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Mutation: Dominance Unlock Condition: Defeat a set number of predatory insects or creatures (e.g., spiders, centipedes, carpenter soldier ants) Effects: Predator Instinct: +10% melee and ranged damage against aggressive creatures Top Predator: +5% defense while engaged in combat with stronger enemies Resource Opportunist: Small chance to gain bonus crafting materials from defeated predators (+10%) Dominance Buff: After defeating a predator, gain a temporary +10% damage and +10% movement speed, representing supremacy in the ecosystem Theme: Represents control and mastery over other creatures in the backyard ecosystem, rewarding combat efficiency and predator awareness. Mutation: Scavenger Unlock Condition: Automatically unlocks after harvesting any amount of any plant Progression tracked by total plants harvested Levels & Effects: Level 1 – Novice Scavenger Resource Tracker: Resources being tracked through the scanner are highlighted within 10 meters Resourceful Hands: 5% chance to gain extra resources on harvest Opportunistic Loot: 2% chance to find bonus items in containers Level 2 – Skilled Scavenger Resource Tracker: Scanner-tracked resources highlighted within 12 meters Resourceful Hands: 10% chance to gain extra resources on harvest Opportunistic Loot: 5% chance to find bonus items in containers Level 3 – Master Scavenger Resource Tracker: Scanner-tracked resources highlighted within 15 meters Resourceful Hands: 15% chance to gain extra resources on harvest Opportunistic Loot: 10% chance to find bonus items in containers Theme: Represents growing expertise in scavenging and resourcefulness—efficiency and awareness of the environment increase over time.
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Carpenter Ants – Wood Pile Carpenter Worker Ant Abundance: High (more common than other ant types) Combat: Deals more damage and has more health than regular ants Behavior: Fast-moving, aggressive swarming attacks Drops: Chitin Shard – 1–2 Ant Leg Fragment – 1 Worker Ant Mandible (5% chance) – trinket that increases melee damage Carpenter Soldier Ant: Abundance: Less common than worker ants Combat: Increased damage and health Special Ability: Summons Carpenter Worker Ants to assist Drops: Hardened Chitin – 1–3 Ant Mandible (15% chance) – trinket that increases melee damage Carpenter Queen Ant: Behavior: Neutral; can be befriended or attacked if provoked Boss Mechanics: Two stages Calm Stage: Summons Carpenter Worker Ants Stomps and bites Low movement, medium damage Enraged Stage: (Activates at 25% health) Summons Carpenter Soldier Ants Stomps, bites, and screams to increase Soldier Ant damage Giant stomp can stun and damage other ants Medium movement, high damage Drops: Ant King Mutation: Chance to summon Carpenter Soldier Ants on melee hit Optional Bonus Trinket (20% chance): Carpenter Ant queen Mandible Carpenter Ant Armor Set: Pieces: Mandible Helm – +5% melee damage, 5% chance on hit to briefly summon a baby worker ant for 5 seconds Chitin Chestplate – +10 Armor, +5% health Segment Leggings – +7 Armor, +10% movement speed, increases dodge distance by 20% Full Set Bonus – Ant Colony Tactics: 15% chance on melee hit to summon a Carpenter Soldier Ant for 8 seconds Nearby friendly summons deal +10% damage Dual-Wield Weapon: Mandible Twins Appearance: Two small, segmented blades resembling ant mandibles, faint amber/brown glow Stats: Moderate base damage, very high attack speed, +10% critical chance, medium durability Special Effects: Swarm Strike: 10% chance on hit to summon a baby worker ant for 5 seconds Bleed Effect: Damage-over-time on every third consecutive hit Agile Strikes: Increases dodge distance by 10% while dual-wielding Crafting Recipe: 2 Silk Rope 2 Soldier Ant Mandible 4 Blueberry Hide Flavor Text: "Sharp as a soldier’s mandibles, light as a worker’s step. Strike twice, strike fast."
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please. pretty please.
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I propose we add a new type of buggy to the game which is the Jumping Spider (more specifically Naphrys pulex). It is a small sized spider that is slightly smaller than the Red Soldier Ant and is neutral unlike all the other spiders that has more personality which is very curious and inquisitive. They will only attack if you attack them or steal their eggs. The Jumping Spider will drop Jumping Spider parts, fangs and webs on death. Maybe we could have a set of armour, a weapon and other miscellaneous items to build alongside the usual trophies. You’ll be able to take the egg and hatch it into a Jumping Spider Buggy. They aren’t as fast and powerful as an Orb Weaver but can make up for that by being able to jump very long distances or high up places on top of being able to walk on those web bridges like the Orb Weaver. Other than petting it, you can also teach it tricks like unique dances or being able to fetch a basketball. Hope you like the idea and consider it’s addition!
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A flying buggy like a bumblebee or wasp would be super fun and would make exploring/building super interesting! Probably would be more fun as a late game creature or something to avoid story skips. Idk, ever since the buggys were introduced me and my family have been talking about how cool it would be to have a flying friend
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OK, so I really like grounded I’ve been playing for a few years in grounded one and now that we’re in grounded two. I have a suggestion please obsidian think about adding mosquito armor armor that contains a siphon effect it may be good for some fun builds. Also the will probably happen but add need mounts they have been what I have been looking forward too since grounded 2 announcement so please do this.
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Grass Seed suggestions Increase drop rate by 2 or 3. Instead of chopping the grass down can knock seeds down by shooting with a bow Grass seeds drop due to gravity and can be found on the ground.
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My partner and I are both console players, I’ve read what a few of the PC players have had to say in other posts too and agree with their ideas on action bars too. See below a few suggestions we would love to see (and echoed by some of the community…), along with some more ideas, maybe something will stick. Thanks for reading… PRIMARY/SECONDARY ACTION BAR On console we have 4 slots bound to the d-pad. When swapping between primary and secondary weapons, it would be great if a 2nd set of key-binds appeared for both console and PC (6 slots/or more when supported by a mouse with additional buttons or keyboard/razor nastromo pad etc) LOADOUTS Sometimes 2 sets of weapons isn’t enough, there are so many to choose from. For example I have a Frost Knight build, but there are so many different weapons that can fit into the build that sometimes I want to switch it up on the fly if a situation calls for a slightly different approach. Perhaps loadouts could encompass: Weapons, Armour, Boots, Gloves, Rings, Trinkets/necklaces, action bars. Not sure if additional loadouts should also include abilities from the skill tree, but perhaps this could be a feature unlocked by new game plus. (New game plus mentioned to be arriving in Fall 2025 in the roadmap). RADIAL WHEEL Consumables on the radial wheel are really hard to find sometimes, just by icon alone, especially if the ones that are most frequently used aren’t on the first wheel of the consumables section, would love to be able to re-arrange the order. CO-OP Co-operative play would be amazing, my partner and I are always looking for CO-OP games, currently we both love playing avowed and are taking it in turns to get to different parts of the story on the game. We’re already planning our next characters, but new-game plus might be the answer to that. If we could have our characters play side by side, that would be amazing. Or failing that take over one of the companions. Not sure how restrictive the technical limitations of console would be on the style of co-op play. (Or even PC for that matter/game engine). We’re not a fan of split screen personally, but like to play on the same TV. Perhaps a wider field of view (3rd person view), player 1 camera control, with player 2 having either no camera control or limited influence over the camera (similar to previous fable games); could this be viable? (Though could be hard to do in dungeons or tight spaces) In an ideal world, players would be able to choose between different CO-OP settings in the game start up menu, eg… split screen, hosted online play, wide FOV 3rd person play.
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We can harvest sap from trees. But what if we could go check our traps every morning and have food to cook, or even the odd big creature waiting helplessly to be finished off lol.
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I don't always have the needed supplies on me to make a lean to and have many times found myself with no torch or way of making shelter for the the night. It only stands to reason to me that if this kid is going to the effort to make a canteen and everything else that he/she has on them they would be carrying around a tent to sleep with. It could be unlocked along the way as a backpack upgrade for a raw science cost.
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Fighter seems to be mostly focussed on getting aggro and tanking. I really like the spear and I would like to play offensive spear, like the daggers, in a way. So either the existing armors have multiple effects depending on the weapon or some extra armors in the same tiers, same ish materials but different effects? Like something related to spear throwing (spear comes back to hand? spear stacks for better throwing ammo?) or keeping distance or getting the combo's or using it 2-handed for increase in damage but less defense/block or whatever is possible. Hell, this shouldn't be constrained to just spear, all types of weapons could use it, like the swords and clubs. Make something separate for more offensive play. Hell, I think even the other weapon types could benefit from something similar. While that would clutter the ui, a sorting or filter option would work wonders for that. This is inspired by a video of the content creator but I totally agree. It would be cool to see something like this, for more build variety or something similar. Game is fun so far, keep up the good work, I'd say.
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We should for sure be able to access our buggies inventory without having to jump off the buggy then walk up to them like a chest similar to our pets in the first game. Also Gathering mode should add what the buggy picks up to their inventory. Would make harvesting a bit smoother since you can stop when your buggy is full. Also, in the future, if possible, it would be cool if certain buggies can farm certain resources. Soldier ants are so useful for cutting grass, but it sucks that they can't harvest weed stems. Maybe have it tied to our "customize" Sca.b 2k and pass on the tier axes to their bite ability. They are so useful in base building, but it feels unnecessarily clunky to have to constantly jump off and, on my buggy, if I am harvesting weeds or transferring my inventory to theirs. I think at least making them gather to their own inventory first would do wonders in farming using the gathering mode!
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I never played Grounded before so a complete newbie at 62 years of age. The most annoying thing for me is having resources available for fires, lean to, torches and flag markers etc. My suggestion would be an adventurer pouch that was locked against emptying. Then you could have those resources available to you. The reason I say this is it takes a long time to reach areas and this would help people to be prepared for overnight stays etc.
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spoilers inside O.R.C Bug Evolution
DealerzChoice posted a topic in Grounded 2: Feedback & Suggestions
SPOILERS BEYOND THIS POINT *FINAL WARNING* After completing the ACT I and playing for 30 hours (and continuing to play) I've struck a few ideas for potential O.R.C Bugs Evolution. Now obviously I don't know what is already in the blueprints or the route that Obsidian would like to take the O.R.C bugs after the first ACT but I would like to see some sort of evolution in them and some sort of challenge put into them after finishing each ACT to keep the O.R.C bugs fresh and keep us on our toes with our strategies on tackling these bugs. Now we have a chunky list already and I am happy with it BUT if we are going to be fighting these same creatures through out every ACT and the entire playthrough I would love there to be a change to them to start of the list of examples lets take the Orb Weaver first. After ACT one I would imagine that the Mysterious Stranger (MS) would have to up their game with these creatures, so as a start she takes the Orb Weavers front legs (that they use for making a defensive web) and "O.R.Cify" them, now whenever an O.R.C Orb Weaver enters defence mode they summon a purple holographic web almost like a force field that redirects the players hits into energy, this energy being shown by the web shield getting brighter. This energy then charges the Orb Weaver's scream attack, when used it will empower them and any Weaver Jrs/Spiderlings around them with O.R.C energy for 2 seconds or something. Now this holographic web shield can still be broken but it has to be OVERCHARGED and start to get cracks on it to be broken and to cancel out the scream ability, I feel to help with breaking the web could stay up longer and or take more damage from certain weapon types/trinkets (sour for example). This change would make it so the Weaver's scream isn't just for a small fear factor, or the web for just pure blocking BUT now as a decision maker/potential game changer for the player, will you attack the web and overload it potentially empowering other spiders around you? Or will you not attack it and focus on everything else around it first. One last example to wrap this up is the lady bug. The lady bug's strong and BIG back could be used to O.R.C bug's advantage now the wings of the lady bug have been replaces with O.R.C custom wings and now when hit consumes energy to charge and empower the Lady Bug, now whenever the lady bug uses it's scream ability NOT ONLY will it heal itself, but it will also heal fellow O.R.C Enemies, the range and healing amount is affected by how charged it is up to a maximum. This could encourage the player to either leave the lady bug as last letting it be a menace and charging the player knocking them off course OR get the player to try and take it on but trying their best to avoid hitting the wings on the Lady Bug. I'm sure these changes aren't exactly the route that Obsidian would want to take the game, but I felt it appropriate to at least PUT the idea out there to potentially encourage SOMETHING that could bring changes to O.R.C creatures after finishing ACT 1. I have alot more ideas for these bugs in the bank and are more than willing to share if requested. Thank you for reading -
Will there be illnesses? Hoops catches a cold and can get rid of it by resting and eating some soup. Will there be something like fatigue if Hoops stays awake too long, and can she then rest on a chair if necessary to relieve some of the fatigue? Perhaps something like a hardcore survival mode?
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I love the grass plank houses and how natural everything looks. You're doing such good work and it's a lot of fun. The construction menu works exemplary well, and everything fits together. The variable component size also allows for creative building. How about wallpaper and facade painting? Something like moss wallpaper would certainly be fun. Different colors can certainly be found in crayons, watercolors, or similar materials and used for clothing and house painting. Maybe even for weapons?
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I love planting in games like "Grounded" and "Grounded 2." Thank you for giving me the pleasure of planting! Will there be a composter where all sorts of items are turned into fertilizer? Is there a plan for different fertilizers (e.g., growth accelerators already exist, yield bonuses, crop mutation probability already exist, and breeding bonuses for more seeds)? Would moss be plantable? Could you make a filter for a bottle out of it to turn dirty water into drinkable water?
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Add the feature to use bows on buggies to make them more useful for combat and to encourage people to stay on their buggy even during a fight
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A friend wanted a transmog function and the ability to hide certain armor pieces. I could also imagine some fun changes, like allowing you to go into battle with an aphid (which would be a club without transmog).
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Will we be able to keep a diary? A book where we, as Hoops, can write down everything and maybe leave funny anecdotes for our friends? Perhaps a book where we can write recipes or tricks, complete it like in "Minecraft", duplicate it, and give it to friends? We could first learn how to make something like paper (perhaps we could then use paper for firecrackers or for pictures) for notes and for books also blueberry leather. This could be a never-ending story: Friends could rate the books and notes (likes), different fonts could be unlocked, or photos could be added. They could be hidden in secret locations to give friends puzzles to solve, with a reward at the end—players could even create their own tasks for friends. Well, for that, the player would probably need keys and locks.
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I really love your animations and can't get enough of your ideas. How about having Hoops do stretches from time to time while she's standing still? Perhaps you could choose idle animations like these, or free play? (Maybe she'll find books or imitate things she sees others or insects doing, or she'll humorously imitate the way some insects walk.) She could stand there cool, or bored, a little cold (freezing shivering), or with slumped shoulders (perhaps if she's overloaded), or tense, doing push-ups, or combat exercises, yoga, etc. If you don't like it, you could stick with the standard ones. Once you've collected enough animations, you could put together a playlist of them or randomize them.
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You've always given "Grounded" and "Grounded 2" very nice, fluid, and natural-looking animations – thank you so much! Would a climbing hook be fun? Maybe later on, to keep the climbing puzzles ("how do I get up there?") interesting.
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Would a skill for a kind of concentrated gaze, which briefly displays all important objects in the environment, be conceivable? For example, lootable corpses would be highlighted. Perhaps combined with highlighting important insect sounds to help locate, for example, maggots and enemies even from far away.
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Difficult Battles (less frustrating?)
RichyPier posted a topic in Grounded 2: Feedback & Suggestions
The battles were already very challenging in the first game – that keeps me awake. The animations look great again, and I'm happy to find many of the elements from the first game. I find the "Normal" mode quite challenging, but I would like it if the enemies who lose their health to Hoops' attacks regenerated much more slowly. It's exhausting when you die, but when you come back and the enemy has full health, I find it too difficult.- 5 replies
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Your animations are very well done, and the branch-to-branch jumping mechanics work excellently. I'd like to see more of that, maybe something unexpected, like stumbling or balancing? I'd love it if Hoops could climb a bit. For example, she could grab onto edges and hoist herself up when she's very close. Or shimmy over smaller obstacles using her hands. Perhaps as a skill to keep the jumping puzzles interesting?
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