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Showing content with the highest reputation on 06/28/2021 in Answers
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I have been playing Tarkov since about the end of 2017, having had multiple 45+ level characters playing both single and in squads, and I have been keeping track of my own list of logical gameplay additions, quality of life improvements and suggestions that I want to provide to the devs here. I believe that these will further improve upon the game, all while enhancing the feel for realism and never contradicting the lore of the game in any way. At least I was very mindful of it and I appreciate your the opportunity and your attention in this matter. Possibility to combine meds of the same tpye, for example 2x AI-2s with 50/100 should be able to be combined to either 1x 100/100 AI-2 or a slightly less durability item like 90/100. Combining meds during a raid should have a timer similar to how it is with loading in bullets. The issue at the moment is that meds can not be replenished in any way, so players constantly have to sell partially used meds and obtain new meds between every raid. In the case of playing as a player scav, a player might end up having 3-4 partially used meds that take up additional space. CMS Kits right now are too overpowered. I suggest reducing the ability to heal a blacked out limb to a single use per limb as a last resort option when a limb is blacked out. Currently it is possible to switch the fire mode of a weapon entirely without making any noise. This is done by first check fire mode and then switching the fire mode during the fire mode checking animation. There will be absolutely no sound with doing it this way. This shouldn't be possible as the fire mode switching animation and sound are entirely bypassed. The fire mode can be switched multiple times repeatedly within the cycle of a single animation by spamming the command. The correct behavior should be that the fire mode can only be switched once per animation even when the command is spammed. Currently the optics and scopes have entirely transparent glasses which is not always the case with their real life counterparts. For example Trijicon sights and others such as the P1X, etc... use a tinted coating on the glass which as far as I understand is used to make the reticle more visible. Can you ensure that these are more closely reflecting their real life counterparts? These sights could then have some additional bonus for balance. Flashlights are entirely horrible at the moment and need to be tweaked. They often do not help to aid in visibility in dark areas, but usually only blind the character who uses it the most. In squads I usually most often use flashlights to aid a team member with visibility, because the flashlight only blinds the character who uses it and not the team members around it, even if they all look into the same direction. A game option should be provided that prevents the FOV from changing when looking through close range optics and iron sights. Currently these provide some magnification or FOV change that I know to some players find to be distracting or make target acquisition harder. Separate grenade keybinds for frag, flash & smoke are a logical addition that the game requires for these items to be more meaningful instead of having PMCs mostly only carry frag grenades. At the moment when carrying a mix of all three it is impossible to know which item is being used when the grenade command is used. Separate keybinds will make it possible to use a combination of flashes, smoke and frags more effectively and will make for more strategic fights. Mag Check & Reload system needs to be changed slightly. When checking the magazine in a gun the PMC should not automatically reload the same mag but wait for user input instead with the mag held in the hand. Left click could be re-inserting the same magazine back into the gun while using the reload command would switch to the fullest magazine available instead. Option to select optics reticle, flashlight& laser mode as well as ranging before entering a raid. Usually every time a PMC loads into a raid, time needs to be used right away to set ranging and select the preferred reticle. This is not very realistic as a PMC would be sure to prepare these before going into a mission. Ability to vault/climb over small to medium height obstacles, even when legs are fractured and no pain killers are taken. Stumbling when jumping from large heights, especially with increased weight to prevent people from taking morphine, jumping down multiple floors and immediately be able to engage an enemy straight away without any consequences. Even if the character only takes a few seconds to regain his stance and makes a loud sound when stumbling this would be a lot better with preventing “Super Mario” play styles such as some streamers often like to play the game. Sometimes in-game items spawn in weird positions, clipping through cupboards or other items or hovering unrealistically in mid air, breaking game immersion. Some items do have weird view settings when looked at in the item inspector, in some cases making it even entirely impossible to examine the item visually. Ability to delete pending friend requests is required, especially with how easy it is to send requests when purchasing items from the flee market. Ability to see all items put on the flee market in one tab, in addition to only seeing meds, equipment, provisions, etc... Move notifications such as an fleemarket item sold, bitcoin mined or scav box notifications into the menu, as these usually have a very loud volume and can be incredibly distracting or even causing jump scares during a raid. Remove hideout center dot when icons are disabled. Disassemble option needs to remove ammo from gun and mag as well. It's annoying that this has to be done by the user manually each time. Any ammo left inside mags should come back from insurance as well. Armbands other than white color are very hard to see, the other colors need to be more visible. Additional ways of team identification needs to be implemented such as different color chemlights or visipads, mounted to a body armor, helmet or backpack, to be used separately or in combination with arm bands. Main menu music cuts off abruptly when loading into a raid, could instead be faded off. Animations and time duration for food and drinks should be increased towards 4 or 5 full cycles of the animations. Right now some food cuts the animation just as the PMC attempts to take out some more food, it should be stopped more cleanly right after the PMC has eaten his the last bit. Also duration are a bit too short at the moment. PMCs should be required to take real cover to eat and drink. Full trader names should be shown when hovering the mouse over the “?” icon. Flee market should need to be be unlocked through a quest that becomes available at lvl 15. Flee market should require generators to be working in the hideout in order to have the ability to access it and offer and purchase items. Ability to only sell loot found in raid through flee market. Run through system needs to be tweaked slightly for PMCs engaging in battle, such as when playing in squads, where sometimes enemies are hit but not killed an entire raid. Ability to use food, drinks and meds directly from the game world without needing to pick up the item first. Items picked up should never move into the vest first but always into backplacks first, pockets second and vest at the last, to prevent PMCs mag dropping upon reloading the gun because a random item got put into the vest when there is space left elsewhere. Not using money from secured container or inside wallets or sicc containers for any repairs, flee market or trader purchases. It is very annoying when the money is missing when it was dedicated for in-raid paid extractions. Show Raiders and Bosses as “Raider” and “Boss” in the after action report, and later also UN fighters and occultists as their own factions. Show player scavs as “Scav Player” in the after action report. Paracord extractions should require a longer duration such as 15 seconds and have a weight limit as well. Right now it's too over powered. Reward geared players with an exp multiplier or some other bonus to encourage players using equipment instead of loading in with just a hatchet or pistol. Have systems in place that slightly reward geared players instead of only thinking about punishing hatchlings - needs to be thought of and approached in both ways. Backpacks should all have different slot layouts and roles that tie in with the weight system. For example some big backpacks could have less big slots and more smaller slot sections to allow for less big loot to be taken but at the same provide some weight relief instead, to allow for more smaller loot to be carried more efficiently or with less speed and stamina penalty. Scav player and PMC timelines should be slightly asynchronous. For example when player scavs load into the game the PMCs could have 10-15 minutes remaining while player scavs have another 25-30 minutes remaining in the same raid. This will prevent PMCs from getting bombarded with 4-man player scav gangs shooting them with mosins at still 40-30 minutes left in the raid and also let scavs really be about scavenging the map for leftover loot. In addition to the previous point, player scav extractions could be locked entirely until the PMC extractions are already closed, to ensure player scavs are staying in the whole duration while PMCs are still around, instead of having them extract directly after spawning with a key card or killing another player scav or PMC and going right for extraction. Player scav extractions should also be entirely different from PMC extractions on Interchange. A dynamic loot spawn system needs to be introduced to prevent people from always rushing the same locations for the same type of loot and to encourage PMCs to more actively search for loot. This will also prevent the game from becoming stale and prevent predicting PMC movements to some extent. VOIP should at the very least be implemented for squad play with 3d sound placement within the game world, which will help to provide additional means of identifying team members from enemy targets. There could be proximity sound for a specific close range distance and radios for anything that is beyond that range. All trader items including low level items should have some reasonable purchasing limits. These limited items should then be available to each player to prevent other players from purchasing all supplies. Trader Blackout: Each trader should occasionally at random become unavailable for a random amount of time anywhere from an hour up to a whole day, but never all traders becoming unavailable all at the same time like it was tested in a pre-wipe event (although there could be occasions where all traders could become unavailable in case their downtime would cross into each other for a shorter amount of time). During this time period the trader will not be accessible, and quests will not be able to be accepted, turned in or finished. A real war zone would not provide the ability for free trade without limits, as escalations would in some cases prevent trading all together and even put traders in dangerous situations. Right now traders feel like supermarkets with almost infinite availability on all items and it hurts the game as the survival aspect is diminished. There could be different reasons for a traders becoming unavailable, such as trade routes being cut off, a trader being directly attacked, a pandemic breakout, affecting some traders in different ways when the trader becomes available again. In the case of an attack, it could take some time for all items to become available again. For example lvl 1 trader items could become available immediately, while lvl 2, 3 and 4 items have different random time amounts for becoming available again. This could be due to the trader requiring to re-stock items after an attack on his trading operation. A pandemic breakout could effect how food and meds are being traded or their availability afterwards and an escalation close to the trader would afterwards directly cause him to resume his business as usual. The way to do this correctly is to make it so that it doesn't become an annoyance but to occasionally provide some element of uncertainty to the trading, requiring players to stock up on items such as provisions, meds, weapons, etc... and to be more mindful of which items to keep as there is always a possibility of a blackout to happen. Further the game devs would have to balance trading items across traders, for example having Peacekeeper provide bandages, and low level meds as well (as he used to do some wipes ago), to be used as an alternative in case Therapist is unavailable. What this will also do is to dynamically change the value of items depending on which trader is affected, as well as changing the flee market and loot behavior of the players. Further low level weapons might also need to be used even as a high level player, in case high level weapons are not readily available, to shake up the game and prevent high level players at the endgame from only running the best available gear. This will also change the game for low level players competing against high level players and be a bit of a balancing factor between these players.1 point


