go to waste. (Should be a summons boss like the brood mother) Loot Ideas: An suit of armor that each individual piece increases your jump height but when worn as a set give you immunity to fall damage! Come on! It makes perfect sense!!! And who doesn't want to jump and land like a superhero?! Regardless of the tier list I came up with, frogs should be an enemy in some way shape or form. Looking forward to it. Ice! Idk what for and what its benefits will be but I want to make ice! and maybe a freezer? Make it hard for me to achieve too pls! Maybe the freezer could just keep food fresh longer or something. Idk. I just want ice! Thx. PS: A personal shoutout to whomever over there at obsidian gaming drew the weird chef man as an easter egg for us more adventurous players! That **** made my day! Hilarious! Thank you!
  14. First of all, big praise, you've managed to make a nice locking and fun game even as an early access game. At this point, i can't think of a single thing that i would describe as annoying or distracting. Instead, there is a lot that I already love about it. From the adrenaline rush when you hear a spider scream to living in a mushroom castle. I'm looking forward to the future updates. Here are a few suggestions if you feel like it even though you've probably heard them many times before: A sandbox, maybe with a wooden frame that also has termites in it. A rideable bumblebee, everyone wants to wiggle through the air on a big fur ball. Maybe not as a permanent tame like in Ark but that you have to mount it and it flies away again as soon as you dismount so it doesn't get too easy. Otherwise I would argue against rideable beetles since Grounded is quite unique and would otherwise just become the Ark of beetles. Butterflies by day and moths by night. Caterpillars that hang on the top of grass similar to dewdrops. A frog that appears when you kill too many tadpoles with the fighting power similar to the wolfspider. Spiders that lurk on the ceiling of underpasses and pull players up with their webs if not freed in time. After a bite, it drops the player again and also goes to the ground to fight. If the player is freed, it also rappels down to fight. As a dungeonidea a compost heap. There could be earthworms, isopods, slugs and earwigs. As another dungeonidea a beehive. Bark beetles/deer beetles which can be found at the tree. Prefer some more powerful. Centipedes and millipedes lurking under foliage. Grasshoppers, dragonflies, snails and praying mantises. Water striders to be met in the flodded zone. Dormice and sparrows as major danger, difficult without tier II gear. Voles. A hedgehog which hunts at night in a certain area. Invincible like the koi. Increase durability of weapons by 15%.
  15. Here's the list of all current racials: Also here's the list with descriptions included. As you can see some are more useful than the other; be it because some are more useful due to encounters we have to face, or as in case of moon and fire godlikes: lack of scaling. I have assembled a few suggestions in this regard, grouped in 4 sections (from important to optional): Suggestion Group 1: Scaling Silver Tide:currently restores only 10 hp per proc, and doesn't scale. This makes it a really weak racial. in PoE1 it was restoring 10 + 3 * (CL - 1). average health pool in Deadfire is 40 + 10 * CL. thus proposing the following scalling: 6 + 2 * CL. This way it will heal for 8 at level 1, and for 46 at level 20 Battle Forged:currently deals only 2-4 burn damage per proc, and doesn't scale. in PoE1 it was dealing ~ 2 * CL. proposing the following scalling: 1..3 + CL. On average it will take ~11 hits for a 240 hp enemy to kill himself against Battle Forged. Suggestion Group 2: Double racials for godlikes During Q&A #7 Josh told that godlikes will have two racials. One on par with the rest of the races. And a second one that will be on the same power-level with headgear we'll be able to find: I do find this to be a nice idea and would like to see it implemented. Out of playable races, Moon and Nature godlikes are the ones who lack a second racial. Here's my suggestion for them: As for Avian and Marine, their current racials are already quite strong, so they could be just split in two. For consistency. Suggestion Group 3: Optional minor tweaks Some racials could get a few minor changes to make them either more appropriate or a bit more comfortable to capitalize on. For example I do find it strange that Fire Godlikes have lower +AR bonus vs burn than Pale Elves. Thus proposing: Elemental Endurance: +4 Burn AR, + 4 Freeze AR -> +2 Burn AR, +2 Shock AR, + 4 Freeze AR Ashen Skin: +2 Burn AR -> +3 Burn AR The next thing is human's racial. In PoE1 it had a duration. In Deadfire it is active indefinitely while you are below 50% hp. I understand that this one is a matter of taste, but I liked more the PoE1 version. Plus, if I want to make use of Barring Death's Door and akin effects, human choice kinda clashes with Death Godlike. So:Fighting Spirit (Before): +7 Accuracy and +15% Damage Done, while Bloodied or near Death Fighting Spirit (After): +7 Accuracy and +15% Damage Done for 10s upon reaching Bloodied. Can trigger twice per encounter. And lastly the Hearth Orlan's racial:Minor Threat (Before): +10% hit-to-crit while attacking same target as an ally Minor Threat (After): +5% hit-to-crit. While attacking same target as an ally get +5% more. Suggestion Group 4: Feat-alike, selectable racials that are partially decoupled from races .. in progress.. So these are the suggested changes to current racials so far. Thoughts?
  16. I am preparing tons of smoothies for entering a certain biome. While I can get the other two ingredients reliably, aphid honeydew is something I'm not entirely sure where to look for. The most consistent place I found so far was on the south bank of the pond in the clover forests early in the morning, before the ants ate them all. I tried trapping aphids inside enclosures, but they were too stressed and would not produce honeydews. In real life, if you remove an aphid when it's sucking on a plant, its mouthpart would detach from its body and got stuck on the plant, causing the plant to constantly flow "aphid honeydew" out of the small needle. (http://bio1152.nicerweb.com/Locked/media/ch36/pressure_flow.html , much like the sap collector in game) Scientists used to study the content of plant fluid using this technique. In grounded, I once shot an aphid on the back side of a grass and it did not fall onto the ground even though it was dead, and I thought that, if not a bug, was the developer's work of building in this mechanism. I wonder if the team can further build upon this phenomenon and give us easier access to "aphid honeydew" that did not pass through the animals gut. The grass/clover would keep pumping out the honeydew for a day or so and die because of malnutrition.
  17. General Idea: I've been thinking about this for a while now. It's hard to move large amounts of items, and especially resources, long distances quickly. How about trains? I've noticed that techy stuff is not what you guys are going for, so a player powered train could work. Features: You could have a train construction platform, where players can attach chests, pallets, etc. However, everything will have to fit within a certain area on the platform. Personally, I would limit the number of cars to 3 or 4 just to avoid lag. Construction: A track system made of weed stems, crude rope, and grass planks. Each car could have acorn top wheels, and have grass planks for the floor. Fitting it in: Maybe this could be a part of a larger update that includes gears and the like, opening up the possibilities for more machines.
  18. So uh, I play a lot of build them up games and stuff. I only recently just picked up Grounded, but I haven't been able to stop playing and have been convincing friends to buy it too. Anyways! I play a lot of games like Ark, The Forest, House Flipper, Valheim, 7 Days to Die, Subnautica- obvious Sandbox and Survival games that are replayable. I love this game a lot, because there is so much to do, even if you get a lot of the stuff done in the game itself. On that note I just have mild suggestions in terms of gameplay: Balancing Thoughts: - Poison/Gas Arrows: I uh, don't see this working on anything I fight, it'd be nice to have like a status symbol under the health bar or something just to see that it's working? I don't tend to see the health go down, but the venom/gas arrows feel a little pointless if you don't see them actually working? - Crow Feathers: I saw you fixed the issue where they stay forever as well as the free respawns, I just think it might be a good idea to up the amount of fragments you get- not by a lot. Maybe 2-3 per a drop rather than 1? Since you only award 2 Raven Arrows per a fragment it'd be nicer to not have to wait days to farm the feathers. Either that or increase how many arrows you get per? Make gameplay a little more balanced when you do get what you need. - Spike Traps: I hate saying it, but you should pull the damage down on them, I killed a wolf spider on accident because it went for a lure trap surrounded by spikes. It only took a minute for it to die. Those may be just a tad over powered. I did do this on patch 8.2 though, so maybe they will break before they kill the wolf spider this time, but even then; just might be a good idea. - Weapons: So far the best weapons ( which I think was your intention ) for dealing heavy damage are the maces/clubs. Which is nice, they are well balanced ( Stamina Cost, Speed and Stun Rate ) and honestly satisfying as all hell. Same with the spear ( Good Damage, Mid-Speed, Long Range and Good Stamina Consumption ), but uh, I wish the daggers or the Mosquito Sword thing were a bit more rewarding? Maybe dual wield daggers or something so the low damage and high speed mean a little more. Or just make successive hits more damaging? Make a perk with it? I'm unsure on what would be good in that regard, but everything else feels pretty good. Just thought I'd offer some input. I haven't tried the trident yet, but if it's like the spear I'm sure it'll be amazing. - Raw Science: Alright, so this one I'm on the fence about, I've explored the majority of the map- including the U/C areas. Raw Science is pretty abundant, but finding it is a literal bitch sometimes. I have a lot on this one so uh, sorry if it's a long read? XD But for the most part, purchases are too expensive at the rate we accumulate RS or find it. It may be different on other difficulties, but I'm unsure as I haven't tried them yet. These are all just personal opinions as someone who plays games too much XD For upgrades such as the Eyepatch (2k), Fiber Bandage (2k), Torch (1.25k), Canteen (5k) and the Acorn Shovel (2.5k). The amount of Raw Science is so expensive that I honestly just thought "Is this even worth it?" and after using them. No. No they aren't. I can say the only decently balanced RS cost out of this, is the Torch Upgrade. Everything else? It's so expensive for how little it is used. Personally I cut the majority in half or down to 75%. In terms of use, the torch is one of the bigger ones so it's cost is actually pretty good for the amount of use it'll get. I would still lower it to 1k, but that's just me. However. The Eyepatch, Fiber Bandage and Acorn Shovel. For the amount that you have to spend on all these and the lack of effectiveness they have is...so underwhelming for the cost. I personally would cut these costs down- Eyepatch at 500 since a lot of people only use it for early game, Fiber Bandage 750-1k, since I'm unsure of other people's playstyle it may be a good work around as purchasable if you use them a lot. Acorn Shovel, honestly unless you are digging a bunch of clay ( I dunno about the Pond Items since I had the Shovel+ prior to exploring there ) it's so inefficient. Personally if you keep it the same price, make it break Clay in 2 hits instead of 4 cause it's painful to have this expensive RS shovel but it not do more than dig 1 step faster. Otherwise I'd lower it to 500. As for the overly expensive Canteen....honestly I'd make this something you could just make after finding a blueprint, but that's me. Otherwise, cut the cost in half for it. 5k for 4 drops of water? Even when you finish the map and all, you'd really only need the base canteen. To make it a more viable option just cut the cost in half. The 2 Koi Pond items, are actually well priced- personally I'd shove the Light Source down to 1.5k just because the normal ones really don't last long enough, but that's my opinion. Those two are pretty well balanced that I don't have much to say on them. Build Upgrades- oh man. So, I think the Multi-Story and such are extremely well balanced and perfect for the cost of what you are getting. However. I think Fortified Bases should be cut down- not a lot, just a drop to 3k instead so you don't have to cut off a literal arm and that extra foot. The Buoyant Foundation is also well priced for those that want that cool on top of the water base, decently priced- even if you only get one item. Due to the fact it's not necessity and it's more of a 'must really want' I think it's well placed. Now comes the excess- As for the Pebblet Foundation, I'm not sure which is better between it or the solid Clay, but if Pebblet is stronger, the price is right and I will STFU, but if it's not. I'd cut cost down to 500. Or leave it alone completely if you plan on adding more stuff- like walls, sconces and roofs, things of that kind. Right now though? Honestly way too expensive. Ziplines, honestly I can understand why they are so expensive. Personally I didn't really take heavy interest in them, because I had less use for them, but others probably have cool ideas and uses for it. At the moment ( until there are more ways to get large amounts of RS besides saving that 300 day per Quest ) I'd cut it down to 5k- still expensive and robust, but allows for a little more freedom and option- as well as some more flexibility in getting other stuff you may need if you speed the chipsleuth. That's just my opinion though, others may say its worth, or not at all. Splatburst isn't.....strong enough for it to cost 3k. I've played with it a lot cause I love explosions. I'd honestly cut it down to 2k with it's current damage and range- it works well for it's effectiveness or when you uh, wanna genocide the ants. XD But since its something that takes a bit to unlock ( with the right Burg L chip and all ) I'd say it'd be better at 2k. Its already expensive to make ( the ingredients are a bit painful to get after all ) so not eating my RS wallet would be kinda nice. Daredevil, alright. I have an issue with this perk specifically. I haven't tried it, but unless I take next to no damage when falling, it's not worth 5k. If it just softens a blow at 25% or so, cheapen it. I can't offer as much input since I was just dead staring at the price in exchange for it's effect. I'd honestly price it similar to it's effectiveness, if it cuts fall damage by 25% make it 1k, 50% 2k, 75% 3k. That 100% is worth the 5k for those of us who suck at looking where we leap. Signage: 1k is too expensive for these. Pulling it down for those who really like cosmetics may be a better choice- or making them unlockables in the varying bases. At best I'd throw these at a 500 cost rather than 1k. Just some feedback on that regard and suggestions- since I know if you play the game a lot with really good equipment, farming 300 RS a day is excessively easy, but you heavily rely on the RS you find at the beginning so much that some costs really should be cut down a little for flexibility. It'd be a more streamlined progression if some of the early starter things you get ( since there is no step by step unlocking the chips ) were a bit cheaper to get. Some of the harder unlocks that are hidden behind puzzles should be a bit more expensive and offer a bit more progression in the game. No qualms on that. I think it's kinda strange to grind out quests daily on the game to get some of these unlocks- it may promote some explorations, but people can generally be lazy. They will more than likely return to the same spots to farm, which...kinda makes it grindy? Which in this game I don't think grinding should be a go-to kinda deal. If that is what you're going for then disregard me. Otherwise the RS placements and the amounts you get from Burg L I think are really decent and well spaced out thus far. Personally I wish the TAZY. T's respawned ( After like weeks ) or gave a little more for a single encounter deal, but that might make things a little too easy. As more stuff becomes available though I'm sure RS will be easier to get, but as an early access it shouldn't be a grind is all. - Perks: I don't have much on this- I actually like the perks and all as well as their progressions. Personally I wish we could have more active- like make an upgrade that cost RS or an unlock- something to allow the use of 1-2 more mutations at once ( with a total of 4 or 5 ), but otherwise I think the system is quite brilliant. Since it's so interchangeable with all the combos, its very nice. I only have one small suggestion and its just after you unlock them- I couldn't find a progress bar ( maybe I'm blind ) to see what I need to get it to the next phase, its honestly not necessity or anything. Just a Quality of Life type improvement. - Armor: I actually really love your armor system- it feels really good to be able to have different effects on everything. Personally my favorite set is the Worker Ants cause of the haul capacity xD Ehem, but overall I think the armor system is well balanced- requires you to take chances to get better stuff and it deteriorates at a decent rate to boot. The set effects and the many quirks they give are unique and fun to mix and match. I truly do love them a lot and I'm so god damn excited for what other's you guys come up and out with. ( I'd love to see more Marksman stuff xP ) - Gliders: Oh man, I want more gliders....like we get crow feather fragments and iridescent wings, it'd be cool to have some really awesome craftable gliders with those ingredients. That's just my opinion XD - Traps: I really want more traps and lures....they are so cool and it makes me feel like a badass when I set up something really good XD Be awesome to make a spike pit or use the spiders webbing again to make something similar to the dew drop catcher. But it catches bugs instead. A predator deterrent wouldn't be a bad idea either.... - Mob Stuff: Another long section, I'm so sorry. Weevils: Love them, good source of meat and all, but uh. I did the dumb and dropped a mushroom on the ground early on. There were so many weevils and the ants trying to kill said weevil that I was terrified I'd crash the game. It'd be cool if they could eat the mushrooms on the run or the mushrooms despawned ( cause they get kicked around and become hard to find after a bit ) after a bit. So that it's less painful- it also might help with being less taxing on computers. Plus I've had them glitched in a lot of random places ( I think I still have some glitched in a cave??? I can hear them but can't see them ) as well as spawning like....in the ground. Where you can see the top and kill it, but the poor things can't move. It's like they are half-buried XD Aphids: These things are fine- I think there is an issue with the AI though. If they get scared, sometimes they just hop in place over and over and over again. Sometimes they explode randomly too, but uh yeah, besides the fact they are super annoying when they get stuck in that loop. I have no issues. Spawn rate is really good and overall decent. Grubs: Need to spawn a little more frequently- like if I leave corpses it'd be nice if they were more likely to spawn close by? I dunno, I rarely get the dig areas so I often have to go hunting for them in the first place. Be nice if they dropped more hide instead of goop though. Other then that, they are fine. OH and they spawn on top of leaves and that one wooden board sticking out of the ground- which is really weird. Larva: These things are so damn fast- which is good. I find these guys to be a challenge. Personally I have no issue with them at all. Just wish they had more drops- maybe an armor since they look kinda cool. Lawnmites: Oh my god. I hate these things. Which makes them good. I just wish they took longer to respawn- so they aren't a daily issue. Infected Mites are fine with how many are around in that one area, but the amount of regular bastards is ridiculous. Preferably, just don't make them come back daily- even just one day after killing them all kinda respawn would be better. That's just an extremely personal opinion though, because I freaking hate the battle music starting with an enemy that can't even get to me. Water Fleas: No issue- maybe a little too dumb? Other then that, think they are fine, could probably be a little faster in water to make them a bit more challenging of an enemy. Tadpoles: They are fine too. Just wish they gave a bit more meat since they are kinda beefy looking. Maybe drop tails to make better fins too? Gnats: Same as Water Fleas, may want to raise the visibility on their corpses though- their body physics are a little wonky at times too. I killed one under a tree root and found it further up next to the oak tree itself for some reason. Water Boatman: It'd be a bit more appealing if they would fightback....otherwise I honestly think they are cute and want them as pets XD Spiderlings: Perfectly balanced. Fast, annoying, hard to hit. Orb Weavers: No issue with them combat wise, AI wise or anything like that. Since they are so abundant currently, I think personally, the amount of spider parts they drop can be lowered a bit. Since on average you get 5 per a kill? Something of that sort. It'd also be nice to have a rare drop of Spider Mandibles from them as well so you don't have to hunt the wolf spiders constantly. Wolf Spiders: These guys are messed up? Like not in the combat sense- when I don't do sneaky BS they are a really tough fight that I like. However, they glitch. Often. I have one spawned in the actual Oak Lab where Burg L is. I've had them glitch into trees. Glitch into dirt mounds and the like. They are very very easy to stick with how their AI works. I personally get a lot of satisfaction in killing one in actual combat then it getting stuck staring at me while I lob away at it's head XD As for drops, since they can be a hard kill ( if you don't do dirty tricks like most of us ) maybe some more venom? Since they are a bitch to fight ( especially when their venom attack vaporizes your health bar even after you win ) they should be a little more rewarding with special drops, not by a lot of course. Worker Ants: So, the Weevils attract the ants- then they pile up and glitch....so yeah. That's a problem. Other than that, I think they are adorable and I get really sad when I have to kill them for parts XD Be cool if they attacked other bugs that get near their anthills though. Soldier Ants: Perfectly balanced- I found it cool they came to murk my ass after slaughtering a bunch of workers near by. I don't see any issues with them. They do get glitched in the Old Anthill sometimes though. Stinkbugs: I haven't really fought these, so I don't know much about them. Far as I know, they spawn too close together so it's really difficult to kill one without 2-3 more coming to beat your ass XD Besides that I think they are pretty cool looking, intimidating enough. Bombardiers: I have a physical vendetta against these things now because of Grounded. I promised to kill any of them that I find out of spite. I feel like I may just be unlucky, but every time I fight one, I either end up fighting 1-2 more in a group of up to 3, or the larva help these bastards. Either way, I wish they didn't spawn so close together. They are a decent and engaging fight- even if I hate the acid spitting. Well balanced offensively other than that. Bees: No issues, I like the way they are balanced, difficult to get and all. Wish you could make a lure for them so you have a better chance at smacking them. Or well you'd have to Spawn Kill them in the U/C area. Mosquitoes: Hate them, great enemy, well balance and you have room to breath. However the follow distance should be reduced. I honestly tested how far these bastards will follow and it tagged me all the way from the Flooded Grounds to the Western Anthill. =| Not okay. Diving Bell Spiders: No issues, I dunno if they are supposed to give you air back on kill, but they do? Their attack box on the player is also a bit wonky- may just be a glitch? Fireflies: Need to spawn more XD Honestly. I know they have little in the way's of crafting, but it'd be cool to be able to place attractors or something near the base so you can see them. Other then that I feel bad for killing them since they are neutral babies. Ladybugs: Oh man, I find these guys pretty rarely, which I'm guessing is a good thing since they are pretty strong. Uhhhh I think they are excessively well balanced and just the right amount of challenging. Wish you could attract them with aphid bodies or something. It'd be both challenging ( if you get more than one ) as well as something nice to look at. Tazy. T: No issues, just wish they gave more RS or respawned after a really long amount of time. I think the game is perfectly balanced when it comes to challenging the mobs, there are so few things honestly wrong with them that it makes the game really fun to play and remain exciting throughout. I also enjoy the satisfaction you get when you do defeat some of them- I do have some arachnophobia, more so cause of venomous spiders though. So murking them feels excessively good xD I really like the spread so far and I'm excited to see more. Odds/Ends Just a few little things- since Smoothies can be kinda costly, I was hoping maybe they would be more cost efficient if they lasted longer. Maybe for half the day or at least 6 hours in game time would be a better balance for that. I'm unsure, but they just really don't feel like they are worth making currently. Acorn Bits: I wish we could roast these or something. It's painful to have a lot of these and get so little when eating them. I don't think I really use them at all were I to be honest. Maybe at some point you could make stronger healing salves with them? I dunno. I find them pretty useless. Berry Chunks: Wish they were edible. Besides that, wish they were used in crafting a little more. Mushroom: Would be more beneficial if you could roast them or use them in recipes since they are very abundant. I dunno about the balancing around them, but honestly they just take up inventory space for the most part. Spinning Wheel: I think it's well done for time vs efficiency. I do hope at some point you could put it near chests filled with grass/webbing so that it just does it on it's own so you don't have to stop and pick things up all the time. It's more of ease of use type thing though rather than quality of life, just a thought. Tool Tips: This is major quality of life, since I have to search so hard just to find the effects of things and what they do. It'd be nice to have a short description just pop up when you hover over things. Like for the canteen it just tells you how many drops it holds. Be cool to also have the tooltips pop up on armor set effects and all so people don't have to hunt through the OS, but this is also made for game systems so it's probably too difficult. Storage: It'd be great if we could name our storage chests as well as see an indicator for the workbench on what area it draws items from. A condense button wouldn't be bad either...personally would love some larger storages cause I'm a hoarder XD Decorating: This is just because I know you can make really cool houses all over. Making halfwalls and windows would be pretty neat, double doors or um 'glass' walls/roof would be an interesting concept too. Love to see some more decor using bug parts since a lot of bugs are colorful or unique. Be awesome to see a gnat bean bag chair, a mite fuzz carpet or a ladybug table. Just little things. Also, this is just because the fact its an exploring thing. Maybe it'd be cool to make paths with standing lamps and such? For navigating and the like. Crafting bridges and stuff too would be interesting.....just little cool things like that. Or um using the Bioluminescent Goop as markers for underground, or on armor to make yourself glow in the dark...could use it for some cool stuff is all.
  19. 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 you would be fine though. Our friends and myself almost had a moment of panic when our buddy pulled out his torch. Smoothie effects from smoothie station should last longer, especially the smoothie that increases carrying capacity. Should be at least 10 minutes minimum. Things that we have found annoying: 1) The bird at the birdbath: We've tried to build a base here, but the bird blocks some areas off on the second floor of our base whenever he pays us a visit. It's seriously annoying. 2) Backpacks that cannot be reached: We have had some backpacks that have fallen into the abyss and keep falling forever 3) Running into sprigs/grass blades: I know it is probably an aspect of the game but damn these things are annoying. Would be nice if we didn't glitch out on them sometimes. 4) Pebble foundations are really annoying to place, we ended up switching to clay. 5) Sometimes extremely difficult to revive someone, and it keeps cancelling the revival 6) Grubs spawning in rocks 6) Collecting all the arrows after they are shot: sometimes you walk up to them and kick it across the map.
  20. There's a possibility that I am missing something entirely, but I also searched the forum before posting but I feel like there's gotta be a better way for discarding things from your inventory. I had an excess of gnat fuzz (like 50something) and I had to drop each individually and I guess because of the quantity the in game physics went really wonky. So now I've got gnat fuzz item sacks scattered all over and some even launched into my base. This isn't the first time this happened with trying to get rid of items like spoiled meat. If there's not already I think it would be cool to see a trash can and/or a composter in game that takes whole stacks of items.
  21. Thinking maybe add toy cars, motorcycle or maybe even a bicycle crafted with acorn top wheels. Maybe use the bird feathers, some crude rope and some wood to make a more durable faster glider or some kind of flying contraption.
  22. Whole family is really enjoying the game so far. Though those spiders are a bit daunting! . A few suggestions for the game below: Would be great if you could change or customise the difficulty in game. That way if you are finding it too hard/too easy you don’t have to start over from the beginning. Having the grass and clover move or sway as you walk/run around. Keep getting stuck on them and being killed by insects as the grass and clover act like a wall. When playing with another person; being able to bring your inventory into their game would be great. That way you or the host are not having to craft doubles of gear and weapons when you want to play together. A ground leveling tool for building would be great to smooth out the dirt where it forms mounds. And being able to chop up fallen leaves (possible resource?). Having the option to upgrade the backpack so it has more inventory space (maybe a purchase with burg.l?). Equipped items not taking up backpack space and items such as dandelion tufts, weapons etc stacking in the backpack (maybe up to 5 per stack as they are bigger/heavier items). That’s it for now. Really enjoying the game though
  23. Ok, so before anything else, loving the game so far. I've spent a majority of my in-game time building and testing the mechanics/physics of the game. Although I have enjoyed the story and game as a whole too, I think its far more important at the early stages of development to do this in any game where the developers have asked for our input (Thanks). I know a lot of people may have already made these suggestions (I've seen some mentioned) but its worth saying again anyway even if its just to give another thumbs up to the idea. This post may be a little long as its my first real one (culmination of a few weeks of ideas). Anyway, it would be nice to hear what the community itself thinks of the following: First, I have a few suggestions for building components or actions which are currently unavailable: 1) Building component orientations - Building components that currently only have 4 orientations should be changed to 8 (triangle walls, floors, doors, stairs, scaffolds, roof sections). For example, its annoying to not be able to put a door on a diagonally placed wall/opening (or even place two inverted triangle walls as a door alternative). It is this same mechanic which hinders any attempt to build entire structures that are orientated diagonally. On this note - I would also like to see an angled scaffold , shaped like the roof section or stairs ( / ), so you can support platforms, like balconies, to buildings without having to build straight down. Or support a platform to the tree/ rock. Its more about the aesthetics and making something look genuinely supported, rather than having floating floors or messy scaffolding (You could also use them to neaten up any existing scaffolding). 2) Half walls - When snapping a wall onto a floor, it can be snapped along the edge of a square or, can be snapped halfway across to span half of two squares. The issue is that if you incorporate both methods into a build, you can never get the walls to connect/ build how you envisioned. The introduction of half walls would solve this and allow you to build more elaborately. You would also need a half roof section though (this could get problematic to implement if you consider 8 possible orientations or having half corner roof sections etc, unless they just altered their size like the wall sections do when snapped diagonally). 3) Bounce Web Trajectories - I personally hate having long or bulky staircases so tend to create bounce web elevator systems to get up to any platform that I make. I successfully made an automated version (27 webs) where you only had to jump on the first one and the physics would take you to the top of the tower. However, apart from 3 occasions, my path was interrupted by a floor/wall, getting caught on the next bounce web too early (way up), or just the slightest deviation in how you have placed or jumped on the previous webs. Therefore, elevators can actually be really difficult to use. I would love to see the bounce webs have the option to set a trajectory. That way, no matter how or where you jump on a bounce web (or what direction you are facing), you will always travel on the same path and will always land in the same place. I have fallen to my death so many times from unintentional bounces that lead to, well...anywhere but a safe landing zone . I still think this should only be optional. it just makes bouncing on them more efficient. I also believe that the bounce web should be resized so it can fit within 1 square. 4) A pulley elevator - Bounce web elevator systems (and stairs) can take up a lot of space and resources depending on how you build them. As an alternative, I think you should be able to build a very simple pulley elevator. The basket itself could be made out of acorn tops/shells, with weed stems and woven fibre for the basket support. (maybe have bee fuzz or something inside for comfort). The idea is that you set up a pulley at ceiling height (made from animal parts - I don't know) with no floor below, and attach a rope made out of spider silk to the basket (1/2 spider silk for each level to the ground). You get in and can lower/raise the basket by pulling on the silk by directionally holding up or down. As it would only need to take up 1 square section, 1 or even 4 lifts wouldn't be problematic. Its a space-saving and resource-saving way of getting back down to the floor from a pre-existing platform. You could even add a skip action to this so you are just getting out of the basket at the end. 2 minute stair climbs are rarely fun. 5) Palisade and Palisade gate height customisation - As someone with experience building on uneven ground (such as across/over a rock), palisades are a particular annoyance to me. I love the artwork of the palisade itself but you can't always stack them. (even when you can they look ghastly .) When placing on uneven ground they look messy and can actually just be impractical (i jumped over my single height palisade from the panel beside it because of the height difference). If you could independently alter the size of the left or right palisade post (extending the artwork) then you could match the height of the palisade either side of it, regardless of their ground positioning. Would look more like an effective defensive wall in my opinion. 6) Potted plants and wall planter decorations - As a scientist, I can say that some of the most impressive and beautiful structures in the microscopic world are those of fungi. Obviously with the concept of you being small, it doesn't leave a lot of scope for plants and potted versions due to a scarcity of tiny flora in the natural world (unless we could somehow take a cutting of the different flowers that currently exist in game for novel mini versions). You can get around this problem with fungi. The variety, colour and shape of fungi could become great ways to implement new decorations and could also be used as ingredients for smoothies (basically just a content update to the simple mushroom). Even adding 4 extra mushroom types or something and allowing us to grow them in the mushroom gardens would be cool. 7) A Raft/ Boat/ Canoe and paddle - This one is a little self-explanatory. Some sort of weed stem raft or something that you can control/move and haul objects across the top of water. Could also be an interesting way of attracting fish or pond creatures (dropping bits of food into the water from the boat). Secondly, I am experiencing issues with the following: - Triangle floors blocking ascent on staircases (if they are orientated a certain way). This is the same issue as when walls behind staircases would block you from walking up. I still try to avoid placing walls behind stairs though (even though it looks better) because you essentially jump over it and the action isn't smooth. - When you recycle zip line anchors, the zip line itself is not deleted and floats in the air. You are unable to click on it or perform any actions/are forced to reload a previous save. - I have broken the game again since the 26th August update in terms of building capacity and loading big builds (sorry!), I had nearly finished my creative build but it was taking 10 -15 seconds to place any panel and now I'm back to 1 - 2 hour unsuccessful load times (oops ). Finally, just two last points on what I think could be good considerations for future content or updates that have already been hinted at. Tames (Bees in particular)- There seems to be a big debate about tames, particularly bees and riding them. Even as someone who likes to take the long route for experience (run through the grass) and not have a fast track flight from the shed to the berry bush, I can see the appeal. I would be interested to be able to ride a bee the way only a grounded player could, however, I'm really struggling to see a need for other tames in the game at all (even ladybug haulers etc). Bees are something that could easily be implemented (such as having a flight bar that you recharge with nectar which has been mentioned). There is a problem with this. If the stuffed bee is anything to go by, they are way too small (proportionally the size of the stuffed ants), to ride, or just to BEE a BEElievable-sized BEE (sorry, couldn't help myself). I think they should be scaled up to around bombardier size. Basically, I only think there is use in the bee but the way to get a bee tame should be difficult. For example, Have to gather level 3 resources to make a harness. That way, you at least have to spend a lot of time running through the grass and experiencing the game as it should be played before you upgrade to a bee to avoid the monotony of running the same routes everyday later in the game. (the bee is therefore more of a reward for putting a lot of time and effort into the game). Weather - This is an absolute must for me and it opens up so many possibilities for new landscapes/environments, crafting materials/ weapons, and additions to the storyline. I think the weather should be randomised so, for example, there is a 1% chance of snow (which would remain on the ground for a few days and slowly melt away) 4% chance of lightning and a 20% chance of rain on any given day. Wind could be constant but alter in its strength. This give a huge element of surprise (unless we have a weather detector) and makes each player's experience unique. For lightning in particular, I thought that maybe there could be a toy or something in the sandbox which has been modified (by a previous explorer or scientist) so that every time that there is a lightning storm lightning strikes the sand and creates glass shards. Glass shards could be used to create panes for windows (or new types of window and doors), could create glass floors so that you could watch the bugs running around under your base. Glass could be also be used for decoration such as mirrors, advanced cutting tools, or burn traps (like we see with the magnifying glass). I'm excited to see what they do with weather but I hope they make a spectacle and a storyline of certain aspects. (First time you get to the sandbox, you get a cutscene with a brewing lightning storm and a side quest to visit the sandbox lab). That's all I have for suggestions right now, but thanks for reading
  24. I was thinking for the next Grounded update there would be bees because in the game I got nectar from flowers. It says it attracts bees but there are none so if there where bees you would have 2 options kill them to get bee wings (for armor) bee parts (for tools) Honeycomb (for food) or you can use the nectar to ride the bees. with the option of bees being a flying transport why not add birds. birds would be a flying boss which can only be defeated by flying with a bee and shooting it with arrows (it could have weak points on it's wings so it will fall down and make it easier to defeat) It would drop bird beak (for armor) bird feathers (for decoration or an advanced glider instead of dandelion tuft ) bird talons (for a sword or pick) if this got into an update I would call it THE SKY UPDATE thanks
  25. Please let us relocate built items and structures. I continue to alter and grow my base and that forces me to constantly "recycle" chests, grass plank pallets, etc. I feel like being able to move items would solve issues like accidentally recycling portions of structure you didn't want to get rid of and avoiding potential crashes. I've had several game crashes that seem to be triggered by the recycle mechanic. Large structures should still be force recycled because moving an entire section of wall is unrealistic, but moving a chest of items or a table or cooking spit would be a wonderful quality of life improvement.
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