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Found 2 results

  1. I’ve been having a great time in Grounded 2 so far, huge thanks to the dev team for all the work you’re putting into Early Access. I’ve been streaming it regularly on Twitch (@LOTS_OF_PYRO) and it’s been an awesome experience sharing the game with my community. One of the best features right now is the Buggie system. Hatching an Ant from the Hatchery Anthill, mounting it, and riding around to farm Grass and Weed Stems is such a fun mechanic. For players who love to build (like me), it feels rewarding and makes the grind more enjoyable. But there’s a point where the flow breaks: Once you upgrade your Axe to Level II and want to cut down Husk Weeds, you’re forced to dismount your Ant to harvest those resources. This feels like a missed opportunity. The Ant mount should feel like an extension of the player, not just a Level I farming assistant. Suggestion: If the player has upgraded tools (e.g., Level II Axe), those upgrades should apply while mounted on an Ant. Being able to farm Level II (and higher) materials without dismounting would keep farming smooth, immersive, and rewarding. It would also better align with the progression system, making mounts feel more useful long-term rather than capped at early-game tasks. I know Grounded 2 is still in Early Access, and I’m excited to see how it evolves. This is exactly the kind of quality-of-life improvement that could elevate the building and farming loop even further. Keep up the great work, I’m really enjoying the direction of the game so far! — Pyro TL;DR for Devs: If players have a higher-level Axe (e.g., Level II) and are riding an Ant, tool upgrades should carry over so we can harvest Level II+ materials without dismounting.
  2. Ok you dont really NEED the wiki to play but in these types of games very few people dont spend some time looking at their character´s stats and numbers and fiddling around with them. The thing is, the game doesnt tell you what many of these mean (in either the Inventory Screen or the Character Screen) or do and even less about what is affecting them. Some are only mentioned in character creation. The game doesnt let you understand the system you are playing with. So we gotta consult the wiki, and even then you have to do some trial and error (activating->checking screen->deactivating->checking screen) before finding out if that 145 Deflection is the the base deflection or because I got Defender on BB Fighter or if that 216 Stamina is because I have high CON, I am a Barbarian or because I got the +20 Stam boots on. I cant see the calculations and I dont know what they mean. Unless I consult the wiki, which doesnt solve the numbers bit. The game does provide some calculations for stats like Might and Athletics but despite the ample tooltip size there isnt an explanation for what they do outside the character and level up screen: And the base value doesnt display the same calculation as in char gen (though thats understandable as chargen stats are meant to be your "base", but it would still be nice to see where that base is coming from outside char gen). Speaking of Chatacter Creation, the only defenses mentioned per class are Deflection (which it doesnt explain, though that is understandable as it can be interpreted as overall defense [which it isnt] and you dont want to overwhelm the player with too much information): And AFAIK there Concentration/Interruption mechanic isnt mentioned outside Resolve and Perception (which, once again, arent expanded upon beyond char gen). The Inventory screen does have tooltips that work when you mouse over certain things. It would be nice to have these (with more detail like calculations and descriptions obviously) for the stats like Stamina. Or at least allow us to right click on the stats to see a detailed popup like with Might and Athletics in the Character screen. And then theres the thing with diferent damage types (shock, burn, freeze, corrode, raw, piercing, crushing, and slashing) for which natural resistances or the ones that your gear give you are unkown (chainmail good versus slashing, bad versus crushing but these defenses and damage types arent displayed anywhere in the Character Screen). DT is a mistery beyond "the more the better". So new players or players simply trying to understand how the numbers work are gonna be like: Do I want more Fortitude or more Reflex? Does it matter? Does 17 Def applies to Burn damage or does it depend on what the ability is? Does Defense matter at all besides auto-attacks? Do I have to exit the game to consult the wiki every time? What Im saying here is basically: We need more information feedback on our character´s numbers. We already got a mouse-over calculation text on the combat log, why not add that into a popup-tooltip like the character Screen one if you feel its too crowded for calculations? I feel there are many ways already within the game to make the player understand the whole system better without having to alt-tab to the wiki every time he gets a new pair of boots. This is a good start: I just think it needs to be fleshed out more. TL; DR: More detaled Tooltips to prevent wiki-alt-tab-diving and better understanding of the new game system from the player, plus better character number-management/building.
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