Jump to content

Search the Community

Showing results for tags 'weapon improvement'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Obsidian Community
    • Obsidian General
    • Computer and Console
    • Developers' Corner
    • Pen-and-Paper Gaming
    • Skeeter's Junkyard
    • Way Off-Topic
  • Pentiment
    • Pentiment: Announcements & News
    • Pentiment: General Discussion (NO SPOILERS)
    • Pentiment: Stories (Spoiler Warning!)
    • Pentiment: Technical Support (Spoiler Warning!)
  • The Outer Worlds 2
    • The Outer Worlds 2 Speculation
  • Avowed
    • Avowed Speculation
  • Grounded
    • Grounded: Announcements & News
    • Grounded: General Discussion (NO SPOILERS)
    • Grounded: Stories (Spoiler Warning!)
    • Grounded: Technical Support (Spoiler Warning!)
  • The Outer Worlds
    • The Outer Worlds: Announcements & News
    • The Outer Worlds: General Discussion (NO SPOILERS)
    • The Outer Worlds: Stories (Spoiler Warning!)
    • The Outer Worlds: Character Builds & Strategies (Spoiler Warning!)
    • The Outer Worlds: Technical Support (Spoiler Warning!)
  • Pillars of Eternity II: Deadfire
    • Pillars of Eternity II: Deadfire Announcements & News
    • Pillars of Eternity II: Deadfire General Discussion (NO SPOILERS)
    • Pillars of Eternity II: Deadfire Stories (Spoiler Warning!)
    • Pillars of Eternity II: Deadfire Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)
    • Pillars of Eternity II: Deadfire Technical Support (Spoiler Warning!)
  • Pathfinder
    • Pathfinder Adventures: Announcements & News
    • Pathfinder Adventures: General Discussion (No Spoilers!)
    • Pathfinder Adventures: Characters Builds & Strategies (Spoiler Warning!)
    • Pathfinder Adventures: Technical Support (Spoiler Warning!)
  • Pillars of Eternity
    • Pillars of Eternity: Announcements & News
    • Pillars of Eternity: General Discussion (NO SPOILERS)
    • Pillars of Eternity: Stories (Spoiler Warning!)
    • Pillars of Eternity: Characters Builds, Strategies & the Unity Engine (Spoiler Warning!)
    • Pillars of Eternity: Technical Support (Spoiler Warning!)
    • Pillars of Eternity: Backer Beta
  • Pillars of Eternity: Lords of the Eastern Reach
    • Lords of the Eastern Reach: Announcements & News
    • Lords of the Eastern Reach: Speculation & Discussion
    • Lords of the Eastern Reach: Kickstarter Q&A
  • Legacy (General Discussion)
    • Alpha Protocol
    • Dungeon Siege III
    • Neverwinter Nights 2
    • South Park
    • Star Wars Knights of the Old Republic II: The Sith Lords
  • Legacy (Archives)
    • Alpha Protocol
    • Armored Warfare
    • Dungeon Siege III
    • Fallout: New Vegas
    • Neverwinter Nights 2
    • South Park
    • Tyranny

Blogs

  • Chris Avellone's Blog
  • Neverwinter Nights 2 Blog
  • Joshin' Around!
  • Adam Brennecke's Blog
  • Chapmania
  • Pillars of Eternity Backer Site Blog
  • Pillars of Eternity Support Blog
  • Pathfinder Adventures Dev Blogs
  • Obsidian Marketing and Market Research Blog
  • The Community Blog

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


MSN


Skype


Jabber


Yahoo


Website URL


Location


Xbox Gamertag


PSN Online ID


Steam


Interests

Found 2 results

  1. After playing around with the new weapon enhancement system for a bit I'm torn. One the one hand, I'm always a sucker for crafting sets to counter difficult enemies in any game. On the other hand, I appreciated how mechanic-lite and intuitive Grounded has been so far, and weapon enhancements are (currently) very non-intuitive. There's no indication of what 'spicy' 'fresh' 'salty' and all the physical damage types actually do in-game. And even when you figure out insects are weak and resistant to certain types of damage by reading a wiki article, there's no reasonable way to figure out what any given insect is weak to outside of finding some fan-made spreadsheet. Obviously the game is still in development and creating tutorial data is usually the last step, I just want to emphasis how important a in-game bestiary will be if damage types and weapon enhancements make it into 1.0. Knowing what insects are weak or strong against isn't something a player can figure out in-game without a lot of tedious testing. If the design intent is for players to bring specific weapons against specific enemies, the mechanical data must be available in-game. If the devs don't want that level nitty-gritty info available to players for the sake of immersion, then the weapon enhancement and damage type system probably need to be scaled back. Personally I'm not a huge fan of how the enhancement system works within the natural progression of the game. Getting weapons enhanced early requires dangerous delves into red ant tunnels, which is tense and fun at first. But as I progressed in power, repeatedly clearing out red ant tunnels to enhance new weapons is just a mindless chore. And by the time I advanced enough to unlock candy enhancements, I was are already strong enough not to need them outside of the absolute toughest enemies (which is exactly where a bestiary would shine). Granted, this is just my experience with the system and it may be an outlier, but nonetheless the whole system hasn't felt very necessary. I hope this feedback is helpful, and thanks for continuing to make Grounded an awesome game!
  2. Bugs: On Xbox there seems to be an audio problem where everything sounds distorted. Improvements: Combat - The combat becomes a bit repetitive after a while and I dont think this is fixed by just adding more insect types. I'd like to see insect strengths and weaknesses introduced which forces the player to use different weapon types to overcome the garden. For example, certain insects with hard shells (ladybug/stink bug) immune to arrows/spears and only taking smash damage until significant damage is done as to break/crack the shell when then other weapons can be utilised for maximum damage to the enemy health. This could be shown by an armour bar above the enemies health bar where the armour has to be depleted before damage to the enemy health can be inflicted. Other examples could be arrows make flying insects drop to the ground so you dont have to keep on jumping to hit the bee/mosquito/firefly, axes cut off spider legs etc. I think it'd add more of a dynamic if some of the insects could burrow underground and ambush the player also. Weapons - I'd like to see some science weapons/tools being introduced considering the number of labs and robots around it's a bit disappointing we're only limited to primitive weapons and tools. These could be an electric saw which can double as a tool to quickly cut down grass and as a weapon. Other suggestions are a spider web net gun to trap/slow down enemies, shock baton, pebble-shooter etc. These could be made after finding schematics scattered around the labs in the garden making exploration more rewarding. You should also be able to upgrade existing weapons/arrows to add fire/shock/cryo damage. Armour - The armour is a bit basic and disappointing after spending time bringing all the resources together for it just to turn out to be a helmet, shoulder pad and some shin pads. I'd like to see a layered armour system like that of Fallout 4 with an under and over armour. Exploration - This is the best part of the game as the possibilities are endless. I'd just like to see more rewards for exploring like hidden bosses, weapon/armour blue prints, new base building blueprints etc. Customisation - Should really be able to create your own character Suggestions: - New creatures: Frog that jumps between the lillypads, centipede that raids ant hills, woodlouse that curl into impenetrable balls when attacked so you have to sneak up on them and kill them quickly, queen ant and queen bee. - Mountable magnifying glass to protect your base - Tameable creatures which can then be mounted to reach unexplorable parts of the map. Such as taming an ant getting them to burrow to new tunnels, flying on bees to reach the branches of the oak tree etc. Overall love the game, it is obvious this is a work in progress however. The campaign is very thread bare but what I have seen so far has intrigued me. The best part is the world you've created is really fascinated and make you want to explore more and more.
×
×
  • Create New...