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  1. So far, Im glued and loving this game. However, I think there are some QOL features that would make things better. 1. The ability to sort your inventory/chest/container by type/quantity/name? 2. The ability to move items/furniture you placed in your base next to recycling. 3. a mini-map so I dont have to press M often when Im turned around?
  2. Biomes: New biome: compost heap / leaf heap incl. dungeon, there are a lot of insects and "other things" here New biome: fruits and vegetable bed, here you will find strawberries, tomatoes, maybe also pumpkins that you can enter or expand by yourself New Biome: Beehive as a labyrinth dungeon, final boss bee king. The beehive at the picnic table will be removed. A new, large one is created on the shed New biome: The oak, you can expand, climb up to the crown New Biome: The House Inside (thats a whole DLC). You can move in the partitions. ****roaches and spiders are up to mischief between the electricity and pipes. You can find food in mouse holes - but be careful! Insect raids, e.g. ant raids or whatever, which are only optional so that there is no frustration. This also results in defensive weapons (automated) Pulleys/conveyor belts for goods/materials digging tunnels (through the roots, stones, animal tunnels etc.). Maybe you cross an earthworm, mouse or something else?! Carnivorous plants, you can watch how they hunt an eat other insects or YOU! Weather Effects: - Maybe seasons?! - fog / morning fog (sometimes) - Rain / heavy rain with puddles Items: - Rope with Hook to climp up or down a wall or cave - ride on a beatle on a saddle - flying with a kite - a boat with an "insect-engine" Question: Why couldn´t walk spiders and ants up to walls Some things may have already been said - I didn't read all the forum entries beforehand ...and a dedicated server, please! I would like to host my own server 24/7 (Docker) on my Synology NAS to play with my kids.
  3. I’ve got a few propositions as for new additions to the game that I think would add a great touch to the survival aspects as well as adventure portion of Grounded! ————————————————— Here are a few of my ideas: Hostile Creatures: Trapdoor Spider. (This would be a stealthy spiders that has hides in the ground, it is camouflaged but the player should be able to see it a bit considering maybe a change of color or texture on the ground that is subtle but affective enough to hide the spider inside. It should be able to hunt and catch any prey by popping out as a real trapdoor spider would. As for items maybe the player should be able to gain some type of supplies to make a digging tool. This maybe could be used to make underground burrows of a players own. Or create burrows to stalk and hunt other prey for valuable resources. If not that then maybe used to make drills that go into the ground and bring up underground resources for collecting.) Mantis. (A creature with great sense of sight that is also very large almost as big as a wolf spider in game. It’s sharp like arms swipe at the player and stun them. They also use their mouth as another attack against the player. The player can use the armor and items given to make a mantis claw weapon with good attack speed and mid range damage.) Neutral Creatures: Crickets. (Crickets will alert and sense danger by using the sounds they make, they should be fairly loud enough for a player to hear in the distance. They could also be a possible land terrain mount. Saddle them up maybe using a saddle made of Berry Leather or some other type of material with possibly the use of crude rope. This cricket should be able to ride and hop and go a bit faster than a player would walking. As for its attacks I think a jumping mechanism would suffice or perhaps it could swing its strong legs in some way. Or use their jaws to bite the player if the player were to hit them, otherwise they should be neutral and not harm the player without aggro.) Butterflies. (This elegant creature could make for a new type of flying insect that can also make cocoons using new materials the player could have new crafting abilities if they were to harvest the cocoon. It is also possible that you can mount a butterfly and perhaps I’d the butterfly is killed and collected its parts could make wings and allow the player to have another way of perhaps gliding. However, it is not like the dandelion tuffs as it is more like a wing suit instead and using to glide much farther and faster instead. The player will not be able to actively fly up but more descend down slowly but be able to turn quite fast and go farther. Now of course this is a Neutral species to make it harder to get its useful flight armor that makes them more weightless and also add speed to their movement. The attacks could be something such as a manipulation technique that may mess up and configure the players screen into confusion. Almost like an allusion effect to confuse and deter the player. They will be seen flying in the air with the bees at given moments.) Caterpillars. (The descendant of a butterfly it is the before form of the elegant mistress. In this form it can climb walls and wonders around the area. It’s large like body almost like a grub it could be green or some other color. It is also about the size of a Roly Poly/Pill Bug the difference being in the length and movement. I believe it should be able to lift its front or back body and slam back down onto the player as an attack of threatened of course. This attack will smash any surrounding grass blades from its strong blow. It’s armor given or drops could be some type of more squishy dodgy armor. It could have an ability that allows a chance of dodge for the player against enemies. Meaning the attack induced would not work, on chance. It’s fluids inside could be made for a type of potion/drink to give buffs to the player for more combat techniques. Could also be used as a harvesting mount that chews up grass and turns it into fiber and produces much faster than running around and grabbing plant fiber. The player can mount it and run into grass stems and chew them down into fiber. The way to tame this would be quite difficult and it cannot fight for you. It can only harvest if tamed.) Leaf Bug/Stick Bug. (In my own opinion adding more camouflaging creatures could add even more element of surprise to the game. As they can blend with their environment and surprise the player. Leaf armor after killing a Leaf bug and help disguise a player in the grass for a limited amount of time. The player can use this source of camouflage almost like ant armor in ant nests. If the player gets too close or runs into a hostile mob it will find them and attack however, this is to make sure the armor is not too op but useful. Stick bugs on the other hand carry sap on their body that can be picked off by the player. This bug attracts sticky sap to its body that is harvested when nearby. Lead bugs have an ability to stun or put a player down for a moment using a toxic gas like ability. Very similar to a stink bug or beetle. Stick bugs can hit you with their long legs that give them wide range. Not amazing for bow attacks since they are so thin and more or less better for tank abilities with hammers and mallets.) Items: - Bee Saddle (Flying saddle.) - Caterpillar Saddle (Harvesting saddle.) - Cricket Saddle (Jump boost saddle.) - Caterpillar Armor (Deflection armor.) - Caterpillar Hide. - Cricket Armor (Jump boost armor.) - Leaf bug Armor (Limited camouflage.) - Digging Tool/Machine Drill - Trapdoor Spider Random Drop Items (Stuff inside it’s burrow or in its system.) - Stick Bug Legs (Can be crafted into a tool or weapon.) - Caterpillar Potion Supplies —————————————————
  4. Hello I thought of more ideas for grounded i know its at the release point but what the heck right. Ice Box Biome: We could get freezing involved, we could break free frozen bugs. Resources: Snow Ice Shaved Ice Recipes Exploded Cola or Frozen Cola Ice Cream Insects: Daring Jumping Spiders Roaches Weapons/ Armor: Jumping Spider Coat Jumping Spider Pants Jumping Spider Beanie ( Eskimo Theme ) Jumping Spider Club Jumping Spider War Harpoon Roach Helmet Roach Chest plates Roach Chausses ( Medieval Knight Theme ) Roach Lance Roach Halberd Lawn Mower Biome: I think it would be cool to be able to go under a lawn mower. Resources: Gasoline Oil Insects: Centipede ( BOSS ) Grasshopper Weapons/Armor: Grasshopper Mask Grasshopper Quiver Grasshopper Mocasins Grasshopper Saw Blade ( Aztec Warrior Theme) Centipede Helmet Centipede Chest plate Centipede Leg Armor Centipede Shield Centipede Spear ( Roman Centurion Theme ) Shrunken Chainsaw ( That needs gas ) Miscellaneous: Elevators Riding/ Taming Insects Hornets Brautburst Launcher Bear Traps Tiger Traps Cages Draw bridge for the Castle Gliders Pet Armor Gunpowder ( From Gun Under Shed ) Tazernaiter ( Large Robot )
  5. It would be cool if you could tame other creatures, heres a few ideas: bees you can ride them and fly around the map. a saddle could be like an endgame thing though so its not easy to have them as a mount at the start. they could go like 15-25 cm a second depending on its happiness and a saddle could be made of 6 berry leather, 8 dust mite fuzz, 2 plant fiber and 6 lint rope. to tame the bee it would need a few nectar and only able to tame the bees at night when theyre asleep so they dont target you. you could put a few next to the bee and itll tame after it wakes up. mites they could be a small fighting pet. you could feed it the mite fuzz potions and then they can fight beside you larva you can ride them along with have them as a tier 2 fighter pet. youll need cooked aphid meat. you can make a saddle with 3 berry leather, 5 gnat fuzz, and 2 crude rope. they do alot more damage than the mites and they can go alittle slower than what you can run but they dont have a running capability so it wont waste stamina going across long distances. ladybird larva like the larva, but tier 3 fighter and also ridable. uses same saddle but you need miteloaf to tame them. theyre faster than the larva and do much more damage with an added debuff of sizzle for a few seconds.
  6. After finishing the Hot and Hazy content, seeing the new into the wood content, and beating the boss, these are just some suggestions I have for the game: Add an insectopedia, or some form of info panel that tells us what each bug is weak to. Maybe you could unlock this ability once you kill such bug, and then you would know what weapon and upgrade to use. Add back base raids, to give us a purpose to use base traps, and design bases other than just for decor. This apparently use to be in the game, and then it was taken out. It could work as such as once you kill a certain amount of such bugs, they attack your base. Or these could be a part of the story. Or at least some bugs could just agro when they see you in the base, and they try to take it down to get to you. I think the food system needs a minor revamp, as do many others, and I think adding a fridge to keep meals and roasts from spoiling for a time would be extremely helpful, but it could be very expensive to craft of course. Add elevators! Buff the antlion greatsword partially, as the nerf on it is too much imo. Especially after seeing how strong the infected wolf spider is, it should not be hard to kill using a fully upgraded spicy sword, the literal weakness to spiders. Everything else though I think is great, and the boss was fun. I also know many other things are planned like a full story, dedicated servers, and new base defenses. I would also hope to see upgradeable armor added in. Lastly I believe a praying mantis is being added in the game, and I think this would also be cool, so hopefully it is. Mini bosses are always fun, but like the broodmother I think we should be highly rewarded for killing them. I would like to see a full set of broodmother armor for this purpose as well, but I digress. Great work so far!
  7. Here are a couple suggestions I was thinking. 1. Some sort of cart to carry items around the yard. Rather than just moving stem pallets around it would be nice to have a small wheel barrel or garden cart that you could take around with you to gather items. Perhaps it has a set amount of slots in it. 2. Would love to see some sort of creature that was specifically tamable to be used as a transport mount. My suggestion would be a Walking Stick. It can climb certain objects, but doesn’t move the fastest. It’s main attraction would be to take on journeys to use as a carrying mount. Perhaps it can hold up to 12 slots. 3.Other types of creatures in the game such as beetles, moths, butterfly’s, grasshoppers, crickets. I’d also love to see a 2 person flying mount such as a dragonfly. But have it be low on stamina so it can cross the map in a single flight or perhaps it has lower defense. 4. I would also love to see weather effects. Perhaps a sprinkler system installed in the yard. Every so many days it rains. This would open new opportunities for new items like a rain collector. I would even love to see hazards like maybe a garden snake or even a weed eater that targets set locations. Maybe you have to build a metal fence section around your base to “deflect” the weed eater from destroying any property. 5. Would love to see more furniture and base décor to make your backyard abode feel all the more cozy. 6. I get the idea that this backyard experience has just happened to 4 individuals. So, the idea of custom characters are out the the picture but it would be nice to be able to edit them with new outfits, hairstyles, etc to make them more unique to us or add a few more characters to be able to pick from.
  8. I thought it would be cool if there were jumping spiders that behave similarly to ladybugs. I heard that jumping spiders irl can even have arachnophobia so I think it'd be neat for them to run away from other spiders. In my opinion, having an adorable spider would provide a healthy variety from the deadly and terrifying ones.
  9. Seeing that Grounded has already included some cool and less well known creatures makes me really happy. The game is a perfect place to introduce fascinating non-vertebrate animals. Here are some ideas I got so far: Animals Hydras. They are basically tiny anemone that grow in freshwater. Their tentacles have special cells that shoot poisonous harpoons when triggered. It's possible to craft ropes that can stick to tadpoles out of these. Millipedes. While not aggressive themselves, when threatened, they can secrete cyanide to protect themselves. Imagine dosing a decoy with such poison to kill a wolf spider! Fleas. Mentioned in a previous post about the sandbox biome. I want to add that, since fleas have these tiny gears on their legs for synchronizing jumping, you can craft some gear-powered(?) system if you harvest enough of them. Planarians. The land planarian is pretty disturbing. They wrap around their prey and pull out their stomach and digest the prey alive. You can exaggerate their regenerative ability, and make it so that if you slash one with an axe it would split into many smaller bug, up to 273 pieces. Velvet worm. ( Honestly this might overlap with the web-shooting orb weavers. But they look so weird and cool, and they're of their own animal phylum! Earthworms that create tunnels you can explore. Leeches Snails and slugs Horsehair worms. When the heavily asked mantis prayer is added, these parasites could be a welcomed surprise to come out of the ravenous insect you're fighting with. Plants (I'm not a plant person so thoughts are limited) Garden balsam: they have exploding seeds that can be used as grenades Lamb's ear: Offers a warm-fuzzy coat. Nepenthes: If you dare venture down its sac, you can find a rich reservoir of bug parts, provided that you have a way out. Bladderwort: sucks player inside its trap pouch if triggered. Many plants have long hairs that make it difficult for insects to climb on. When more realistic climbing behavior is introduced for the insects, these plants can serve as a defensive building materials for the base. Protists While the shrunk size of the protagonists offers great opportunity to explore the microscopic world, I think most protist bugs are still too small to interact meaningfully with the player. A lot of interesting ciliates will be no bigger than the size of a pebblet. It is possible though to build the visuals so we can see how the water is thrived with planktonic creatures. Maybe the devs can create some area rich in diatoms, which players can harvest in bulk to get glasses for building or diatomaceous earth for water-filtration. (Can you build halteres for the mosquitos?)
  10. First of all I really enjoyed the game and have to thank the developers and designers for such a great idea and details in the world of Grounded. Unfortunately with the latest Patch 0.11.0 you've introduced a lot of things that are not pleasent. This is my personal opinion and no one has to agree with it. I'm writing this post to give a little bit feedback from my personal view of the game. 1. Base building - Ressource farming In order to get enough material to build your base you have to farm a lot of materials in grounded. That alone is not an issue because it should take some time to get it done. But the broken design here is clearly that using the Plate Storage or Grass Storage (I don't know the exact english wording here as I play it in german) is the way to go to improve your base building speed. If that is what you had in mind then give the players other options to carry more at once. 2. Only play to beat starvation Before 0.11.0 I think it was more balanced that after you've get the drying rack you don't have to farm your meat on an hourly/daily bases. You could go on your journey and explore the map without having to fill your inventory with multiple stacks of dryed meat and multiple bootles full of water. Sometimes it's even better to place a improved tent near the place you want to build something. Like in the sand box. Simply build a tent near to you place your stuff in a box and die instead of searching for water and food. 3. Health regeneration Before the patch if you've not hungry you started to regenerate your healt which was at least for me the expected behavior. Now it seems inconsistent sometimes it works sometimes nothing happens. 4. Item attributes This is one of the worst expierence if you have to compare stuff and understand things. Attributes telling you just +regeneration/+healing/Meal or what ever is nothing that you can compare or understand other than it will do magic in this category. This is the same for set bonuses. The explanation in the "OS" section is not enough. 5. Camera movement in first person during melee attacks At least as a pc fps gamer I don't want the camera to move with the swing. This does not feel good. 6. Melee weapons with highest tier amor Playing with melee weapons and even the highest tier of amour is not a good expierence if you will be one or two hitted by your oponent if you didn't block the attack. That wouldn't be that much of an issue if you would have at least a little bit health regeneration. In my humble opionion this does not feel properly balanced. 7. Ranged weapon wayfinding exploitation Fighting insects with ranged weapons and exploiting that they can't attack you if you're standing on a small stone (because they try to flee away). If the best approach is to exploit that behavior then it might not be a good solution. 8. Backpack organization I think every player likes to organize his backpack and wan to place items at special positions. But the game sometimes randomly rearranges the item position. This is so much annoying. 9. Forge and repair items Before the 0.11.0 patch I thought the Idea is that the player does not have to farm silly things over and over again just to keep his items alive. But currently you have to farm things more than you have any benefit. Items will break to fast. You have to exploit the upgrade feature so the item is cheaper to repair. 10. Broken items with full backpack If your item breaks and your backpack is full it will be dropped to the ground. I think this is not what it should or could be. 11. Railway anchor Currently there is no way to place it and see if it is blocked by something. This means you have to travel back even if not build and check from the already build anchor or build it and play try and delete until it's not blocked by something. Nevertheless thanks for the game and the ideas you realized in this game. Kind regards André
  11. To make it easier while exploring for items for crafting, there should be an option to pin at least 1 or 2 crafting items onto your screen with crafting recipes. By doing this, it will be easier to explore and there wont be the risk of being attacked while in the menu looking for what items you want to craft.
  12. Cicadas which disturb the radar and waypoints with their noise. Garage with opiliones, silverfish and ****roaches. A bed-biom with a large via wormtunnel saccessible pumpkin or watermelon. Crane flys, kissing bugs, scorpions, tarantulas, black widows. As great dangers also went newts, lizards or slow worms. Access to the windowsill outside, the window is closed so you can't get inside the house but there could be pots of herbs or a cake guarded by wasps. Boss Giant Hornet. A trellis on the house where you can climb. Dewdrop telescope. Nettles, ivy, pine cones. A shield made of acorn parts. Weather like heat waves where you lose water quickly if you are not in the shade, short rain showers that knock items out of your hand if you don't shelter, cold on some nights that consumes your food, wind that makes the grasses shake back and forth, fog. In this context, a weather radar to arm yourself. Teen-creator to individualize the chars. Meat should be stackable.
  13. So one last time the brain wrung out and this dripped out. Most important: The possibility to turn off the friedly fire. The plants with the thick leaves between oak and rose bed should become harvestable. My teammates often expressed the desire to use a large leaf as a boat. An inflatable boat made of beetle rubber would also be conceivable. A greenhouse as a new biome, where even exotic plants could grow, maybe even dangerous ones? A garbage can, a bird house, an insect hotel as a dungeon. More fungi: toxic earth balls near the haze biome, slimy stinkhorns, harvestable tree fungi. As a great danger at night, a bat. Sunflowers, hyacinths, daffodils, crocuses, snowdrops, butterfly-bushs. Dear developers I hope you can use anything from the 3 posts. Otherwise I am curious what the future updates will bring. Good luck.
  14. Okay! First, let me just say bravo and thank you for what has already been a super fun game to play! (and we're still in early access). With that in mind, I have some suggestions of things to improve overall enjoyment of the game and some suggestions for future development. If you read this and like my thoughts be sure to drop a like so Obsidian will notice it. Lets get started. The Obvious Things: The sap collectors. Stop making us pick the sap up one at a time! There should be some mass collect option. Please! We need an elevator option! Everyone who's a true master builder wants to make at least one "floating" base. That is EXTREMELY difficult without an elevator to bring up materials with. Even if it were for only building materials would be better than nothing, since I cant climb ladders and hold materials at the same time. Hatches! - Just as doors are to walls, hatches should be to floors. Fire Arrows. This one just makes sense. There ain't no way in hell that in a world where I was shrunk and had to fight inse... had to fight SPIDERS that I wouldn't be lighting them on fire with some Molotov ****tails and/or Flaming Arrows. "Kill it... Kill it with fire!" A boat or raft. There should be a steerable raft of some sort that we can use to fairy around on the pond with. Spider's Doom - Like the Ant-nihilator but for spiders. (I'll tell you what, if I were really shrunk I wouldn't be worried about how to better kill ants. What I would be studying? Spiders!) Tier 3 Axe - It should be a two handed item and it should be clippers. Made from ant mandibles or something that makes sense. This one should go without saying but we all want a entire crow armor set! I'm sure you're working on it already so that's not really why I bring this up. I bring this up because it should be obvious that we *want* armor sets for literally everything we can kill! (Or at least any predator). I know we aren't gonna get everything. An aphid armor set is probably never gonna see the light of day. And I get it! Some critters don't have strong enough hides to make armor sets out of. Like aphids and mosquitoes. That makes perfect sense. But some obviously can! and should taken into consideration. (IE: The Stinkbugs, The Bombadier Beetle, The Larva). The Not So Obvious Things: The Four Leaf Cover! The lucky four leaf clover should be a harvestable material. As to what for... there are a few options I could see right off the bat. First, you could have building parts that only can be made with "lucky clovers" and they could provide some sort of structure bonus or maybe just be really fancy (similar to the feather roofs)! Second, a luck tower. This would basically function as a booster for nearby structures. The mushrooms gardens would grow faster, the stem walls would be sturdier, the dew collectors would collect moisture more often. Etc. Etc. Essentially an enhancement beacon. Third, a new smoothie that gives you a percent chance to dodge attacks (or something, extra % crit, etc.). All these are nice but personally I would suggest option 4, a tier 2 shield! Just imagine it! Having a 4 leaf clover shield!! That would be super cool! As far as its bonuses there are tons of things you could do for it. It could just have more durability and a bigger threshold before getting stunned. Wielding it could give you the percent dodge bonus I mentioned. Though, I think it would be cool if (ya know, since its like all magical and lucky) it regened its durability given time out of combat! That would be sick!!! Lets be honest, farming weevil meat gets annoying. Its not hard. Just boring. It bogs down the game. So a solution to that would be awesome! (Plus there is still a chance you break your shield in combat so its not a cure all shield!) Option 5: I'm not sure that I really recommend because I'm sure many players, myself included, would abuse the heck out of this so there would need to be limitations somehow. But it would be awesome if you could make a 4 leaf clover beacon that stopped enemy spawns in a certain radius. This would let players build bases in cool areas where we otherwise wouldn't be able to. A great example is under the tree. Everyone planned on building their base there until they learned that not 1 but 2 wolf spiders spawned there! I still think option 4 is the best but figured I'd put this in here for food for thought. The Haze Reaper! So I am stealing an idea from William Akhurst Hultz's suggestion (so please go read his too) but tweaking it a little here because I think he missed some things. "Here's the idea, in the haze roams a praying mantis that has been affected by that weird fungus that's all over the place there. He attacks on sight with slashes, lunges, and stabs with his "scythe like" arms and occasionally flies up for a moment to come crashing down with a huge slashing attack." The loot that comes from slaying this beast could be his mantis arms that the players could craft into a two handed scythe weapon that would fit under the "assassin" mutation. I think having a two handed assassin weapon would be very unique and provide something new and exciting for the assassin players! A possible name for the boss could be the "Haze Reaper" and the name of the weapon could be "The Reaper's Claw". Additionally, this boss would drop the materials necessary to build "The Reaper's Mask" a mask that, like the gas mask, blocks the damage from the haze zone. However, unlike the gas mask it would not weather down given use. (Of course it can still take damage if you are attacked, like any other armor piece). This would give players a viable option to build a base in the haze zone (WHICH EVERYONE WANTS TO DO!!!) but as of right now its just not viable. Making us have to kill a boss (possibly 4 times for everyone on the squad) to get it would really make us feel like we earned it! Please consider it! (Should be a summons boss like the brood mother) Hopper's Doom! Okay so the name of this one is bad but the idea is good! (Also kinda obvious but I felt it belonged down here anyways) We have all these tadpoles swimming around and no frogs?! Dat don't make any sense... lolz. So! I suggest a three tiered new hostile creature "Frogs" that have a new deadly attack! A tongue attack that pulls players in right next to the frogs! Let me tell you, I abuse the heck out of a bow and a high rock! So an enemy that could pull me down from my safe high ground, down right next to him!! That would be scary and fun to deal with! The first tier would just be your generic pond frogs. The frog equivalent of the orbital weaver. The second tier would be poisonous frogs, aka "Poison Hoppers", that would be the frog equivalent of wolf spiders. These would obviously have poison attacks but as frogs poison usually comes from their skin I suggest not having its tongue attack be poisons us and instead make its melee attacks apply the poison. Okay so we've talked about frogs but now lets think bigger. A boss enemy. The Toad! Like the frogs he would be able to pull you in with a tongue attack but would also have a variety of other attacks. Other possible attacks could be a long jump up that ends with him crashing down where you were last standing when he jumped dealing a big aoe slam attack, a croak attack that if your in front of him dealing that melee damage would pushes you back off him and on your ass! and of course a venomous attack! Spiders aren't the only small creatures known for their venomous touch! Some of the deadliest poisons on earth are from frogs and toads. Don't let that go to waste. (Should be a summons boss like the brood mother) Loot Ideas: An suit of armor that each individual piece increases your jump height but when worn as a set give you immunity to fall damage! Come on! It makes perfect sense!!! And who doesn't want to jump and land like a superhero?! Regardless of the tier list I came up with, frogs should be an enemy in some way shape or form. Looking forward to it. Ice! Idk what for and what its benefits will be but I want to make ice! and maybe a freezer? Make it hard for me to achieve too pls! Maybe the freezer could just keep food fresh longer or something. Idk. I just want ice! Thx. PS: A personal shoutout to whomever over there at obsidian gaming drew the weird chef man as an easter egg for us more adventurous players! That **** made my day! Hilarious! Thank you!
  15. First of all, big praise, you've managed to make a nice locking and fun game even as an early access game. At this point, i can't think of a single thing that i would describe as annoying or distracting. Instead, there is a lot that I already love about it. From the adrenaline rush when you hear a spider scream to living in a mushroom castle. I'm looking forward to the future updates. Here are a few suggestions if you feel like it even though you've probably heard them many times before: A sandbox, maybe with a wooden frame that also has termites in it. A rideable bumblebee, everyone wants to wiggle through the air on a big fur ball. Maybe not as a permanent tame like in Ark but that you have to mount it and it flies away again as soon as you dismount so it doesn't get too easy. Otherwise I would argue against rideable beetles since Grounded is quite unique and would otherwise just become the Ark of beetles. Butterflies by day and moths by night. Caterpillars that hang on the top of grass similar to dewdrops. A frog that appears when you kill too many tadpoles with the fighting power similar to the wolfspider. Spiders that lurk on the ceiling of underpasses and pull players up with their webs if not freed in time. After a bite, it drops the player again and also goes to the ground to fight. If the player is freed, it also rappels down to fight. As a dungeonidea a compost heap. There could be earthworms, isopods, slugs and earwigs. As another dungeonidea a beehive. Bark beetles/deer beetles which can be found at the tree. Prefer some more powerful. Centipedes and millipedes lurking under foliage. Grasshoppers, dragonflies, snails and praying mantises. Water striders to be met in the flodded zone. Dormice and sparrows as major danger, difficult without tier II gear. Voles. A hedgehog which hunts at night in a certain area. Invincible like the koi. Increase durability of weapons by 15%.
  16. Here's the list of all current racials: Also here's the list with descriptions included. As you can see some are more useful than the other; be it because some are more useful due to encounters we have to face, or as in case of moon and fire godlikes: lack of scaling. I have assembled a few suggestions in this regard, grouped in 4 sections (from important to optional): Suggestion Group 1: Scaling Silver Tide:currently restores only 10 hp per proc, and doesn't scale. This makes it a really weak racial. in PoE1 it was restoring 10 + 3 * (CL - 1). average health pool in Deadfire is 40 + 10 * CL. thus proposing the following scalling: 6 + 2 * CL. This way it will heal for 8 at level 1, and for 46 at level 20 Battle Forged:currently deals only 2-4 burn damage per proc, and doesn't scale. in PoE1 it was dealing ~ 2 * CL. proposing the following scalling: 1..3 + CL. On average it will take ~11 hits for a 240 hp enemy to kill himself against Battle Forged. Suggestion Group 2: Double racials for godlikes During Q&A #7 Josh told that godlikes will have two racials. One on par with the rest of the races. And a second one that will be on the same power-level with headgear we'll be able to find: I do find this to be a nice idea and would like to see it implemented. Out of playable races, Moon and Nature godlikes are the ones who lack a second racial. Here's my suggestion for them: As for Avian and Marine, their current racials are already quite strong, so they could be just split in two. For consistency. Suggestion Group 3: Optional minor tweaks Some racials could get a few minor changes to make them either more appropriate or a bit more comfortable to capitalize on. For example I do find it strange that Fire Godlikes have lower +AR bonus vs burn than Pale Elves. Thus proposing: Elemental Endurance: +4 Burn AR, + 4 Freeze AR -> +2 Burn AR, +2 Shock AR, + 4 Freeze AR Ashen Skin: +2 Burn AR -> +3 Burn AR The next thing is human's racial. In PoE1 it had a duration. In Deadfire it is active indefinitely while you are below 50% hp. I understand that this one is a matter of taste, but I liked more the PoE1 version. Plus, if I want to make use of Barring Death's Door and akin effects, human choice kinda clashes with Death Godlike. So:Fighting Spirit (Before): +7 Accuracy and +15% Damage Done, while Bloodied or near Death Fighting Spirit (After): +7 Accuracy and +15% Damage Done for 10s upon reaching Bloodied. Can trigger twice per encounter. And lastly the Hearth Orlan's racial:Minor Threat (Before): +10% hit-to-crit while attacking same target as an ally Minor Threat (After): +5% hit-to-crit. While attacking same target as an ally get +5% more. Suggestion Group 4: Feat-alike, selectable racials that are partially decoupled from races .. in progress.. So these are the suggested changes to current racials so far. Thoughts?
  17. I am preparing tons of smoothies for entering a certain biome. While I can get the other two ingredients reliably, aphid honeydew is something I'm not entirely sure where to look for. The most consistent place I found so far was on the south bank of the pond in the clover forests early in the morning, before the ants ate them all. I tried trapping aphids inside enclosures, but they were too stressed and would not produce honeydews. In real life, if you remove an aphid when it's sucking on a plant, its mouthpart would detach from its body and got stuck on the plant, causing the plant to constantly flow "aphid honeydew" out of the small needle. (http://bio1152.nicerweb.com/Locked/media/ch36/pressure_flow.html , much like the sap collector in game) Scientists used to study the content of plant fluid using this technique. In grounded, I once shot an aphid on the back side of a grass and it did not fall onto the ground even though it was dead, and I thought that, if not a bug, was the developer's work of building in this mechanism. I wonder if the team can further build upon this phenomenon and give us easier access to "aphid honeydew" that did not pass through the animals gut. The grass/clover would keep pumping out the honeydew for a day or so and die because of malnutrition.
  18. After being on the fence about yet another early access survival crafting game, I tried out Grounded during the recent Free Weekend event. While I was pleasantly surprised for the most part, there were a few minor complaints raised by my friends and myself over the course of our Steam co-op play, mostly relating to the PC UI. It seems like some aspects are still optimized for gamepad players, leading to some slightly awkward and unintuitive control issues for KBM players. It would be nice to see the existing control scheme utilized in a more consistently intuitive, streamlined manner that minimizes travel and extraneous keypresses. If you're soliciting user feedback, these are some of our thoughts: TAB allows you to exit the SCAB menu at any time, but when you are in a container or crafting bench, it only scrolls through the item icons on the right panel. This is wholly unnecessary on a PC with a Mouse cursor. TAB should ideally always toggle out of a container or crafting bench. ESC can certainly also still serve the same purpose, but should not be the only way to exit those menus, as (for most players) it requires moving away from WASD to reach it. In the Crafting Menu, the mouse cursor already highlights a selected Recipe on mouseover. The Player should not be required to click on the recipe AND press Space to craft it. Highlighting the selected recipe in the list and pressing Space should be sufficient to craft the selected item without extraneous clicks, unless the player specifically wants to review the Recipe on the right side info pane. The ability to pull materials from nearby containers for hotcrafting, both in the inventory and in workbenches, would be greatly appreciated. Likewise, being able to set a certain number of items to be auto-crafted without continuously pressing space would be helpful as well. The Canteen, as far as I've seen, has no reason to use the Action key to fill it when the Left Click interaction would work to intuitively fill from a highlighted source. The ability to scroll through Hotbar items with the mouse wheel would also be useful, even if it only applies to tools and skips active-use items like food or healing. The ability to sort items in containers by type/expiration/durability is indispensable and I don't know why a rudimentary auto-sort is not already present. There needs to be an option to "Deposit All" or at least an option to top off existing storage stacks from your inventory. The less time spent on tedious inventory micromanagement, the more time spent playing. Custom keybinds do not seem to take effect on the HUD until the game is reloaded/restarted, and some of them (such as PgUp/PgDn) do not fit within the existing hint popup (see attached image.) We really wish for the option to create a custom kid and select a voiced personality for them, rather than being forced to pick from 4 predetermined characters. Everybody loves a good character creator! Unique PCs give the player a stronger attachment, as well as motivation to replay/RP. Like I said, we were all pleasantly surprised at how good the game is, and how polished and intuitive most of it already is. Especially the building system, which is already far more robust and thoughtful than many of Grounded's tree-punching peers. It's definitely on our wishlists now thanks to this demo weekend. Thanks, and keep up the good work!
  19. General Idea: I've been thinking about this for a while now. It's hard to move large amounts of items, and especially resources, long distances quickly. How about trains? I've noticed that techy stuff is not what you guys are going for, so a player powered train could work. Features: You could have a train construction platform, where players can attach chests, pallets, etc. However, everything will have to fit within a certain area on the platform. Personally, I would limit the number of cars to 3 or 4 just to avoid lag. Construction: A track system made of weed stems, crude rope, and grass planks. Each car could have acorn top wheels, and have grass planks for the floor. Fitting it in: Maybe this could be a part of a larger update that includes gears and the like, opening up the possibilities for more machines.
  20. *Edit* I apologize I intended for this post to go in the Feedback and Suggestions category. Perhaps a moderator can move it? - Thanks. I came back to grounded after a few weeks away. I immediately noticed some great changes, however I feel that the dangerous insects are too plentiful now. It's getting hard to venture out anywhere without running into trouble, and while I understand that may be by design, it makes it more difficult to enjoy other important aspects, such as exploring, base building, resource gathering, etc. My suggestions based on a few hours with update 0.9... 1) Decrease spider frequency (but increase their ability to pursue on elevated terrain and make them more territorial - This would A) solve the problem of a person just being able to range attack them to death, and B) make the spiders more realistic and exciting. For example, if a spider becomes aggro'd on you, it can reach most elevations that you would have considered safe, this means that getting a few ranged shots in would be beneficial, but you are still vulnerable. The impossibility of climbing out of reach could be balanced by making the spiders pursue less over distance and stay within their territory, allowing the player to glide away to more safety. To fully dispatch the spider, it would require either several attempts at such a strategy, or eventually requiring close combat.) 2) Aggravated Mosquitos pursue way too far a distance - they chase you halfway across the map it feels like... seems a little imbalanced. 3) Digging for grubs but finding larva was a great idea, but is imbalanced. I found 6 larva versus 2 grubs in a recent session. It should be the other way around IMHO. 4) Speeding up Aphids was a great way to increase the importance of ranged attacks, however I feel like Weevils are too few in number and are always being pursued by ants, which makes it necessary to run halfway across the map trying to kill one (which often results in encountering dangerous insects when you weren't in the mood for that kind of experience). 5) The water/hunger rebalance is better, but water is lost a little too quickly, and hunger not quite fast enough. 6) Photo mode is awesome, but even with the camera speed controls we have, the camera moves waaaay too slow. That's all I can think of right now. Thanks again for putting so much effort into a great game!
  21. So uh, I play a lot of build them up games and stuff. I only recently just picked up Grounded, but I haven't been able to stop playing and have been convincing friends to buy it too. Anyways! I play a lot of games like Ark, The Forest, House Flipper, Valheim, 7 Days to Die, Subnautica- obvious Sandbox and Survival games that are replayable. I love this game a lot, because there is so much to do, even if you get a lot of the stuff done in the game itself. On that note I just have mild suggestions in terms of gameplay: Balancing Thoughts: - Poison/Gas Arrows: I uh, don't see this working on anything I fight, it'd be nice to have like a status symbol under the health bar or something just to see that it's working? I don't tend to see the health go down, but the venom/gas arrows feel a little pointless if you don't see them actually working? - Crow Feathers: I saw you fixed the issue where they stay forever as well as the free respawns, I just think it might be a good idea to up the amount of fragments you get- not by a lot. Maybe 2-3 per a drop rather than 1? Since you only award 2 Raven Arrows per a fragment it'd be nicer to not have to wait days to farm the feathers. Either that or increase how many arrows you get per? Make gameplay a little more balanced when you do get what you need. - Spike Traps: I hate saying it, but you should pull the damage down on them, I killed a wolf spider on accident because it went for a lure trap surrounded by spikes. It only took a minute for it to die. Those may be just a tad over powered. I did do this on patch 8.2 though, so maybe they will break before they kill the wolf spider this time, but even then; just might be a good idea. - Weapons: So far the best weapons ( which I think was your intention ) for dealing heavy damage are the maces/clubs. Which is nice, they are well balanced ( Stamina Cost, Speed and Stun Rate ) and honestly satisfying as all hell. Same with the spear ( Good Damage, Mid-Speed, Long Range and Good Stamina Consumption ), but uh, I wish the daggers or the Mosquito Sword thing were a bit more rewarding? Maybe dual wield daggers or something so the low damage and high speed mean a little more. Or just make successive hits more damaging? Make a perk with it? I'm unsure on what would be good in that regard, but everything else feels pretty good. Just thought I'd offer some input. I haven't tried the trident yet, but if it's like the spear I'm sure it'll be amazing. - Raw Science: Alright, so this one I'm on the fence about, I've explored the majority of the map- including the U/C areas. Raw Science is pretty abundant, but finding it is a literal bitch sometimes. I have a lot on this one so uh, sorry if it's a long read? XD But for the most part, purchases are too expensive at the rate we accumulate RS or find it. It may be different on other difficulties, but I'm unsure as I haven't tried them yet. These are all just personal opinions as someone who plays games too much XD For upgrades such as the Eyepatch (2k), Fiber Bandage (2k), Torch (1.25k), Canteen (5k) and the Acorn Shovel (2.5k). The amount of Raw Science is so expensive that I honestly just thought "Is this even worth it?" and after using them. No. No they aren't. I can say the only decently balanced RS cost out of this, is the Torch Upgrade. Everything else? It's so expensive for how little it is used. Personally I cut the majority in half or down to 75%. In terms of use, the torch is one of the bigger ones so it's cost is actually pretty good for the amount of use it'll get. I would still lower it to 1k, but that's just me. However. The Eyepatch, Fiber Bandage and Acorn Shovel. For the amount that you have to spend on all these and the lack of effectiveness they have is...so underwhelming for the cost. I personally would cut these costs down- Eyepatch at 500 since a lot of people only use it for early game, Fiber Bandage 750-1k, since I'm unsure of other people's playstyle it may be a good work around as purchasable if you use them a lot. Acorn Shovel, honestly unless you are digging a bunch of clay ( I dunno about the Pond Items since I had the Shovel+ prior to exploring there ) it's so inefficient. Personally if you keep it the same price, make it break Clay in 2 hits instead of 4 cause it's painful to have this expensive RS shovel but it not do more than dig 1 step faster. Otherwise I'd lower it to 500. As for the overly expensive Canteen....honestly I'd make this something you could just make after finding a blueprint, but that's me. Otherwise, cut the cost in half for it. 5k for 4 drops of water? Even when you finish the map and all, you'd really only need the base canteen. To make it a more viable option just cut the cost in half. The 2 Koi Pond items, are actually well priced- personally I'd shove the Light Source down to 1.5k just because the normal ones really don't last long enough, but that's my opinion. Those two are pretty well balanced that I don't have much to say on them. Build Upgrades- oh man. So, I think the Multi-Story and such are extremely well balanced and perfect for the cost of what you are getting. However. I think Fortified Bases should be cut down- not a lot, just a drop to 3k instead so you don't have to cut off a literal arm and that extra foot. The Buoyant Foundation is also well priced for those that want that cool on top of the water base, decently priced- even if you only get one item. Due to the fact it's not necessity and it's more of a 'must really want' I think it's well placed. Now comes the excess- As for the Pebblet Foundation, I'm not sure which is better between it or the solid Clay, but if Pebblet is stronger, the price is right and I will STFU, but if it's not. I'd cut cost down to 500. Or leave it alone completely if you plan on adding more stuff- like walls, sconces and roofs, things of that kind. Right now though? Honestly way too expensive. Ziplines, honestly I can understand why they are so expensive. Personally I didn't really take heavy interest in them, because I had less use for them, but others probably have cool ideas and uses for it. At the moment ( until there are more ways to get large amounts of RS besides saving that 300 day per Quest ) I'd cut it down to 5k- still expensive and robust, but allows for a little more freedom and option- as well as some more flexibility in getting other stuff you may need if you speed the chipsleuth. That's just my opinion though, others may say its worth, or not at all. Splatburst isn't.....strong enough for it to cost 3k. I've played with it a lot cause I love explosions. I'd honestly cut it down to 2k with it's current damage and range- it works well for it's effectiveness or when you uh, wanna genocide the ants. XD But since its something that takes a bit to unlock ( with the right Burg L chip and all ) I'd say it'd be better at 2k. Its already expensive to make ( the ingredients are a bit painful to get after all ) so not eating my RS wallet would be kinda nice. Daredevil, alright. I have an issue with this perk specifically. I haven't tried it, but unless I take next to no damage when falling, it's not worth 5k. If it just softens a blow at 25% or so, cheapen it. I can't offer as much input since I was just dead staring at the price in exchange for it's effect. I'd honestly price it similar to it's effectiveness, if it cuts fall damage by 25% make it 1k, 50% 2k, 75% 3k. That 100% is worth the 5k for those of us who suck at looking where we leap. Signage: 1k is too expensive for these. Pulling it down for those who really like cosmetics may be a better choice- or making them unlockables in the varying bases. At best I'd throw these at a 500 cost rather than 1k. Just some feedback on that regard and suggestions- since I know if you play the game a lot with really good equipment, farming 300 RS a day is excessively easy, but you heavily rely on the RS you find at the beginning so much that some costs really should be cut down a little for flexibility. It'd be a more streamlined progression if some of the early starter things you get ( since there is no step by step unlocking the chips ) were a bit cheaper to get. Some of the harder unlocks that are hidden behind puzzles should be a bit more expensive and offer a bit more progression in the game. No qualms on that. I think it's kinda strange to grind out quests daily on the game to get some of these unlocks- it may promote some explorations, but people can generally be lazy. They will more than likely return to the same spots to farm, which...kinda makes it grindy? Which in this game I don't think grinding should be a go-to kinda deal. If that is what you're going for then disregard me. Otherwise the RS placements and the amounts you get from Burg L I think are really decent and well spaced out thus far. Personally I wish the TAZY. T's respawned ( After like weeks ) or gave a little more for a single encounter deal, but that might make things a little too easy. As more stuff becomes available though I'm sure RS will be easier to get, but as an early access it shouldn't be a grind is all. - Perks: I don't have much on this- I actually like the perks and all as well as their progressions. Personally I wish we could have more active- like make an upgrade that cost RS or an unlock- something to allow the use of 1-2 more mutations at once ( with a total of 4 or 5 ), but otherwise I think the system is quite brilliant. Since it's so interchangeable with all the combos, its very nice. I only have one small suggestion and its just after you unlock them- I couldn't find a progress bar ( maybe I'm blind ) to see what I need to get it to the next phase, its honestly not necessity or anything. Just a Quality of Life type improvement. - Armor: I actually really love your armor system- it feels really good to be able to have different effects on everything. Personally my favorite set is the Worker Ants cause of the haul capacity xD Ehem, but overall I think the armor system is well balanced- requires you to take chances to get better stuff and it deteriorates at a decent rate to boot. The set effects and the many quirks they give are unique and fun to mix and match. I truly do love them a lot and I'm so god damn excited for what other's you guys come up and out with. ( I'd love to see more Marksman stuff xP ) - Gliders: Oh man, I want more gliders....like we get crow feather fragments and iridescent wings, it'd be cool to have some really awesome craftable gliders with those ingredients. That's just my opinion XD - Traps: I really want more traps and lures....they are so cool and it makes me feel like a badass when I set up something really good XD Be awesome to make a spike pit or use the spiders webbing again to make something similar to the dew drop catcher. But it catches bugs instead. A predator deterrent wouldn't be a bad idea either.... - Mob Stuff: Another long section, I'm so sorry. Weevils: Love them, good source of meat and all, but uh. I did the dumb and dropped a mushroom on the ground early on. There were so many weevils and the ants trying to kill said weevil that I was terrified I'd crash the game. It'd be cool if they could eat the mushrooms on the run or the mushrooms despawned ( cause they get kicked around and become hard to find after a bit ) after a bit. So that it's less painful- it also might help with being less taxing on computers. Plus I've had them glitched in a lot of random places ( I think I still have some glitched in a cave??? I can hear them but can't see them ) as well as spawning like....in the ground. Where you can see the top and kill it, but the poor things can't move. It's like they are half-buried XD Aphids: These things are fine- I think there is an issue with the AI though. If they get scared, sometimes they just hop in place over and over and over again. Sometimes they explode randomly too, but uh yeah, besides the fact they are super annoying when they get stuck in that loop. I have no issues. Spawn rate is really good and overall decent. Grubs: Need to spawn a little more frequently- like if I leave corpses it'd be nice if they were more likely to spawn close by? I dunno, I rarely get the dig areas so I often have to go hunting for them in the first place. Be nice if they dropped more hide instead of goop though. Other then that, they are fine. OH and they spawn on top of leaves and that one wooden board sticking out of the ground- which is really weird. Larva: These things are so damn fast- which is good. I find these guys to be a challenge. Personally I have no issue with them at all. Just wish they had more drops- maybe an armor since they look kinda cool. Lawnmites: Oh my god. I hate these things. Which makes them good. I just wish they took longer to respawn- so they aren't a daily issue. Infected Mites are fine with how many are around in that one area, but the amount of regular bastards is ridiculous. Preferably, just don't make them come back daily- even just one day after killing them all kinda respawn would be better. That's just an extremely personal opinion though, because I freaking hate the battle music starting with an enemy that can't even get to me. Water Fleas: No issue- maybe a little too dumb? Other then that, think they are fine, could probably be a little faster in water to make them a bit more challenging of an enemy. Tadpoles: They are fine too. Just wish they gave a bit more meat since they are kinda beefy looking. Maybe drop tails to make better fins too? Gnats: Same as Water Fleas, may want to raise the visibility on their corpses though- their body physics are a little wonky at times too. I killed one under a tree root and found it further up next to the oak tree itself for some reason. Water Boatman: It'd be a bit more appealing if they would fightback....otherwise I honestly think they are cute and want them as pets XD Spiderlings: Perfectly balanced. Fast, annoying, hard to hit. Orb Weavers: No issue with them combat wise, AI wise or anything like that. Since they are so abundant currently, I think personally, the amount of spider parts they drop can be lowered a bit. Since on average you get 5 per a kill? Something of that sort. It'd also be nice to have a rare drop of Spider Mandibles from them as well so you don't have to hunt the wolf spiders constantly. Wolf Spiders: These guys are messed up? Like not in the combat sense- when I don't do sneaky BS they are a really tough fight that I like. However, they glitch. Often. I have one spawned in the actual Oak Lab where Burg L is. I've had them glitch into trees. Glitch into dirt mounds and the like. They are very very easy to stick with how their AI works. I personally get a lot of satisfaction in killing one in actual combat then it getting stuck staring at me while I lob away at it's head XD As for drops, since they can be a hard kill ( if you don't do dirty tricks like most of us ) maybe some more venom? Since they are a bitch to fight ( especially when their venom attack vaporizes your health bar even after you win ) they should be a little more rewarding with special drops, not by a lot of course. Worker Ants: So, the Weevils attract the ants- then they pile up and glitch....so yeah. That's a problem. Other than that, I think they are adorable and I get really sad when I have to kill them for parts XD Be cool if they attacked other bugs that get near their anthills though. Soldier Ants: Perfectly balanced- I found it cool they came to murk my ass after slaughtering a bunch of workers near by. I don't see any issues with them. They do get glitched in the Old Anthill sometimes though. Stinkbugs: I haven't really fought these, so I don't know much about them. Far as I know, they spawn too close together so it's really difficult to kill one without 2-3 more coming to beat your ass XD Besides that I think they are pretty cool looking, intimidating enough. Bombardiers: I have a physical vendetta against these things now because of Grounded. I promised to kill any of them that I find out of spite. I feel like I may just be unlucky, but every time I fight one, I either end up fighting 1-2 more in a group of up to 3, or the larva help these bastards. Either way, I wish they didn't spawn so close together. They are a decent and engaging fight- even if I hate the acid spitting. Well balanced offensively other than that. Bees: No issues, I like the way they are balanced, difficult to get and all. Wish you could make a lure for them so you have a better chance at smacking them. Or well you'd have to Spawn Kill them in the U/C area. Mosquitoes: Hate them, great enemy, well balance and you have room to breath. However the follow distance should be reduced. I honestly tested how far these bastards will follow and it tagged me all the way from the Flooded Grounds to the Western Anthill. =| Not okay. Diving Bell Spiders: No issues, I dunno if they are supposed to give you air back on kill, but they do? Their attack box on the player is also a bit wonky- may just be a glitch? Fireflies: Need to spawn more XD Honestly. I know they have little in the way's of crafting, but it'd be cool to be able to place attractors or something near the base so you can see them. Other then that I feel bad for killing them since they are neutral babies. Ladybugs: Oh man, I find these guys pretty rarely, which I'm guessing is a good thing since they are pretty strong. Uhhhh I think they are excessively well balanced and just the right amount of challenging. Wish you could attract them with aphid bodies or something. It'd be both challenging ( if you get more than one ) as well as something nice to look at. Tazy. T: No issues, just wish they gave more RS or respawned after a really long amount of time. I think the game is perfectly balanced when it comes to challenging the mobs, there are so few things honestly wrong with them that it makes the game really fun to play and remain exciting throughout. I also enjoy the satisfaction you get when you do defeat some of them- I do have some arachnophobia, more so cause of venomous spiders though. So murking them feels excessively good xD I really like the spread so far and I'm excited to see more. Odds/Ends Just a few little things- since Smoothies can be kinda costly, I was hoping maybe they would be more cost efficient if they lasted longer. Maybe for half the day or at least 6 hours in game time would be a better balance for that. I'm unsure, but they just really don't feel like they are worth making currently. Acorn Bits: I wish we could roast these or something. It's painful to have a lot of these and get so little when eating them. I don't think I really use them at all were I to be honest. Maybe at some point you could make stronger healing salves with them? I dunno. I find them pretty useless. Berry Chunks: Wish they were edible. Besides that, wish they were used in crafting a little more. Mushroom: Would be more beneficial if you could roast them or use them in recipes since they are very abundant. I dunno about the balancing around them, but honestly they just take up inventory space for the most part. Spinning Wheel: I think it's well done for time vs efficiency. I do hope at some point you could put it near chests filled with grass/webbing so that it just does it on it's own so you don't have to stop and pick things up all the time. It's more of ease of use type thing though rather than quality of life, just a thought. Tool Tips: This is major quality of life, since I have to search so hard just to find the effects of things and what they do. It'd be nice to have a short description just pop up when you hover over things. Like for the canteen it just tells you how many drops it holds. Be cool to also have the tooltips pop up on armor set effects and all so people don't have to hunt through the OS, but this is also made for game systems so it's probably too difficult. Storage: It'd be great if we could name our storage chests as well as see an indicator for the workbench on what area it draws items from. A condense button wouldn't be bad either...personally would love some larger storages cause I'm a hoarder XD Decorating: This is just because I know you can make really cool houses all over. Making halfwalls and windows would be pretty neat, double doors or um 'glass' walls/roof would be an interesting concept too. Love to see some more decor using bug parts since a lot of bugs are colorful or unique. Be awesome to see a gnat bean bag chair, a mite fuzz carpet or a ladybug table. Just little things. Also, this is just because the fact its an exploring thing. Maybe it'd be cool to make paths with standing lamps and such? For navigating and the like. Crafting bridges and stuff too would be interesting.....just little cool things like that. Or um using the Bioluminescent Goop as markers for underground, or on armor to make yourself glow in the dark...could use it for some cool stuff is all.
  22. So we have been playing grounded for about a week or so now with some of our buddies. We do have a couple suggestions that we would like to put forward: Visual Aspects: Adding those little ****tail umbrella's that are found in drinks that can be used similarly to the dandelion tuff. Changing the hotdog visual so it does not look like clay Would love more decor options in the game for base design In-Game Features: In the gas zone, it would be neat that if you took out a torch you would explode due to the gases in the air. Alternatively if you used a slime torch you would be fine though. Our friends and myself almost had a moment of panic when our buddy pulled out his torch. Smoothie effects from smoothie station should last longer, especially the smoothie that increases carrying capacity. Should be at least 10 minutes minimum. Things that we have found annoying: 1) The bird at the birdbath: We've tried to build a base here, but the bird blocks some areas off on the second floor of our base whenever he pays us a visit. It's seriously annoying. 2) Backpacks that cannot be reached: We have had some backpacks that have fallen into the abyss and keep falling forever 3) Running into sprigs/grass blades: I know it is probably an aspect of the game but damn these things are annoying. Would be nice if we didn't glitch out on them sometimes. 4) Pebble foundations are really annoying to place, we ended up switching to clay. 5) Sometimes extremely difficult to revive someone, and it keeps cancelling the revival 6) Grubs spawning in rocks 6) Collecting all the arrows after they are shot: sometimes you walk up to them and kick it across the map.
  23. There's a possibility that I am missing something entirely, but I also searched the forum before posting but I feel like there's gotta be a better way for discarding things from your inventory. I had an excess of gnat fuzz (like 50something) and I had to drop each individually and I guess because of the quantity the in game physics went really wonky. So now I've got gnat fuzz item sacks scattered all over and some even launched into my base. This isn't the first time this happened with trying to get rid of items like spoiled meat. If there's not already I think it would be cool to see a trash can and/or a composter in game that takes whole stacks of items.
  24. You can think about the possibility to add the split screen from the same console or pc to play the adventures of the Grounded. I think it would be an interesting feature to add and not just the possibility to play online with our friends. What do you think about this idea? Greetings.
  25. Thinking maybe add toy cars, motorcycle or maybe even a bicycle crafted with acorn top wheels. Maybe use the bird feathers, some crude rope and some wood to make a more durable faster glider or some kind of flying contraption.
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