Gameplay

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  1. ADAD

    How about creating a "stamina pool" to help reduce ADAD spam. Just like running/jumping/melee? After so long, or so many direction shifts it lowers the stamina to a point that the ADAD spam becomes slower.

    209 votes
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    71 comments  ·  Flag idea as inappropriate…  ·  Admin →
  2. Traps

    One-use traps as consumables? They don't have to be harmful, such as bear or spike traps, and could be more utility focused. How about a simple glass-bottle attached to a trip-wire? A player walks over and triggers the wire, the bottle is yanked over and smashed, loudly alerting any nearby creatures or players to their presence, and creating a small area of glass that crunches when you step on it. It could have the option to be dismantled if you see it before walking over it. Would be useful for covering your backs, and when holding positions for claiming the…

    714 votes
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    44 comments  ·  Flag idea as inappropriate…  ·  Admin →

    With Patch 2, we have introduced Bear traps – a new world item that can be found around the map and placed as a trap. This feature is currently available on the Test server (Please keep an eye on our discord for updates on when the Tet server will be live). Keep an eye out for updates on new traps in the future For further details of Patch 2, check out the patch notes here: https://steamcommunity.com/games/770720/announcements/detail/3082033024069766656

    ~The Hunt team

  3. Gunshot decoy as consumable

    I think it would be great to have a gunshot decoy as an audio distraction, used as a Tool or Consumable.

    It would basically be a rudimentary fuse attached to a metal tube with powder, visually looking just like the style you guys are marvelously crafting the game weaponry.

    You would lay it down and basically set it off (with a timer [fuse length] of your choosing?) in order to create an audible gunshot, to deceive opponents into thinking someone just shot over there.

    9 votes
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    started  ·  3 comments  ·  Flag idea as inappropriate…  ·  Admin →
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