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Found 6 results

  1. Here is a longer version of my suggestion that was posted on the Grounded Discord (that received 35+ likes ^-^) [https://discord.com/channels/675491639804035089/786708112978477076/1181007520924446762] with additional ideas included: More items to craft or acquire using O.R.C. Receivers and/or more things to do with them: **Tiered Reward System:** - Collect enough O.R.C. Receivers to unlock rewards depending on how many O.R.C. receivers you collect (5, 10, 25, 50 etc., can be redeemed by an NPC such as BURG.L or new scientist mentioned below) - "One of the scientists that helped freed you, in order to hide from Ominent, is now in the backyard ready to help you (along with teaming up with Dr. Tully) by trading in your saved up O.R.C. Receivers to them." **O.R.C. Enhanced ZIP.R:** (Could work along with others' zipline upgrade ideas that suggest 2 aphids) - Trade in(?) for an upgraded zipline using O.R.C. Receivers - Aphids appear with O.R.C. Receiver on their head (default red lights changed to blue or green to show alliance) - Greatly Increase Zipline speed - Allows for transporting resources upward as well **Lil O.R.C. Receiver Helmet:** - Used in taming larger pets? - Or just cosmetic. Or both. - Different color lights? (Default red, or blue/green to show alliance) **O.R.C. Receiver Arrows:** - O.R.C. Homing Arrows: Can automatically redirect arrows to the closest enemy to your crosshair (Or: Every consecutive Homing Arrow will automatically redirect to the target you last did damage to?) - O.R.C. EMP Arrows: Inflict static shock damage - O.R.C. Mind Control Arrows: Temporarily cause a certain creature to fight on your side (default red lights changed to blue or green to show alliance) **O.R.C. Receiver Trinket:** - Automatically give arrows a slight "homing" ability (such as Homing Arrow suggestion) Or: - Small % chance to "mark" certain creatures to temporarily fight on your side when using any O.R.C. Receiver crafted arrows (default red lights changed to blue or green to show alliance) **O.R.C. Receiver Bomb:** - Inflict AoE shock damage Or: - Will automatically "mark" certain creatures within the blast's AoE range to temporarily fight on your side (default red lights changed to blue or green to show alliance) **O.R.C. Mantis Boss:** - Self explainatory - Late to End-Game - Fits lore and story progression/timeline (Broodmother -> Haze Canister -> Infected; Mantis -> Schmector Experiments -> O.R.C. Technology) **O.R.C. Armor:** - Crafted from "the broken down materials of multiple O.R.C Receivers" (description when trading in?) Or: - Crafted from a large amount of O.R.C. Receivers - Other pieces can be acquired from possibly a new "O.R.C. Mantis" boss - Full set bonus: When an enemy is hit, small % chance to "mark" certain nearby creatures to temporarily fight on your side (toggle the hat on them? Default red lights changed to blue or green to show alliance) Note: When it comes to all Mind Control features (small % chance to "mark") ideas mentioned above, an alternative can be to spawn random small creatures nearby the enemy and have them "seemingly" been mind controlled (have the blue/green O.R.C. Receiver helmet to show) Reasoning: Just fun ideas for late to end-game tech usage, courtesy of Dr. Wendell Tully's expertise on reverse-engineering his adversaries devices.
  2. There needs to be an indicator and locator for items such as Milk Molars and Trinkets, if they are required for end game 100% completion. Its annoying to blindly go through every nook and cranny again to figure out what you missed, and where its located. Most people will say you can just google it, but that's not an excusable solution. Every problem and solution should be contained in the game. I'd also like to add that item description of abilities should be better displayed and explained instead of having to go to the icon that appears in trait. It just seems more user friendly. I see a lot of forums and chats where people are googling things that they shouldn't need to. Just some ideas on ease and accessibility. Thanks, love the game!
  3. After mowing down every enemy in the game (on normal difficulty), I'm a bit disappointed that Obsidian chose to make the end boss (RAM, when siding with Phineas) ridiculously OP. It's fine to make bosses difficult - that's why they're bosses, but RAM has 16 times the health of other end game enemies and special abilities that make defeating him tedious rather than fun. Edit: After a respec, some equipment mods, and a careful selection of companion behaviors and gear, RAM is a pushover.
  4. Short and sweet : New game+ Like Chrono Trigger style. After completing the game, i would LOVE the option to start over with all my gear/levels/stats or any combinations of the three. Perhaps beating the game allows you to choose which to carry over, items or exp. Its just such a shame to get ALL the cool gear and only have one or two maps left to clear. Having beaten all the content on POTD now i still want to play! Help prolong playtime! Thoughts? improvements? ideas?
  5. Please, Sir, I want some more. Or maybe some DLC? Anything to keep me going..
  6. I think balancing an RPG for the end game can be pretty difficult because you have to account a lot of theoretical party complexity. On one hand, you don't want encounters to be too hard, you want the pacing to match the development of the player's party. On the other hand, players can be very good at exploiting mechanics. Although SoA doesn't have this as much, Throne of Baal has many, many moments where my group could just right click entire enemy groups to death without breaking a sweat, seldom having to actually use any of my upper tier abilities to clear most enemies. And really, despite its rough spots, I was able to clear Watcher's Keep before clearing the Underdark in my second playthrough (granted, I chose to skip fighting the final boss, knew I stood no chance) ... and that place is pretty freakin' ridiculous. Even some of the fiercest challenges can be beaten with the right party makeup and tenacity. I know Obsidian has talked about its current stance on difficulty, adding a few modes to enhance difficulty, and to tailor enhanced levels of difficulty by adding diversity and size to monster packs instead of just buffing damage and health. But I was wondering, perhaps, if there should, or could be a rudimentary little check after a certain point, to see how "easy" the last fight was. On higher difficulty levels, I was thinking, what if there were something like L4D's ai director? Towards the end game, this director would kick in after checking to see whether you're right-clicking things to death or not. If you are, it would further add to enemy diversity and perhaps unlock certain abilities for monsters, to further enhance difficulty? And if you start wiping a lot afterwards, it would turn back the difficulty to normal. Just an idea anyway. Not saying it should be all game long, or exist on the easier difficulties. Just that, in spite of a developer's best intentions, a game may still be "too easy" for some players, given the right items and party make-up.
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