• Content count

  • Joined

  • Last visited

Community Reputation

15 Neutral

About dhristan

  • Rank

    I don't know why people seem not to understand this: The story is paramount. The storyteller's ability to tell their own story is paramount. BSG has a story they want to tell via their game. It is about a zone that is harsh--so harsh there would be no female fighters present. They are not changing their story to suit a pre-fab social justice motivation or even an aesthetic one.
  2. @playpus - you didn't just give him a suggestion, you called him stupid [thiqqqq] in your first post. Are you this much of an a$shole in real life or just behind a keyboard ?
  3. Fix the English Grammer

  4. Re-locking of doors.

    I like the idea that key holders can do things like lock themselves behind a door to wait it out, or pass through a shortcut area (ie. customs) and re-lock the door so the evil non-key people can't squirtle through. I mean, you'd pay a price for re-locking inasmuch as you're stuck in an animation for a few fractions of a second--but it would be optional. opinions ?
  5. Huge fan of the growing size of the maps, particularly all of the buildings in Shoreline. What I think helps keep the game interesting is that some of the content is 'locked' behind player requirements--mainly in the form of locked doors. You find the right key you find a little bit more of the map, a little more content. So this tends to allow the game to unfurl for the player over time. Another way of doing this that I haven't quite seen fully used yet is through locking content (ie. areas of the map) off through player stats--namely the stat relevant to jump height. Why not develop areas of the map that require greater jump heights, or require teamwork to piggy-jump to the higher spot. I'm thinking this could be used to 'unlock' 1) areas to snipe from (in a sense this was operative perhaps by accident in woods) 2) weapons and item discovery 3) quest completion. TL;DR: use platforming more to encourage building up of that skill and to encourage exploration of what will at first be non-accessible parts of the map.
  6. Sorry, fellow scavenger

    @DennDeDennDenn haha. Tragic ! @pielicious I don't think mumble works in scav mode anymore--unless I'm missing something. tried F1, tried T, double-tap T. Audio cues for finding a non-hostile probably would be better--it would mean you could signal without being a target. Now it's true of course that there will be occasions on which an audio cue would give away your position to a) a hostile player scav or b) a hostile player. But that's the risk you take in Tarkov, I suppose.
  7. Sorry, fellow scavenger

    I, a scavenger, was creeping around the outside of the far warehouse of woods when I heard gunfire nearby. Crept out a little further, shot the USEC pawing through the gear of a fallen scavenger. You were inside the warehouse. Goddamn you were loud with your scuffly boots. I backed off and you suddenly emerged from around the corner, and I unloaded my shotgun as quickly as I could. It was in slow-motion and yet less than a second. And I caught your wiggle wiggle back and forth as my fourth buckshot pierced your body and dropped you. I'm sorry, gentle scavvy. Seriously, though. I don't like that I shot this guy. But I don't see how there is a way to avoid this. Any suggestions ?
  8. A End Game Puropose?

    @necuja - could you please clarify something if you know: will the 'open world' game require traversing to exits for movement between maps ? Ie. is the map we're using in game to select location going to be removed and we'll just have to move from map to map to progress ?
  9. Spawn Campers

    Behold Pik, tone-policing this guy with such authority. Thorshammer dude is correct--it's bullshit, and he's right to complain and deliver that with an annoyed tone. I personally haven't experienced the spawn death more than 1 or 2 times, but I believe these people who say they are experiencing it. In some sense there's no 'correcting' this problem until the devs find a solution. But in the meanwhile one thing you could look into is if your load times are long--ie. if you have low memory and your loads are glitchy. That happened to me when I ran with 8gigs of ram--I think my character was spawned in before I actually could take control of it. I run with 16gigs now. Something to try if you have low memory.
  10. Currently I'm using: VBR, Quality Balance = 7, Max Bitrate = 2400, AAC, 44.1, 96, Stereo. Two issues I'm noticing: 1) far too much compression artifacting--particularly with night scenes 2) Though I'm recording at 60fps, footage is janky and appear to be 20ish fps at best. Also, in-game audio is a little glitchy while recording. Note: I record to a drive different than the one on which I have the EFT .exe I'm sure part of the problem is my hardware. But any suggestions to get the best out of what I have ? 2500k, 970, 16Ram
  11. Why doesn't this game appeal to someone?

    The developers have a fairly specific concept in mind--and they have repeatedly shown that they are going to see that vision through, even at the risk of the game not being designed to be inclusive for the maximum number of people. The fact that they are this focused on their vision is largely what pushed me to get this game. I'll also say: At least for me, this game had the most steep learning curve of any game I've played. The first 20-30 sessions were incredibly frustrating--I'd be obliterated in 10 seconds and not even know where the shooter was. I concluded for a while that I'm just not built for this game. But I pushed on, watched videos, played more carefully, learned the maps and now it takes at least a few minutes before I'm obliterated.
  12. Sound of dropping to prone

    Last round I played I noticed a prominence of the sound of the thud of others (not me) dropping prone. The sound was so frequent--4 or 5 times as I moved through the entirety of customs--and so loud (as if it was a few feet away)--that I'm wondering if this was possibly a sound glitch. It's very possible people really were dropping to prone upon hearing me pass; but in that case, the sound was just far too loud.
  13. Boonie Hats

    I also look for immersion and roleplay--but I still guess I don't understand how in a 1st person perspective game where you don't see your character's head during gameplay, it makes any difference. Perhaps there will be more opportunities to see the character in the 'hideout' element of the game.
  14. Trading with friends

    They will probably add this feature to trade outside of the gameplay as you are looking for. I think I lean toward keeping trades during gameplay, particularly now that you can spawn in together. I guess I like the idea of keeping this an individualist endeavor--ie. you earn / buy your own stuff based on your talent + luck. In-game trades don't cut too deeply into this because you still have to make it through the map and with a limited way to carry stuff out.
  15. Boonie Hats

    Just curious why you care what hat your character wears.