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Found 14 results

  1. Suggestions & QoL changes: -Make insects regenerate their HP with time when leaving the combat instead of getting their full HP back after leaving the combat. -Increase the time when you are knocked down from 30 to 60 seconds. -Make some insects tamable or you can raise their eggs and use them in harvesting, fighting, travel, or generating some of resources in their inventories. -Add tools or utilities to extract or filter water. -Add rain & other weathers. -Make the Crosshair flash or trigger a sound when you hit a target with bow or ranged attack. -Add more insect va
  2. Ok, so I know in an interview the dev director acknowledged that the current combat system isn't very immersive. However, the solution the devs are taking -tweaking the arthropod attack patterns to seem less robotic- doesn't, in my opinion, address the root of the combat system's issues. From my experience, the reason melee combat currently feels so mechanical and unimmersive is tied to the blocking system, not the insect attack patterns. In my understanding of arthropods (which was confirmed by peers more familiar with entomology), the mandibles are not only used for biting, but also for grab
  3. Now, in an interview, Grounded director Alex stated that they are hoping to add climbing to the arthropod's AI, but are having issues with programing the behavior. I propose a possible solution that I'll separate into two parts: Animation and Navigation. For Navigation, the solution would be to enclose each arthropod in two ellipsoid hitboxes; a smaller hitbox for their main body, and a larger hitbox for their legs. The larger hitbox intersects with geometry and is used to determine whether a surface is walkable, while the smaller body hitbox is used for physical collisions to prev
  4. Good day. One suggestion I would like to make (Sorry if it was already made) is to have the ability to mouse scroll through items on PC. Currently I couldn't find a setting to do it, but it makes game play a lot easier if i can scroll through the items instead of having to click the number associated with the hot bar, especially if an item is on 7+, since I am then having to take my hands off the keyboard just to hit that key. Thanks ITSchmitty
  5. Hi everyone! I’m brand new here and I just want to start by mentioning how excited I am to have found this game! I think it has a lot of potential and I’m really interested to see how it grows and changes. This post is intended to give devs (and whoever else is interested) an idea of what the game looks like to a player that is brand new. Hopefully you can glean some interesting ideas or useful pieces of information from it. Let’s get right into it! Progress through the game so far: Spent roughly 10 hours (over about 3 sessions) in a single world on moderate, playing wit
  6. When turned off holding LB would open the wheel and then upon release it would equip or use once what was selected. This would speed things up. Especially when in combat as switching weapons or using heals quickly can give you an advantage.
  7. Having played about 10 hours of the game on Xbox so far, really enjoying it and love the world and story so far. With that said, here are some observations and suggestions I have (some of which have already been shared by others) in a hope they may be considered for future enhancements. Ability to name save files, or at least differentiate Auto-Save files between Single and Multiplayer Multiplayer Accessibility Ability to invite Friends into game from the Xbox menus (current option where you have to host and then they have to join from the menu is a bit clunky)
  8. Greetings all I would just like to begin by saying how much I've enjoyed this game. Base-building games are some of my favourites and I'm glad Obsidian has given us their take on this genre. On to the matter of discussion, I would like to suggest some ideas for improvement and bugs(haha) that I've picked up on during my sessions. I'll try my best not to repeat suggestions that I may have already seen on this forum. Fixes Items like grass planks and weed stems tend to disappear into the ground upon placing them down. Certain enemies like stinkbugs and bombardier beetles ge
  9. My friend and I are enjoying this game quite a bit. We are hoping for some great add on's and game features. Some things I would like to see that may or may not be in the game yet. Traveling to different yards with completely different Biomes: A yard of islands from to much sprinkler time. A wasteland yard from improper care. Bugs: Rolly Pollys that we can ride, Dragon Flies that we can fly, Praying Mantis, Rhino Beatles, Caterpillars, Eearth worms, Pincher bugs, Moths that attack the light at your base, June bugs that ram your base at night because they are blind as a bat. M
  10. Would be much better immediately if the save files were grouped by character name, makes it less likely to accidentally save over a different character!
  11. On the Groundbreaker ship i spoke to Belle Everson the weapon mod merchant, and she states you can put the silencer mod onto the dead eye assault rifle, but you can’t, it can only take scope and mag mods, honestly this is the one gun that needs to be able to equip a silencer, it’s pretty much a designated marksman rifle, please allow us to barrel, mag and scope mod all assault rifles with 3 mods instead of just 2, cheers guys loving the game so far!!
  12. Are there any keypad users out there that don't have an escape button on their gamepad having to use 2 keyboards? May we please have a change to the controls for the escape button for exiting all sorts of stuff during the game. Can we just right click the mouse button for exiting these simple type of things. Or at least give us the option to change that in the control binds. I guess I could always resort to using voice attack or something along those lines.
  13. Every time you get low health it re-tags the codex entry for emergency medical inhaler (Press F) as unread. Very small nuisance but also easy to fix
  14. A couple of ways that would immensely improve playability. - Obviously, a way to label the map with multicolored pins, as we were able to do in the later Infinity Engine games. Also an optional "Auto-pin" option which puts a pin identifying a location after you visit it. (before you scoff, remember, P:T did this) - Ability to move up and down a level on the map screen. For instance when looking at the world map, you should be allowed to view the local map of a location by either right-clicking on it, or adding a third option to the travel dialog (so: Travel Here, View, Cancel). These maps wo
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