liquidsteel49

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  1. 8 votes
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    0 comments  ·  Map & map features  ·  Flag idea as inappropriate…  ·  Admin →
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  2. 231 votes
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    under review  ·  14 comments  ·  Map & map features  ·  Flag idea as inappropriate…  ·  Admin →
    liquidsteel49 commented  · 

    I don't like the idea of consumables. Or if there are they should be cheaper versions of what you can buy. It cheapens the decision making process that happens when you are loading up in your menu. I would hate to know that I wasted $50 on a grenade and died not able to use it. Meanwhile some dude running in unprepared can find a grenade in a random house.

    There should be some sort of cap on how good those items could be. I honestly think that no change is needed here in the item section (health and ammo is good reason enough. I find the trouble is there are often enemies inside that make a stroll through a house an unneeded risk if I have full ammo or health. Perhaps they should be less inhabited by AI.

    This does two things. First it gives me reason to travel though them more because I know they are relatively safe from AI enemies. Secondly, if more players start using homes more, we are opening up more breach and clear (urban style) gunplay. You might be free from one type of threat, but more open to another kind. The risk and reward is clear so it becomes more about making the right choices at the right time. That is one of my favorite aspects of this game. Knowing when to go or stay in place, when to fight or hide, and when to fight with everything you got for the bounty or when to die another day.

  3. 214 votes
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    12 comments  ·  Map & map features  ·  Flag idea as inappropriate…  ·  Admin →
    liquidsteel49 supported this idea  · 
  4. 94 votes
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    6 comments  ·  General Feedback  ·  Flag idea as inappropriate…  ·  Admin →
    liquidsteel49 commented  · 

    If you want more accurate results, I would definitely do this. There are quite a few ideas I see up top that I would be opposed to because I think it ruins what you got right now which is great.

    Ultimately you guys make the decisions and can decide either way what you would like, just make sure to remember that "a horse by commitee is a camel." AKA people don't always know what they want or what is best for them.

    "If i had asked people what they wanted they would have said faster horses"
    - Henry Ford

    liquidsteel49 supported this idea  · 
  5. 76 votes
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    7 comments  ·  General Feedback  ·  Flag idea as inappropriate…  ·  Admin →
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  6. 254 votes
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    15 comments  ·  General Feedback  ·  Flag idea as inappropriate…  ·  Admin →
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  7. 12 votes
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    4 comments  ·  Meta Game  ·  Flag idea as inappropriate…  ·  Admin →
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  8. 74 votes
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    4 comments  ·  Meta Game  ·  Flag idea as inappropriate…  ·  Admin →
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  9. 16 votes
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    6 comments  ·  Meta Game  ·  Flag idea as inappropriate…  ·  Admin →
    liquidsteel49 commented  · 

    I've never trended downward in cash and that isn't to say I'm a great player, I had a .33 or less K/D ratio and I was still steadily gaining cash. Just be smart about your risks. When you get a pay day its great, and till then you just chug along and BUDGET. Transferable life skill there for you.

  10. 237 votes
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    15 comments  ·  Hunters  ·  Flag idea as inappropriate…  ·  Admin →
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  11. 147 votes
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    6 comments  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
    liquidsteel49 commented  · 

    I would want this ability to take off my scope and attach it. I could use the scope for when I know I need to defend a position or before moving in a position to scope it out. Then when I'm actively on the move I can remove the scope.

    What I want to avoid is a crafting system. I don't want anything to distract me, or more importantly my partner, from the main objective of hunting and killing the monster. Nothing should distract from the Hunt itself.

    liquidsteel49 supported this idea  · 
  12. 301 votes
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    16 comments  ·  Gameplay  ·  Flag idea as inappropriate…  ·  Admin →
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