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Showing results for tags 'suggestion for improvement'.
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I'm absolutely loving being back but if you're like me and enjoy making the world more navigable as you explore (Death stranding is right behind me, isn't it?) You might make use of trail markers. Unfortunately the locations are myriad, with more on the way and eventually you end up with markers taking up way too much of your screen to enjoy or navigate effectively. My proposed solution uses existing game systems to get less intrusive uses from these navigation tools. Solution - Custom trail marker Range Visibility limit : Markers currently can return distance to the player in their data. Use this information and allow players to create markers with range limits. Some need to be seen from any distance but perhaps not EVERY ranger outpost needs to be seen from our home base? Having them pop up based off a distance slider in the trail marker customization menu would be a godsend for players and their friends who only have a general idea of a location without completely inundating them with countless markers. - Peep.R Only Markers : To complement the range limited markers, creating markers that only appear when peeping (out of combat perhaps?) would suit many distant landmarks that you have to travel to without requiring the markers be visible at all times. Once oriented toward an objective after all, you may not NEED to see where it is again before you arrive. - Range Limited markers with unlimited distance when using Peep.R : Want to go to the Blueberry Orchard from a new location? Peep for markers and then use it as a heading. It'll appear as you get close Together, these tools make for HUGE QoL. Let me list how I would likely use these tools and perhaps their usefulness will be more clear. * BASES: Unlimited distance. Peep.R only. * NEARBY RESOURCE: 100cm limit. Unpeepable. * RANGER STATION : 200cm limit. Peepable *MAJOR LANDMARK: Unlimited Distance With these changes you can appreciate the games graphics and gameplay more, while being able to better navigate areas you've already explored. Hope you all agree!
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How about going back over a few suggestions for construction? Personally, I'm a big fan of this one in grounded! We could start with locations or build. It would be nice to be able to build everywhere again, as we did in 1, using stumps and other elements of the scenery. Also, and I think this is the most interesting, why not build in the typical biome like frozen biome? - Imagine making a more risky chalet-like base with heaters and crackling paths to keep up with the spawn. Why not make the buildings have an insulation rating? To build in the hot biome too? - What if furniture, walls and other buildings could then be constructed using materials from these biomes? Burnt grass or frosted grass, which would produce different patterns? Dedicated buildings? Frosted chandelier or glowing fireplace? A machine for cooling and a charcoal chandelier for warming? Then, perhaps improved resource harvesting and transportation in large quantities! Firstly, buggies could follow us into icy biomes with the help of evercharde charcoal pouches that would allow them to accumulate a sufficient heat threshold to follow us! It would be nice if we could later have other buggies like the ant, but which allow us to harvest higher-level resources. Or allow the ant to harvest resources at the level of our omnitool? Why not add bags to them, for example? Or, to finish off equipment for buggys ? , make it possible for the ant to equip saddlebags to carry more resources, or attach a sled to it to support more rods. What do you think? Next, an idea for a building that's close to my heart. I'm putting it at the end, because I know it's far too specific to be interesting. I know this one will probably never be read, but I'd love a structure into which we could drop our buggies and watch them move. That would allow for buildings like ranches - it would be incredible! No ?
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It was easier to demolish ghost parts if you only had to press the X button briefly. This allowed you to quickly dismantle hard-to-reach parts while jumping.