Search the Community

Showing results for tags 'tasks'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Emissaries
    • Общий раздел
    • General Discussion
  • Russian speaking forum
    • Правила форума
    • Новости проекта
    • Игровой форум
    • Оружейный департамент
    • Разработчикам
    • Поддержка сайта и форума
    • Свободный раздел
  • English speaking forum
    • Forum rules
    • Project news
    • General game forum
    • Weapons department
    • For developers
    • Website and forum support
    • Off-topic
  • Deutschsprachiges Forum
    • Forumregeln
    • Projektnachrichten
    • Allgemeines Spielforum
    • Off-Themen
  • Multilingual forum
    • Multilingual forum

Found 8 results

  1. Punisher Pt. 3 mechanics

    So i have completed the 25 scav kills for "The Punisher Pt. 3" twice now and have been unable to extract fast enough to turn the quest in; which results in a fail. This is one of the most challenging tasks in the game at present and getting the task completed sound after the 25th kill then extracting to see the task available for acceptance again and a message from Prapor saying "better luck next time, f@ggot!" is pretty demoralizing. I would like to see the timer pause when the 25th scav is killed or something along those lines to allow a late turn in. I'm sure some of you will say "just die after killing the 25th scav" I am aware of this and when i decide to attempt the task again in this release i will probably do just that; but my point is this seems like an unintended mechanic. @mods Is this how the quest is intended to work?
  2. Insurance missions

    This came up while i was playing with friends doing scav runs. It could be interesting to add objectives to a scav run. Maybe it's 'retrieve a dogtag' or 'bring skier 2 attachments' or 'bring prapor some 5.45 ammo'. Even use prapor's insurance messages as a motive. He's always telling me he's got guys out looking for my dropped gear, so why not actually let the scavs be those guys? You get sent in as a scav to retrieve players insured gear for prapor. But you can't equip or put it in your backpack - insured gear would be designated a quest item and go in that bag so you can't just steal prapor's business. Obviously there would be a monetary incentive, or even reputation gained (that would carry over to your PMC) for completing tasks to make doing them worthwhile. I just think it could add an interesting element to the gameplay, and give scavs more of a purpose. Or even add a new faction to play (scav, PMC AND collector) and make it an entirely new option for players to choose. That way you can make some cash while you wait for your scav timer to reset. Thoughts?
  3. Make players responsible for insurance returns as a alternative transaction between them and Prapor as an insurance claim. It could be a combination where the player returning another players insured items must return it with the players dog tag. The player returning the item then gets a slightly better monetary value for the items than they would have from selling it to the vendors.
  4. Prapor task

    There´s a bug in postman pat task, I completed including survive and exit Factory Location, but the game didn´t complte...anyone have the same problem????...
  5. There is a serious problem having timed tasks in this game. It kind of goes against what this game is suppose to be. It is suppose to be a slow paced realistic game, right? Not a run and gun game? Not another CoD? Am I right? Just as an example, having a timed task where you have to kill 25 BEAR, (or 25 of anything for that matter) in 1 hour, is ridiculous. Having timed tasks that are based on real life time doesn't really work, as long as you think the majority of the players have nothing else to do in their life then playing this game. What this does is that players will try and exploit the tasks to just get them done, and none will complete them as intended. And those not able or want to exploit, will end upp frustrated and probebly stop playing the game in the long run. What is even more frustrating is that if you fail the task, you loose your standing with said trader. So you implement impossible or brutally hard timed tasks that require alot of trial and error before succeeding which will end up the standing to be reset to 0.0 with the trader. My question is - are the task timers here to stay? Are the devs aware of the problem? Do they think this is a problem? And what were they thinking?? I know there are alot more people then me having negative opinions about this, atleast if you head over to reddit.com ( https://www.reddit.com/r/EscapefromTarkov/comments/7bi673/timers_on_quests_need_removed/ )
  6. I think we should implement a crafting system in the game, only for a limited amount of items though, so gun accessories(Sights,Grips,ETC, and very basic armor) a example of basic armor would be like a heater plate armor(western showdown in back to the future), you would need 2 heater plates any kind of rope but different kinds of rope influence weight by a small margin. or a sight would be a small pipe, metal scrap,a screw, and wire. I will have some concept art below of both the armor and sight after i restart my computer cause my tablet drive isn't responding. also all these self-made items have a way higher weight than the military grade items, especially the armor, since you have two large hunks of metal on your body.
  7. Quest Mega Thread

    Hello Escapers! With the introduction of the new quest system, it seems a lot of people have questions! To help put all of these questions and their answers into one singular area, I have created this topic! Please post your Quest related questions/helps/hints here! Please remember to follow all the rules of the forums, and at the same time please attempt to avoid releasing any spoilers about the story-line.