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  1. atza_

    Jaeger won't unlock.

    Helo! So I did Jager unlocking quest about 2 weeks ago, and still haven't received Jaeger. It clearly says competed and rewards received, but where's my poo? Anyone knows how to fix it or I have to play without Jaeger for the rest of the wipe?
  2. Niduck

    Gunsmith Part 3 bugged?

    I can't complete "Gunsmith Part 3" task for Mechanic... : ... despite having a totally valid MP5 in my possession: 50-round extended mag : ✅ Silencer : ✅ Flashlight : ✅ Sighting range >= 200 : ✅ (it has 200) Ergonomics above 45 : ✅ (it has 46) Recoil sum < 250 : ✅ (it has 206) Weight <= 3.8 kg : ✅ (it has 3.620 kg) Is this a bug or am I missing something?
  3. Hi, i've started the quest Introduction and the next day, the quest was missing from active or available. I can't unlock the jaeger so I'm kind of stuck at the moment. Any fixes or operations I could try? Any help would really be appreciated, I've included a screenshot of the mechanic's task if it can help in any way.
  4. A few days ago I had an idea and would like to know what you think about it. basically 3 to 4 "new" mechanics working together: the highest bidding Traders buy the bids that run out on the Fleahmarket. Weapons and armors bought this way get repaired by the trader to a certain level (maybe around 75% to 90% depending on the desired) and sold as "second hand" Stuff from dead PMCs also gets turned into found in raid so that it might be sold on the fleah market maybe a mechanic that breaks the weapon outside of raid... for example the traders could break down weapons to repair other weapons If I aint wrong these mechanics together might allow for a semi limited weapons pool in tarkov and give BSG the ability to "control the meta" by adjusting the different rates and the ammount of new weapons comeing in to tarkov through the traders. Granted the Scavs arent yet considered but with their "shoddy" weapons they would fuel could fuel the break mechanic or directly sell to trader anyways.
  5. daakk

    Gunsmith Part 1. Bugged

    As title says, the Mechanic's quest "Gunsmith Part 1." is bugged and will not allow me to submit to complete the quest. As shown below, I have followed the exact mods as per shown in the wiki and yet, it still will not allow me to submit. I have restarted my game and still to no avail. I am utterly stuck now and have spent at least 50k Rubles on the mods itself now (kind of poor now aha). Any help would be much appreciated!
  6. Kaeptnblaubaer

    704 - Quest unavaiable

    Hallo an alle! Ich wollte gestern die Quest Einführung bei Mechanic akzeptieren und bin auf die Fehlermeldung 704 - Quest unavailable gestoßen. Selbst nach mehrmaligen Neustart des Spiels und Pc keine Veränderung. Heute noch immer das Gleiche Problem... Hat Jemand einen Rat?
  7. Longshort

    Fix Sanitar please

    I got shot at coming from bus depo from the second house (Not the cottage key one next to it) I had to hug the wall to run away from Sanitar and his goons but even behind walls they kept shooting at me I died because they pretty much had aimbot on my PMC can we please fix this poo ? They aren't even military just normal civilian scavs ....
  8. But at first the priority list for the gameplay imo: 1. Survival (must be more rewarded then) 2. Searching / looting life-necessary goods 3. Questing for the end goal of escaping Tarkov 4. PvP Main points are: A. Progression system for more importance in survival and as safety net in the same time. B. A stepless weight system, removes some flaws of the current version and adds benefits. C. Tweaks to flea market, insurance and secure container for a hopefully better experience. ------------------------------------------ Now the list of new features: 1. PMC-Life-point-system (alternatively you might call it PMC-Reputation / Prestige-system) Detailed, but not as complicated as you may think. (Super Mario bros. Inspirated, but without an game over, hitting 0 LP will have some effects though) I cant stand that an so called hardcore survival game is indeed less survival than Super Mario Bros. NES original version!!, read and compare these two games please: A. Everyone starts with 7 LP for his PMC with the implementation of this feature. B. +1 LP, if raid survived and 12 kg loot extracted (for all next points: loot is only spawned in raid goods) PvP will be rewarded by the system too, but differently C. +2 LP, if raid survived and 24 kg loot extracted D. +3 LP, if raid survived and 42 kg loot extracted E. - 1 LP, if dies in raid as PMC, additional – 1LP if playing as Plantinum < - > VIP, additional -2 LP for ELITE, additional – 3 LP as an „Escaper“ ( Example: dying -1 +(-3 LP Escaper bonus) = -4 LP dying as an Escaper. F. If PMC has 0 LP, then not allowed to play as PMC. G. If PMC has 0 LP, then Scav-wait-timer is set to 0 minutes. So it gives people scav play, who are not good enough for PMC play this day. H. If you survive as a "0 minute" Scav, then your PMC gets +1 LP. I. If your PMC hits 0 LP he will get automatically + 3 LP after 24 hours, but only if he is still by 0 LP after these 24 hours. After match we should get an screen, which shows us the „progress“ in LP / prestige and many other points. LP are mostly granted for surviving + looting, these 2 belong together and cant be bypassed by any means. (Super Mario Bros NES version has at least in comparison to the current build a way more hardcore survival LP system.) J. A disconnect from a match will cost you automatically 2 LP. K. Suicide will cost you 2 LP. (Dying from fall damage and grenades) L. Teamkill will cost you 1 (or 2 if point M cant be coded properly) LP. M. +2 LP If killing a player at least 2 ranks above you + extracting with the dead players dog tag (dog tags cant be put into secure container and teammates dog tag does not count). Extra boni: + 1 LP for VIP dog tag, +2 LP for ELITE dog tag, +3 LP for „Escaper“ dog tag These rewards you will get regardless of your own rank, but dont forget loot the dog tag and extract alive with it! N. If you got killed by an PMC with at least 2 ranks underneath you (Example: him: wood, you: silver) then you loose 1 additional LP. O. If you got killed from an AI-Scav (not raiders, Scav boss, his guards or player Scav) then you loose 1 additional LP. Important: ••••••••••The first player Scav who shot at another Scav Player first looses automatically 2 LP.••••••••••••••••• If this player scav does it again -4 LP punishment and NORMAL scav timer gets doubled in waiting time. P. If you die because of dehydration or energy depletion then you loose 1 additional LP, but afterwards your hydration and energy get set back to 75. Q. Once a week your PMC looses 2 LP, but that can NOT reduced underneath 7LP. R. If your LP are underneath 0, accordingly you did some nasty stuff as a 0 minute scav, your punishment will be to loose your highest value item in your stash or whatever whereever it may be. Instead of dog tags maybe something else. ID-cards connected to your faction symbol. The Bear sign for BEAR and Eagle sign for USEC. Less gamey and more believable. A wood ID-card wouldnt make any sense, make it so that a PMC loosing LP and sliding into wood rank he gets fired from his employer and gets a wooden replic of his ID-Card, from now on a former PMC, only a lonely scav but can still play his main character. He has to gain 7 LP again to get offers again. So by all these points made to the PMC-LP-system survival + looting, hydration and energy will be much more connected to each other and boosted in their relevance in decision making. There should be 2 additional traders, one for USEC and one for BEAR. These traders exclusively to their factions offer better sales for faction typic guns and gear. By them you can use enemy faction dog tags (or ID cards) as barter items to buy very high value cool stuff, also some amazing clothings. Some equippment from traders only for sale if you have at least 12 LP as PMC. VIP-status for all PMC, that have >= than 20 LP. Get access to VIP restricted goods by traders. Highest trader level required too. LP dependent dog-tags: Wood dog tag for < 4 LP. Steel dog tag for < 8 LP. Silver dog tag for < 12 LP. Gold dog tag for < 16 LP. Platinum dog tag for < 20 LP. VIP dog tag for < 24 LP. ELITE dog tag =< 30 LP. "Escaper" dog tag for > 30 LP. •••••BSG developers have always their own special version of ID cards, above the Usec or Bear symbol is BSG in golden lines and pitch black background.•••• I guess it would be the rarest and most precious barter item!!! Small change in the lore and game for a deeper experience: You start not as an PMC but instead as an Scav, a random guy with military training. Only if you hit silver dog (or ID card silver clearance level) tag rank then you will get offers from scav bands or Bears or Usecs. If you valiate company rules or your LP hit 0 points then you get expelled from your group. Then you have to survive as a lone wolf for 5 successful PMC raids and reach silver dog tag level to get offers again. There are gun sales for equippment that belong thematicly to your prefered group. This big PMC life point mechanic will make surviving more important, since you loose not only money / gear by dying, but also PMC LP, that are required unlocking trader restrictions, quests. There is a chance to connect the gameplay heavily around survival, looting life necessary goods and the main quest line. ---> survival more important, strictly connected to looting. ---> hatchling runs possible, but a waste of time, not many at once possible. ---> RMT gets hurt a bit by it. - Underlines the games purpose in surviving, raiding for survival and finally escaping. - A progress system giving the players a real goal, progress bound to surviving.  If LP sounds „too gamey“ for you, then name it prestige / renown / rank level, but people (mostly men) love prizes, rank systems. In every sports or effort / performance heavy environment the demanded behaviour gets rewarded! 2.Trader tweaks Every trader should have a weekly changing barter item list. 8 - 15 randomized items on each traders list. One week he prefers ledx, akms, 416s, ammo types, thermals etc. Any item / gear could get on the list. All objects used as barter items have to be found and spawned in raid as loot. Teammate gear doesnt count. A barter item counts then 3-times or even 6-times its normal exchange value. A 30.000 roubles item will be in this week 90.000 roubles worth, but only by the certain trader. 3 types of gear levels by trader: Low worth gear: ---> traded in roubles, dollar, euro and weekly set barter items Middle worth gear: ---> traded in dollar, euro and weekly set barter items High worth gear: ---> traded in only weekly set barter items Trader goods cant be sold at flea market!! Only personally extracted loot, that spawned in your game session, can be sold at flea market!! Bartering will be always more economical than buying with money. Trader tweak against RMT and to reward smart looting. 3. Stepless weight system A realistic stepless weight system, that lets you feel every extra pound / 500 gramm, no magical weight borders. Since it rewards light gear, it should first implemented with the already on its way armour hitzone / weak point mechanic. I know realism is not always the solution, but it could be in the case for the weight system. No 39 kg bunny hoppers vs 41 kg turtles battles anymore. This way: Every extra pound on body could have following effect, total weight, effect independent on body part: + 1 pound effects: - 0.3 % slower jogging / running / sprinting + 0.4 % more time to gain maximal sprint speed + 0.4 % louder steps + 0.5 % faster stamina depletion by moving (jogging / running / sprinting) + 0.1 % faster stamina depletion by fast going - 0.5 % jump length - 0.3 % jump height + 0.5 % more stamina use by jumping + 0.2 % stamina use by switching between body stances + 1 pound special effects for pound in backpack (additional to the upper whole body effects): - 0.4 % turning speed - 0.4 % standing up animation speed + 0.4 % stamina use by standing up + 1 pound gun(and magazine weight)and shoulder / arm armour weight effects: + 3 % time needed to go fully ADS - 3.5 % ADS time (maximum ADS time influenced by indurance and strength levels), burns faster through arm stamina Of course still far from ideal and some effects missing, but the concept should be clear. Main effects: A. No bunny hopping anymore B. Looting makes sense again, since you do not cross magical weight borders C. Weight system will influence now gear selection and the very start of the match too. You wouldnt think about avoiding magical weight borders, because there wouldnt be any, feels way more logical realistic. 4. Insurance tweak Only works for gear, if you die in raid, dropped gear lost if you extract without it. 5. Safety nets and Crutches Definitions: Safety net: A feature that does not make the game easier, but keeps you from falling limitlessly downwards. Balancing on a rope: A safety net underneath it makes the sport not easier by any means, but gives you a second chance after failing. Crutches: A helping hand to make the game easier for you, but that waters the experience down unavoidablly. But if crutches only would work if really neede, then better. Enough to say that I prefer safety nets above crutches in a hardcore survival game! Reduce the crutches, but introduce safety nets. PMC-LP-system is a progress system and safety net at the same time! Secure container, Insurance, flea market and bit coin farm are crutches, helpful but also water down the experience, "Crutches" are unfitting for an hardcore survival game!. Please find better solutions! New safety net feature: Poverty line by 250.000 Roubles complete owned gear worth ---> Then, only as long as the player is underneath the poverty line he gets a 0 minute scav wait timer ---> Its like an existence minimum, helps people getting back into the flow. ---> Resetting of account no longer necessary to get starter gear-like conditions. So they can keep their quest procress for example. Since starter gear is worth 500.000 roubles the line is drawn 250.000 roubles underneath starter gear, low enough. Secure container tweak: It unlocks for loot 12 minutes after match has started. ---> Speed advantage of hatchling less important, because other players could still take loot back from them in these 12 minutes, but afterwards ok. Or map depenent lock time. Customs: 7 Minutes (beginner map) Factory: 7 minutes (more faat paced map) Woods: 14 minutes Interchange: 14 minutes Reserve: 16 minutes Shoreline: 18 minutes Streets of Tarkov: 25 minutes Flea market, restrictions: Lock all top 30 % of gear out of it. No food or water on flea market! Markets only payment item are Roubles. No Dollar or Euro. These are for Traders only. ---> This way you have more control about the amount of high tier gear to be buyable. Finding good gear in raid more rewarding and important. Please share your opinions about all 4 major points, but please with reasoning, keep it civil!🤗
  9. Dear Developers, I searched for a group 15minutes ago, account name : maddd , Iamsogood invited me and spawned on shoreline, 1 second after I turn my teammate kills me and ofc loots all my gear, is the the meta in the game or? :) should I only play with people I know or I should do the same because there is no punishment about it? Looking forward for an answer. Good day/night everyone.
  10. Having an empty gascan in your inventory isnt very useful. i suggest that getting with you the empty gascans and being able to refill them in the maps which have gas stations such as customs or shoreline could be an interesting mechanic to add.
  11. MGalipoli

    Radioaktive Zone

    Hi I had an idea. What about a radioaktive map or at least part of the map. First of all you need a special armor or a gasmask to not leak health. Or drink some vodka which would do the same for say 20min. (Yes good old Stalker mechanic). It would offer many possibilities for quests (measure with the GMcounter at some points of the map, or something similar), hideout (built a shower where you can wash it away, because without a proper armor you return from the Raid you are still radioaktive) or a special box for the artifact that could be found only in the radioaktive zone (maybe one out of glas where you can see the artifact glowing inside which looks awesome in the hideout if you turn of the light). Maybe another dealer which change some stuff for the armor/gasmask. And buys the artifact from the zone. Like endgamecontent. Earning specific artifact as a badge. You see it offerse a lot of possibilities. What do you think?
  12. hunternental

    Post-PMC Healing "Issue"

    -This post will see to a deletion due to Battlestate forum admins cracking down about complaints about this mechanic, however I will post about it regardless. -The most recent big update in Escape from Tarkov released the mechanic of post-raid healing. A mechanic that involves players to spend resources healing limbs and health, or simply waiting for nantural healing to take its course. I've spent upwards towards 50 hours playing Tarkov since the new update, so I thought I'd evaluate this specific mechanic. -This mechanic seems to create a divide in the community, higher geared players typically led to a "git gud" mentality. While on the lower end side is a seemingly endless ocean of low level players that view this as a lack of a "hyper-realism mil sim experience". Topic: The mechanic after dying in a raid. Now, we all know that Battlestate isn't the most responsive to their players outside of twitch, (which doesn't help the community in many ways) but we can assume that the general approval of the immersive mil sim experience they attempted to implement could be fixed with the death resulting in just a loss of gear, rather than a loss of gear and an inopportune wait time for low-level or new players. Because if we think about the "hyper-realistic aspects of death", one would simply start with a new character in general, but there are issues to this. If we are considering a new character to be implemented entirely, then we are talking about a loss of all skills as well, a loss of inventory, basically a scav with no skills or reputation with any dealers, cash, weapons, hideout upgrades, etc. To create the ultimate hyper-realistic military simulator experience is to make everything temporary on the guidelines that your character will die. As seen there is much conflict to this mechanic, but overall I agree with the move Battlestate made, hopefully encouraging players to adapt to the games demanding traits and to promote tactful gameplay and proper resource management. Risk is reward, reward is risk. Thanks!
  13. have you considered the ability to manually lock and unlock secure containers in raid? pretty sure I am just catching up to the general train of thought ( more on this after the -----). But consider, how terrifying it would be for some one trying to stash gear. -How loud unlocking/locking a secure container would be.. ( Keypad, fingerprint or even a briefcase dial lock. ) -How long would it take to go though the unlock/lock animation. I understand the changes for secure containers to effectively end the hatching runs in 0.12. But secure containers as a concept do give some comfort to getting killed in raid. ( which helps the sting of loss.) As a side note: not 100% sure what to think of keys and documents with this idea. On one hand it would be nice for keys&documents to have their own inherent-always-secure-character -slot ( some sort of mystical prison butt purse type thing.) but on the other hand it would also add considerable risk to unlocking a container to secure loot. ------ considering how development works I would be pretty confidant that the Tarkov team has already considered something like this, but ended up with the .12 solution after finding a problem they would want to avoid. heck, just thinking on it a bit more I imagine there would be issues with people playing in groups. it would basically make unlocking/locking as safe as it is now. it would probably screw up peoples economy more than the .12 patch would. people losing the contents of a secure container could be pretty devastating. also it would probably discourage people from keeping meds/ammo or anything they would need in a pinch in their loud hard to open ringing dinner bell of a container. how easy it is to talk myself out of posting an idea, but since I already typed it out. A, bashka bolit.. Bukhat' nado men'she
  14. Dear EFT community, Anybody love Dragunov SVD in EFT? Here's some X-Ray of Dragunov SVD, so you can see all parts inside it and how they work. Don't forget to share the knowledge. Thanks in advance, -Vekongmaster-
  15. ThotKrusher

    New idea for dogtag value

    So ever since dogtags lost value i've pondered what they could be used for apart from collecting dust or low level trades. How about a system that adds value to the dogtags depending on how well the player has been playing since their last death. so for example, if a player gets like 20 scav kills and 6 PMC kills and has extracted from like 4 different raids in a row their dogtag is worth way more than a hatchling that has just died repetitively An easy way to do this would to use all the EXP gained from the previous raids before death. and maybe that can even be a sub-statistic accompanying the most survived in a row stat. and if you want to go even more out there an ability to see your current dogtag and what it's appearance is (like if it gets more scratched and badass the longer you've been alive and the more exp you've gotten in that one life) anyway thats just my two cents.
  16. Jhonn_Carpenter

    Fix the Meta Tank

    hi Dev and people, i just make a game in "Lab", i put 28 consecutive PST bullets with an MP5 at 5 meter to a guy, and he just turn back and continue running like normal... i think we need to make something about this stupid meta "Tank"...it's not realistic and really stupid at this point. I suggest to add a new disable mechanic effect, when a guys is touch by 10 consecutives bullets (like in 1 sec delay) the guys have to fall the ground ( on the back if the damage come from the front, and prone if it come from the back). the guys on the ground can continue to shoot with his weapon,and can crawl, but need to maintain to press F (Like during 5 sec) for get back on his feet (and can't shoot during this 5 second) for supressing this new disable effect (this effect in fact maintain you on the ground, this effect can be named for example "Shocked"). For finish, i think it will be interessing to have the possibility when you prone to reverse you on the the back for check behind (like Metal Gear solid 5), it will be more realistic and awesome to do in action. And it will be nice too if you add some CQC mechanic because when two tank meet each other , the combat are really not realistic and interesting. Thank for your attention. nb: After that it will be interesting to add some coop mechanic about it, like press F if an Ally is on the ground to wire it and go to cover like in you video...
  17. torin412

    mechanics need tarkov

    https://www.youtube.com/watch?v=dcYbhlRFYak please look this video, i think you can understund this video is dedicated to the mechanics that bsg must add to the tarkov
  18. I like the new barters for lower level access to the EBR, and M1A SASS. But please don't take away from us level 40s by entirely removing the money trades for the EBR and M1A SASS. It really discourages levelling up when you grind for access to LL4 and yet, only get a few more attachments and not much else. My opinion on this is add back the money trades to LL4, and keep the barters, best of both then, your rewarded for hitting LL4, and also still have access if your not quite there.
  19. AdmiralNice

    Gunsmith Part 5

    Hi Leute, ich brauche mal euere Unterstützung. Ich komme mit der Quest Gunsmith Part 5 nicht weiter. Habe auch auf Reddit und Co bisher keine Lösung gefunden. Man braucht die Scope Leupold Nightforce ATACR 7-35x56 riflescope, da diese als einziger 2000 sighting range hat. Ich weiß jedoch nicht wie man diese an die DVL bekommen soll, da diese mit den Mod 30mm Scope mount nicht passt, hat jemand diese Quest erledigt, oder weiß wie man die Scope dadran bekommt. Vielen Dank für eure Unterstützung.
  20. Automatic Recoil As a player dedicated to both realism and balance, I suggest that full-auto should not be automatically compensated by your character, but rather a traditional player-controlled compensation(such as ArmA 3's system) where you have to manually pull down to adjust for recoil. Please take note however, I only wish to apply this to full auto; semi-automatic is fine the way it is, with the aim point resetting after each shot - although I wouldn't mind if there were some minor tweaks. This would discourage the full-auto meta that is currently in effect while promoting longer firefights in general, with skill becoming more important than who has a faster firing weapon. Limb Damage My second suggestion is that blacked out limbs can be repaired to a percentage of their respective health. Three ways to achieve this off the top of my head could be: 1. A personal medical item, such as the Xstat syringe - would require a bleeding, destroyed limb to be patched and take 'x' amount of time to apply. 2. A rest mechanic with the character resting for an certain amount of time - not a huge fan of this tbh, but it is an idea. 3. A surgical kit to be used by another player, which would promote teamplay, but give diminishing returns upon consecutive uses. This came to me when I thought about the eventual free roam of the entire map; I for one don't want to be limited to limping for kilometers on end, be continually dehydrating due to a blacked out stomach before I hit an extract or in general becoming a liability to my teammates. I believe this would extend the capabilities of casualties by giving them more options beyond popping painkillers and make consecutive firefights more attractive as an options, rather than having a casualty becoming a 'walking dead man' with multiple limbs destroyed. Please feel free to add your own thoughts, I am curious to see how our community would feel if these mechanics were implemented. Song of the day: Valkyrie - Battle Tapes
  21. The ability to breach doors by blast out the door jam with shotguns would be an awesome addition to the game and would be realistic representation of shotguns uses in a combat situations. As a real life squad role is the job of the breacher. Another great addition would be a breaching charge but id settle for just the shotgun breaching would be an awesome mechanic and would add some utility to the weapons outside of combat.
  22. Ewendel88

    Hearing/Eye Protection

    Firing a gun is loud and scary. A fun little mechanic to ad to the game would be eye and ear protection. Without eye protection you get stuff in your eyes from firing guns. With eye protection you are safe. But glasses can get scratched and smudged and whatnot. Better glasses can be smudge resistant or scratch resistant. you could wear sunglasses to reduce glare in bright light and switch to clear glasses in low light. taking a minute to clean off dirty glasses would be neat. etc. Hearing protection is another aspect of range safety. Obviously you could buy cheap foam earplugs and wear them all the time but that would severely limit your situational awareness. You would hear a lot less than normal. Alternatively, you could buy fancy ass active noise canceling earplugs or earmuffs. There are many types available in the real world. Firing your gun without protection should have an adverse effect on your in-game hearing. Permanent/long-term hearing loss? I don't know what do you think? In conclusion: fun with eye and ear protection.
  23. dannymo111

    Concussions? How bad are they?

    Hello, I've been wondering, will there be concussions, and if so, will it make your screen blurry? Like, if you got shot in the helmet and the bullet passed only through the helmet, or ricocheted off it, and didn't hit your head, will your character sustain a concussion? Because, if someone sustained a concussion, there would be many side effects, blurred vision, short breath, becoming tired quickly, loss of memory. Keep it up with the hard work, you guys are phenomenal. Thanks,
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