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  • New Topics

  • 2791 The Ultimate Question!

    1. 1. Which is better: pancakes or waffles?


      • PANCAKES
      • WAFFLES

  • Posts

    • I forgot to mention this entire hence why the comment. But i wonder if a "supersonic crack/booms" feature should be added to begin with. Even if we dont outright add the hearing loss that slowly regains with time during loud events like gunfire (though i still think that's a good feature to add for realism and immersion), having that bit of supersonic bullets flying at you and impacting around you would certainly make MP a more scary experience in my opinion.   Since i want to know what you and the community think about this feature, please feel free to provide a comment. *  More specifically i am asking about your thoughts of adding this supersonic crack feature to guns and other explosions, but also about the use of hearing protection be it earmuffs or   earbuds to have functional and necessary use rather than be a cosmetic. I thought of this because there were far too many times i was annoyed by having constant situational   awareness despite mag dumping zombies which is definitely something that's a tad too loud. It brought very little risk to every engagement because i'd always know if something is   at   my flank or not. So, what if you removed that advantage? No longer are you superman who tolerates 140 decibels like hot tea but a real human who needs hearing protection   otherwise hearing go bye bye temporarily. And every second of hearing matters especially if you're being surrounded by a big horde (originally where this idea came from) + It would be great to have this maybe as a setting to turn off and on in the "Audio" section maybe, i can already imagine not a lot of people would be a fan of this idea, more from people who'd like to play casually. Personally, i'd love to immerse myself into the world and this would be one step closer to that.   Its not uncommon to wear both but that's usually reserved for big calibers like .50... If you're ourdoors, that is. Indoors its absolutely recommended you use both earbuds and earmuffs because its simply more concussive with the sound waves bouncing around and everything. And that would be cool if that was represented in game too. How? no idea i just suggest a longer temporary ring and hear loss as well as the gunshot being louder by its own as well as lasting just slightly longer to have a more reverb feel to it. Lets just ignore the part where you don't actually hear the gunshot because no ear-pro but lets pretend you got at least earmuffs in that situation.
    • Default behaviour is that rotten (& frozen) food cannot be used in a recipe. \media\scripts\generated\recipes\recipes_cooking.txt, line 638: item 1 [Base.HotdogPack] flags[AllowFrozenItem;InheritFoodAge;InheritFreezingTime],   The flag "AllowRottenItem" item is missing. (Also missing from OpenPackOfBuns, line 617)  
    • I especially notice this when im on the second story of most buildings. like Muldraugh PD. Which you can argue is due to the big windows, yeah, but then you also technically have to think about the angle the zombie would be looking at me from, which already hides most of my signature i'd imagine. Or in regular homes i always seem to be seen through the kitchen or living room windows, other area's are okay. But that's for homes without a second story, just a roof. And if it does have a second story i usually notice i get spotted way more frequently from the second story, not other parts of the house.
    • Version: [42.19.0] Mode: [Singleplayer] Server settings: [N/A] Mods: [None] Save: [New Save]  Reproduction steps:     1. Obtain Pack of Hotdogs(Rotten)     2. Right-Click Pack of Hotdogs(Rotten)     3. Observe that there is no open/unpack option. Double-clicking also does not open the item. If Craft is selected, the recipe is unavailable - it only shows the recipe to open (non-spoiled) Pack of Hotdogs.
    • I personally havent noticed anything out of the norm 
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