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  1. Hello everyone! If you've followed my last thread " A Veteran's Takes", then you'll know what this thread is about...ideas for the game! I have a decent amount that I'll cover with this post, and I'll keep posting with new ideas as they come to me. Feel free to respond to these posts with what you like or don't like about my ideas, or link your own posts in your reply if you want me to read them! Let's get into it. SPOILERS!!!!! Construction and Destruction I am a sucker for being able to completely manipulate the world around you. It's one of the reasons why I love survival games. Taking a couple of random resources and combining them to make something completely new is intriguing on its own, but then adding in the aspect that all of these things you can take from the environments you explore is the icing on the cake! I love how many things you can interact with in Grounded 1 and 2, but I'd love to see more. Many times, I've gone up to different plants, rocks, and other materials thinking, " I should be able to harvest that." I'd love to see Grounded 2 be a game where everything can be whittled down to its essential components so that we can build it back up as something new. Those red and green plants with the five-pronged leaves could easily become another building material using a tier 3 or 4 axe. Ferns or other big-leafed plants could offer not only more building material but upgraded gliders that could traverse across just as fast or faster than it glides downward. Tree Bark can be harvested from the big trees to make tier 4 or 5 shields and armor, or used as another building material Bits of the ropes hanging from the wooden posts in parts of the map can be harvested to make tier 5 binding for tier 5 items and armor ( like crude rope, silk rope, and lint rope before) The melted army men can be harvested to make plastic weapons and armor ( YOU COULD LOOK LIKE A TOY SOLDIER!!!) I've always wondered why the only human food that can be harvested is the Billy Hog, Apples, Cookies, and Donuts. We see bananas and oranges too! Why can't human trash be harvested? Paper products (wads, cups, plates, juice boxes), plastic silverware, and aluminum soda cans, exist everywhere around the yard and could easily be harvested. Compare paper to wasp paper from Grounded, needing a tier 3 tool, plastic needing tier 4, and aluminum needing tier 5. Basically, the more variety and diversity, the more possibilities of what can be made and done, the better. Especially with building, I want more! I care less about the defense ability of the forts I make than the aesthetic. Have you seen the video of the home someone made in the Berry Stash!? It's beautiful! With more building material designs, there are more possibilities for what a fort could look like! Friends playing on the same server could have their own houses with their own styles! Here are some other ideas for buildings that I really want!!!! Bring acorn spiral stairs back please. Make windowed half walls (vertical and horizontal) and quarter walls. Allow windowed walls to combine if placed next to each other ( with a cancel option if people don't want certain ones to). PLEASE make half and quarter railings and stairs. You've made simple beds, now give me a luxury bed Creatures Next on the list, and I'll keep this brief because I know a lot of ideas are for this section of the game, is creatures. I'm primarily focusing on creatures that should be in the game just to keep the realism of the environment alive. By establishing so many baby-->adult growth patterns in the game, the player begins to expect it with everything they stumble upon, so tell me why: Wolf Spiders don't have wolf spider jr.'s? (I have a feeling this is planned already, but...) praying mantis nymphs should have fully grown versions Tadpoles in Grounded never had frogs. Just today, I saw a frog that was the same size as a wolf spider I had seen earlier in the day. It is entirely possible to make frogs of this size and toad colossi. Bring back tadpoles and give us frogs and toads! Mosquito don't have mosquito larvae. ( I need a better way of collecting blood sacks than having to fight mosquitoes which sometimes don't even drop them. Mosquito larvae would exist only in deep water like the pond or rain-filled buckets etc. and could drop only blood sacks upon death without the mosquito beak. They'd be tier 1 creatures) Different kinds of butterflies (the blue ones are so pretty and their armor is gorgeous, I need more like it) Axl Update Now I haven't played it yet, I'm waiting for the full release on the 30th, but I have heard that he's too easy and not intimidating enough, and after seeing some playthrough from other creators, I am surprised about some things myself. Axl is huuuuuge. I honestly believe all of his attacks should be area attacks. He should be able to take on you and your buggy at once without having to target only one of you. Do you see how big his fang is as a "stuffed Axl"? With two fangs, he could easily hit both you and your buggy if you're both in front of him. Summoning bugs in the final phase doesn't make sense to me! From what I understand, tarantulas are solitary bugs that pray on smaller bugs. Why would it be able to summon bugs? I have a feeling his needle fire attack is a bit unrealistic too (I don't know if tarantulas can actually do that but I don't think so) but it's cool so I can let it slide; however, and especially because you get ranger stuff from him, the ranged aspect of the fight should be a lot clearer and could look a lot more epic! Here me out: Axl shows you his bite combo and leg slam in the first phase. You knock him to the second phase and he tunnels underground. You're looking to the ground of the arena to see where he pops up again only for him to come from the ceiling! I don't know if tarantulas can spin webs, but if not, you could easily have him perched on leaves or branches up high. From there, he does a series of those needle fire attacks and ground pounds where he jumps from above and tries to crush you. Every time he lands back on the arena floor, he tunnels shortly after and gets back up top. I'd also consider adding another variant of a ranged attack from him, maybe a web or venom shot? He could also drop lingonberry clusters from above, and since they're involved in so many sizzle recipes, they could be sizzle area attacks like the bombardier beetle. That way you see more of why it makes sense for him to give you ranger gear on drop; the new phase is refreshing with how different it is from the first; it looks totally epic, and gives rangers a chance to shine by allowing them to strike him more often in this phase (while still providing opportunities for melee fighters to hit him when he jumps down). Finally, to make to third phase feel completely different, I think the player should be taken to a new location like up in the hedge branches, or on top of the hedge. Change the environment to make it harder for the little guy but nothing new for something as big as Axl. While the player has to worry about staying on the hedge branches to reach Axl, Axl does his charge move that purposely tries to push the player off the branch they're on. The new stadium would be thinner, but taller with hedge branches that criss cross and spiral upward to the top of the stadium. The player would have to climb to wherever Axl is in the hedge or else get pelted with his needles and lingonberry bombs (rangers might favor this). Once there, melee fighters could fight him like normal, but would have to watch out for his charge which is unblock-able, but is dodge-able (dodging off the branch onto smaller, connected branches). You would see attacks from each phase come back in a more unified way and make Axl feel way more like the king of the jungle that he should be. Boss fights are a place where I really believe the Grounded devs struggle. Boss fights can be done in so many different ways to make each one feel unique, but most Grounded boss fights tend to be "fight the big bug in the big room that never changes". The only times I've seen them go off script is by allowing for some environmental combat with the Assistant manager and Director Shmector and having the trunk of the bush get in the way of the Orchid Mantis. Especially the former examples are ways to make the fight feel cooler and less predictable. Grounded 2 is going to be bigger than Grounded. There should be more bosses. Don't you want each of them to feel like a unique experience that leaves players on their toes? Anyway, that was my TED Talk. Let me know what you think because I'd love to see more of this implemented into the game. I believe in you devs!
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