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  1. I have thought long and hard about some features that could accompany the karma mechanic to make it a bit simpler to implement. I would like to share these with the BSG team and hope to share new ideas and inspiration with them. For Karma Mechanics, they should add features such as: . Exiting a raid with positive Karma Gives you Bonus XP . Exiting a raid with negative Karma gives you Negative XP . Exiting a Raid with Extremely Low Karma such as Killing multiple players from same faction makes all loot no longer found in raid and has % of the loot you extract with being lost whilst extracting. This could affect gear you took into raid or loot you found in your backpack. Also Gear lost during exfil because of low Karma would not be recoverable by insurance. . Low/Negative Karma reduces the successfulness of getting All/Any of your gear back from insurance. * Players with low Karma and Trader standing are less likely to have that traders men want to do a good job of finding all their lost gear in Raid. . Shooting at a friendly faction player first without having been shot at/received damage first from that player/their party will deal negative Karma to both you and your party. . Shooting a player/party who has incurred negative Karma in raid will not deal you negative Karma aswell. . Players in Mixed faction partys are considered Raiders and immune from the positive karma system. *Basically shooting a player in a Mixed Bear/USEC group will not deal negative Karma as they have basically betrayed their faction by teaming with the enemy and are now more akin to the Raiders than an actual USEC/BEAR soldier. . Karma levels are persistent after raids. . Exiting a raid with positive Karma, sharing loot with other players of the same faction not in your party in raid will also net you bonus positive Karma. . Exiting a raid without killing players of your same faction will earn you positive karma. . Items traded between players of the same faction in raid will only net positive karma once during the first exchange. Trading that item between other players in the party in the same raid again nets no karma change. . Incurring very low karma in raid will spawn more scavs near you and aggro all in raid scavs on you *Cursed* . Incurring very low Karma has a chance of spawning a high level Raider who will hunt you down. *For every Very low Karma player in a party alive, 1x raider will spawn. . Dieing with negative Karma will reduce the chance of your insured gear being successfully recovered in its entirety from the raid. . Having a freindly player in your party recieve very low karma in raid affects all members of that party. *Guilt by Association* . Entering a raid with very low Karma will give you the Cursed trait, have extra scavs spawn on you at some point in raid, and a chance of a High Level Raider spawning to kill you. . Killing players of the opposite faction gains you positive karma. . Killing players in Mixed faction partys gains you Karma regardless if they shoot at you first or not. . Positive Karma gives: *better RNG loot * increased helmet ricochet chance *decreased insurance prices * increased return speed on insurance * Decreased weapon failure rate * decreased weapon/gear repair costs * better prices when buying/selling at traders *Negative Karma gives you the opposite of the traits above. These are just some of my suggestions on how to implement the karma system. I would love to hear other peoples suggestions and some feedback on my ideas.
  2. Escape from Tarkov is supposed to be the most balanced, realistic, and skill based FPS game. Tactics, wit, and skill are supposed to be the deciding factors of gunfights. No one would argue with those two statements correct? So why is it that not even a stock SA-58 has any recoil. https://streamable.com/882o48 SMGs In the latest COD legitimately have as much recoil as stock SA-58 in EFT. When it comes to skill in FPS games, recoil control should be one of if not the biggest factor. Currently in EFT the only skill based factors are speed and wit. If you don't believe me watch any top EFT streamer or any EFT highlights compilation. None of the best players play careful or tactical because they don't need to. There is no reason to go slow when you can always be heard and target acquisition is instant and recoil is non-existent. In my opinion its pretty insulting or even downright deceptive to call EFT "Skill based", if we are being honest its mostly luck, arrogance/confidence, and adderall/cocaine that decides the outcome of gunfights in EFT.
  3. Dyllie

    Thermal Scope Discussion

    Hey guys, just gonna prefix this Im only level 11 and new to the game but have been watching and play with vets so here is my opinion. I don't like thermal scopes. Theirs kinda a stink and cheese around them and for a new player like me it feels like some unstoppable force that i cant even go on specific maps cause Im basically giving loot to more geared people. I think this needs to change. Heres a list of thoughts I've had and conversations with my friends and if I think their needed or not good ideas. -Nerf Thermal scopes. I think saying to directly nerf thermals is kinda one sided and its just a salty point of view but I do think a mini nerf would be the range of effectiveness of thermals. So maybe you can only see the highlight of the player within 100 meters but you can still see movement and a more blended character beyond that but the white or black highlight wouldn't be visible. This would mean that camping would be slightly different and only limited to specific lanes on certain maps. -External forces. Maybe instead of "nerfing" the thermal itself they could add in the environmental factors that effect players as well. Maybe rain can make it inherently harder to see through the scope especially during the day, and also lessening the effect of the highlight of the player or the scope look is just faded because of the fog. This would be a nice counter to the scope without actually nerfing it or changing it, all their doing is making whether effects more potent to gear in the game. -(my friends idea) add in gear or an extra slot that cools body temperature. This could come in the form of an ice pack or a slot in armor like a cold pack from kids lunch boxes to preserve food. I don't like this idea because I don't think adding a specific item in the game to directly counter the thermal scope would do anyone any good and thermal scopes aren't to common so it would be pretty useless most of the time. It's kinda like stopwatch in League when you become invincible for a couple of seconds. It doesn't have to much utility outside of not getting hit by a combo or ultimate. - Dive into the rpg elements of Tarkov. I think instead of adding items or direct nerfs it would be interesting if they added in another skill to train that can effect outside forces, one being the thermal scope. (and this is just the ramblings of a salty new player.) But what if they added a new skill called Athleticism. It can work in tandem to endurance and health and others to maybe make your character a more quiet and control other things in their body like temperature. So as it gets naturally trained by playing, the thermal scope will have a little harder time seeing that player. But not invisible cause that would be to much. Then the community would get extra features to the game while as time goes on allowing for faster and competitive play. Please let me know what you think and call out my grammar errors.
  4. PippentheShort

    Expand Woods

    The gist of this is pretty simple. I enjoy pretty much all of the maps as they are and I'm looking forward to the expansion of Customs and the changes made to labs/addition of Streets. That all said, I think Woods needs some work. It's not bad as is, but I feel like it doesn't really live up to the name "Woods". This is what I would change: 1. Make it larger, something more similar on the scale of Shoreline. 2. Make the logging camp slightly larger and a little more involved. A. More buildings, like a saw building, more trucks, more piles of logs, etc. 3. More wooded areas. A. Something that would be unique would be making a dense forest much like you find in the Ardennes Forest in Central France, or the Schwartz Walt in West Germany, etc. B. This is minor, but this is a map that I would expect to make effective use of a shotgun, but the open nature of it really doesn't lend to the shotgun being that useful. 4. Alter some of the open fields to be like recently logged fields with stumps everywhere, some small piles of logs, etc. A. I want to be clear here that I don't think the fields should go away, but they shouldn't dominate a map called "Woods". 5. Relating to 3A, I would change the Scav house to be more like a Black Forest cottage village deep in the woods that the Scavs have moved into, and then seriously up the scavs around this. A. One of the downfalls of the current Scav house design, while there might be plenty of scavs, because of the high rocks and open fields, it's easy to pick off the Scavs at range without truly engaging them. B. This could also be an opportunity to add either another place for Shturman to spawn or perhaps an entirely new Scav boss, and I would probably move Shturman's loot crate to this area as well. So just some thoughts. I really enjoy the game and I like the direction the game is headed in and look forward to the new content. Woods in comparison though I find a bit lacking.
  5. In late game, there really isn't a place for using 7.62x39 weapons. They have too much recoil for the majority and with the low fire rate the weapons have BP sometimes doesn't cut it. Many people say that there isn't many AP 7.62x39 rounds but I still feel that to balance the ammo class there should be more. I mean, 5.45 has several ammo types filling in the gaps between while PS and BP are miles apart. I hope you could at least add another AP 7.62x39 round that is better than BP in pen but with lower damage for balance. Here are some examples that I found on the internet. Here is an example taken from the r/ak47 subreddit featuring two different AP ammos with one being the equivalent of M995. The one on the left is Lapua Tungsten Core and the one on the right is East German (DDR) Steel Core. Here is the OP's u/casualphilosopher1 words from the other post: "A while back I posted a pic of the old Soviet steel core BZ AP bullet. There have been more modern AP loadings in 7.62x39 but it's practically impossible to get any detailed information or even photos about them. Rarest of all is Lapua's 7.62x39 tungsten core ammo: they don't even advertise it in their military ammo catalog; it's only produced in limited quantities for the Finnish military. It's taken me weeks of searching to finally come across this pic. From the Cartridge Collectors site, Nammo's 7.62x39mm AP can penetrate 12mm RHA at 100m. This is equal to the NATO M995 5.56x45 AP round." All in all, I hope for the AKM series to be buffed in some way either it be recoil, price, ammo, etc. (From Reddit) EDIT: As a response to people saying there aren't many 7.62x39 bullets let me post some examples here: https://www.youtube.com/watch?v=7jqfRlSoK60 AP Incediary bullets + 3 other types. Maybe we can have one of these bullets to fill the gap between PS and BP?https://modernarmsinternational.com/shop/110gr-ap/ This one is special because it is seemingly equivalent to m995 in terms of penetration. (Checked again. It is made of Tungsten) Thanks to user u/Penox for pointing this one out! https://modernarmsinternational.com/shop/110gr-ap/
  6. Not sure if this should be under the "Issue" flair but this really needs to be addressed. In the current state of Tarkov, the most-used DMR is the M1A. The M1A is cheap, deadly, and great. The problem starts with other rifles in the same class being a lot less viable early and mid-game due to this. For example, the SR-25 is a nice looking rifle which is used rarely due to terrible stats and an expensive starting price. Not only that, but the M1A also has a BETTER accuracy rating than the SR-25 in-game. IRL, the SR-25 is literally named a PRECISION RIFLE and yet a rifle created in the 1960s is BEATING the SR-25? NOTE: Before I continue, realize that this isn't a post to hate on the SR-25 and whatnot. It just has issues that need to be addressed. Anyhow, let's take a look at the M1A. The M1A as of now is 55K on the flea market The M1A is very commonly used in Tarkov for its punch for a little over 50K roubles. The problem comes when we take a look at the price and stats of another DMR, the SR-25. The SR-25 as of now going for around 115K from trader or 150K from the market. After seeing that the SR-25 is double the price of the M1A with similar stats, would you use it over the M1A regularly? Of course, end game isn't much an issue to run it. People run these guns for the aesthetic. But in every other point in Tarkov, nobody really uses the SR-25. In fact, I have never seen it once being used in my couple hundreds of hours in the game. Personally, they need to lower the price on the SR-25. It's too expensive, and anyone buying a gun in the price range of the SR-25 tend to opt for the another gun instead. The RSASS. It's sadly just a lot better than the SR-25. Let's take a look at it. The RSASS as of now is going for about 100K on the flea market Let's see what the RSASS is better at than the SR-25. Much better accuracy rating, better horizontal and vertical recoil, better muzzle velocity, better ergonomics--. It's simply just better in every statistical way. I would like to know why it has more ergonomics than the SR-25 and even the M1A. It weighs, even without a magazine, about half a kilogram more than the other DMRs. Yet, it has better ergonomics than both of the other DMRs. Plus, with all of the better stats you'd think it'd be more expensive than the SR-25. For some reason, it's cheaper. Let's take one last look at the SR-25. A line implying the SR-25 has good ergonomics when it, in fact, doesn't. (I know it means its easier for left handed users but still this should count) From this line in the description of the gun, shouldn't we see a higher ergo stat on the gun? This would help with not only realism but give incentive to my fellow snipers in the world of Tarkov to choose this gun over an M1A and RSASS. Right now, there is little reason to use the gun. Sure, I hear some people do use them but it's mostly because of its looks and aesthetic since they have lots of money to blow right now. The SR-25, in my opinion, should have its stats re-done and have its price fall to at least 700 dollars to become viable in some way. I am in no way hating on the gun, however. I love the look and feel and sound of the SR-25. Why would I use it often though? Its stats are just terrible and in mid-game for an alpha container player like me its not worth spending all this money on a gun that doesn't even perform well. All in all, I hope BSG sees this and gives some response so that guns in Tarkov can be more realistic and balanced.
  7. Liam790

    Thermals - Reinstate range limit

    I understand this is end of the wipe, price is currently irrelevant as people will buy it regardless to give them a go, fine. But for the sake of the next 6+months post wipe change something. We saw this wipe how early wipe issues (this time round it was the non limiting of buying from traders) meant that there were issues that could not be rectified fully, so please before people get their hands on them they need a nerf. Reserve is currently a joke, bullets pinging you when you pass any window and trying to get across east bunkers or west of pawn buildings is just a write off. When people actually value loot post wipe, it will really get on peoples tits being killed from a bush wookie who managed to get 1 thermal and can now clean up as he is virtually uncontested. I hope the market changes will help post wipe but also we dont want thermals being so good they just become another hatchling rush spot as they are an east 250 - 500k item. - Range limit - What was wrong with the 200m? - Only find in raid or buy from traders but for say 100 dog tags. So you actually have to earn it. - Fix the Gamma container / mount issue. Thanks
  8. Ikari-Kun

    How to End Hatch-lings for Good

    Most people I've seen in the discussion boards are going about this the wrong way I feel like I should relay my opinion. Every suggestion I've heard regarding this issue has been down right terrible and usually include adding some sort of mechanic that punishes you for only bringing a hatchet to a raid. Thats a terrible idea, you really want to stray away from punishing players for doing actions you didn't intend them to. Instead it is better to reward players for doing the actions that you do want them to do. The main issue here is that the hatchlings themselves aren't the problem, they're only a symptom. I've asked several people including friends who play the game and unknown players I've met on the Escape From Tarkov Unofficial discord. The main reason why people go on hatchet runs is because they are broke and need money for their next raid. I think, and hear me out here, the game should give you currency for completing certain actions in the raid even if you die. This can include complex objectives like participating in events, completing task objectives and simple stuff like killing scavs or pmcs. The amount of money you receive as a reward (at least for killing) should correlate and vary depending of the gear you took out on the raid. So lets say you bring in a makarov and kill one scav and then immediately die, you would receive 500 rubles for that scav you killed with a pistol HOWEVER if you bring in an M4 and kill a scav you will receive 5,000 rubles for that scav(even if you die). You can really play around with this! If you would receive 400 Euros for every PMC you kill with an ASVal I'm pretty sure we'll see a lot more as vals and a lot less hatchets.
  9. SmokeyChicken

    Shoreline Extracts Bad Design

    Shoreline extracts are needlessly frustrating. I dont really see a reason for a map this big to sometimes have 1 open extract per player. Road to customs sometimes being closed after a certain point basically punishes you for staying in the raid longer and only having one open optional extract makes it incredibly easy to spawncamp, which is something I feel like is not in the interest of the developers. For a map that big, either add more extracts or atleast make the extracts more reliable so players dont get all funneld into one extract for one cowardly extract camper to take them all out. I cant count the amount of raids where I had to run around the entire map to check all the conditional extracts because Road to Customs was closed and subsequently got killed by some coward hiding in a bush at rock passage. Its not engaging gameplay and is needlessly frustrating and should be fixed immediately imo. Thanks for your consideration.
  10. BroodPapa

    Reserve 12 Second Raid

    Reserve 12 Second Raid Just how intended is spawn rushing? How about spawn points that could save us the insertion rush? Have us spawn on site; in semi random, safe spawns?
  11. GoForce1

    Tarkov Bots Need Major Improvement

    I have played Tarkov for quite a while now and this is my number one complaint: The Tarkov bots create a very negative gameplay experience. The goal of a bot in a realistic shooter, such as Tarkov, should be primarily: 𝐭𝐨 𝐛𝐞 𝐚𝐬 𝐜𝐥𝐨𝐬𝐞 𝐭𝐨 𝐚 𝐡𝐮𝐦𝐚𝐧 𝐩𝐥𝐚𝐲𝐞𝐫 𝐚𝐬 𝐩𝐨𝐬𝐬𝐢𝐛𝐥𝐞, and secondarily: make gameplay smoother and more enjoyable. Based on this, I have complaint and suggestions for improvement. First, I can hear a bot from a mile a away screaming: "is this your warfare... you should try better!" or: "die scav!" or: "god damn pussy" and other phrases that are completely random and unnecessary. 𝐌𝐚𝐤𝐞 𝐭𝐡𝐞 𝐛𝐨𝐭𝐬 𝐚𝐜𝐭 𝐚𝐧𝐝 𝐩𝐥𝐚𝐲 𝐥𝐢𝐤𝐞 𝐡𝐮𝐦𝐚𝐧𝐬, human players do not press 'y-y' every two seconds to scream some random crap. Second, the bots do not move like a normal player. Here is an example: I see a bot 50 meters away... I am hidden... I take a shot at the bots chest... The bot stands there with no reaction whatsoever. If a player gets shot in the chest-- they move! This is just one small example but there are many others, such as: Never sprinting, following each other in perfectly straight lines, never checking surroundings. This brings me to my next point, the bots are incredibly inconsistent when it comes to spotting enemies, sometimes you are 200 meters away and they see you or you are literally 2 meters away and they are clueless. The most annoying thing to me, however, is how they never fail to find you when you are prone. 𝐈𝐭 𝐢𝐬 𝐡𝐚𝐫𝐝 𝐭𝐨 𝐬𝐩𝐨𝐭 𝐩𝐫𝐨𝐧𝐞 𝐩𝐥𝐚𝐲𝐞𝐫𝐬, but the bots spot you in a split second and do not hesitate to shoot. This makes healing and finding cover very difficult because they see you the whole time. My last and my biggest complaint: 𝐩𝐥𝐚𝐲𝐞𝐫𝐬 𝐝𝐨𝐧'𝐭 𝐟𝐨𝐫𝐦 𝐡𝐞𝐫𝐝𝐬. The amount of times that i get killed because 4-6 bots are hanging around each other and all gang you when you fire a weapon is uncountable. It is incredibly rare that I find a squad of real players, scav or pmc, playing together or even near each other. The bots, as far as I can tell, are balanced in weather, darkness, and other human conditions and also seem to have human like aim, no large complaints there. These are my biggest complaints with the game currently and have make the experience much less enjoyable for me. However, despite my complaints, Tarkov is a great game and the developers have done a good job making things balanced. (Side note--If you prone at a bot's feet they cannot shoot you, I killed a bot, while proned, knifing his ankles)
  12. Corndog090

    Heat Effects on Shooting

    Hello all, I was Curious if the devs were going to or have mentioned adding gun heat as an issue? I as a person who shoots a lot, shooting more than a few 30 rounders through a gun it gets to hot to hold or manipulate the normal way. And if one was firing full auto, the effect would be even more intense. So I guess what I am saying is if they are going to implement something, how? If not why? And If not I suggest we do, because not only is it more realistic, it will help with running and gunning with 6 60 rounders constantly shooting.
  13. Blackboxeq

    a consideration on secure containers.

    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. redsoldier3000

    Skill not working as intended?

    I have a question regarding the skills in the game. Specifically, ‘Attention’. I’ve watched a stream of a person who has reached a high level of Attention and noticed that the description of the bonus does not line up with the results. The increased loot speed does seem to have the effect. But the increased chance for loot quality does not seem to work (, at least not as much as it says). My questions are: · Is the skill currently working as intended? · Are there any planned changed to this skill?
  15. So, I allways tought like, ey why are western goddies so expensive? But I'm happy with thinking it's post-apocalyptic, in Russia so they are rare. But this shouldn't affect to performance right? But it definitely does. M995 perfoms not as rated IRL, 7N is sooo accessible, (even cheaper then BS despite it's superior) and I feel like there could be s.t. between 995 and 855. Generally, you can't tell me that a top tier AP 5,56 round is weaker then a 5,45... That's exactly the opposite of what the names stand for right? I mean 5,56 cartiges are heavier and faster, those are the 2 most important aspects when it comes to AP. Ofc hardness of cartige and armor is relevant as well... But 62 pen for 7N39 against 53 for the M995, that's just ridiculass! (Those values are from NoFoodAfterMidnight's EFT Ammo and Armor Charts) I know I'm nitpicking and I admit that I'm that much into Ammo/Armor but this just doesn't feel right am I alone with this opinion? I'd like to know what you guys are thinking and let me know if I'm wrong in any point.
  16. So I was playing on customs with a friend and we've had a horribly rough patch of Tarkov with high level players and their gear just bullying us around or enemy scavs both player and AI one tapping us due to lack of equipment. I'm nearly level 11 and he's roughly half way through level 9. We're both very experienced with shooters and know our thing for those interested. With this raid, we're on point, we're clearing buildings like champs. Killing random scavs that were ahead of us with one shots and looting with quick efficiency. Now we're at the Gas station, and I've just taken one guy down. The only other persons who are with us (and breathing), is my friend and the scav that had decided to hide behind the fuel truck. So with both threats taken care of and no one in sight I decided to loot my fresh kill in hopes of getting a decent score. But it seems in this game, if you're having too much fun, it has to stop as I was immediately killed by a player scav who clearly just spawned in right bloody next to me! Now you could view this as just bad luck but this to me is a bad game design that needs to be looked at. If it were the other way round, That guy who killed me would have himself been instantly killed by myself or my friend (which he was while he attempted to loot my body) when spawning in and no time to react. This game is alot of fun and while I have some issues regarding the leveling abilities of new players or lower level players I'm content with how things are run mostly. But this issue has Pissed me off a bit as It just feels like a cheap cheat death rather than something that is my fault or something my opponent actually worked for.
  17. the-jack

    Beverly Tarkov Hills + Bonus

    Hello Part of the game concept: "...supply chains are cut, communication with operational command is lost, and in these conditions everyone has to make his own choices of what to do and how to get out of the chaos-ridden metropolis..." Some questions before my point: - Why lots or most of average, good (including me) and best players don´t go to the Shoreline Island, port, abandoned houses, search the trunks, shacks, warehouses, church, gun boxes, rooms, go shopping, green boxes, clothes, bags, cabinets? - And what about these players that plays 5 min in a 50min raid? Easy answer: cause we are rich bitches! The easy loot system destroys the immersion and the exploration of the beautiful world the developers created. Full EOD stashes, easily acquired quest itens, "idont care losing my full mod M4.", armor drops from heaven, ammo ammo ammo (!!). Balance and restric loot system keeps the immersion and long living game. BONUS! Keys should brake!!!
  18. Gh0stB0nes

    Stop the Balancing Act

    When it comes to gear and load-outs in a hardcore tactical shooter, the performance and cost should match as close to possible as real world values. I understand that many people are dissatisfied with the idea that a fairly inexpensive rifle has been released that is capable of utilizing, probably the best, ammunition in game and in real life to defeat armor. This crowd of people are enraged only because of their inability to recognize the fact that with new equipment in play, their methods and tactics of play must change. I am a believer that the ammunition is the important factor in the defeat of any target where the platform it is fired from mainly affects velocity of the ammo and anything related to modifying the ergonomics, handling, and mounting of attachments. People pay for the platform they shoot. The cost of the platform is often dictated by the age, numbers in circulation, prevalence in region. The Mosin-Nagant 91/30 is a rifle that has been service since 1891 and has extremely high production numbers. I purchased one in real-life from a gun store four years ago for $95 USD all taxes included. The only reason real-life prices for this platform in the United States skyrocketed recently is because of the current low importation numbers. US prices after importation taxes and transfer fees they can still be had for around $200 (12983 RUB). BattleState went with a model that has a bent bolt and is drilled and tapped for mounting PU optics. Considering Escape From Tarkov takes place in Russia the original in-game price is more than fair and accurate. BattleState has done a great job with the research applied to implementing different types ammunition and weapons. Do not let all of this time and research be squandered to people claiming things not being fair. Armor does not make you invincible. Players take note, that unless wearing plated armor, many types will be defeated by much of what people use in game. The US Army only in the past few years getting helmets capable of stopping 7.62x39 without the wearer getting knocked unconscious. Fights are typically unfair. The sense of accomplishment comes from using whatever you have available to defeat any adversary you face or knowing when to run.
  19. Hello fellow escapers, I'm a bit new to posting, so forgive me if this is in the wrong thread. Personally, I have been craving a budget marksman rifle for a while now, and after watching one of the BSG "developer diary" videos, I squealed when I saw the VPO-111, a bolt action hunting rifle chambered in 7.62 x54R. Of course, the Mosin has been confirmed to come soon™. However, in real-world prices, the Mosin has recently seen average prices of around $150 - $800, from what I've seen. It's hard to balance an effective rifle, while being cost-effective, so level 5 newbies can't just run into a raid and one shot armored and well-equipped opponents. How do you guys think we should balance these new rifles coming in? I'd love a cheap bolt-action rifle (like the Mosin), but having it balanced. Perhaps the Mosin, while being cheap, should be locked behind quests? Maybe a lengthy bolt animation or limited round capacity? I don't know. I'd love to hear some suggestions!
  20. Hallo , für mich sind die Westen das wichtigste im Spiel überhaupt.Ich kann mit einer schlechten Waffe immer noch jemanden töten durch Taktisches Vorgehen etc aber bei einer schlechten Rüstung habe ich so gut wie keine Chance. Nun habt ihr die Preise zb der Untar Rüstung auf 680 $ angehoben . Ihr könnt sie auch auf 1000 $ machen, die Spieler die dieses Game Hardcore Spielen interessiert das nicht Den einzigen den ihr damit Trifft sind die Normalen Spieler. Bei 500 Doller war bei mir Ende ,und das war schon übel Ich möchte gar nicht wissen was die Westen danach kosten Da werden sich die Dauerspieler freuen. Davon mal ab finde ich das auch mal schöne Feuergefechte zu Stande gekommen sind die nicht nach 2 Sekunden enden für mich ist es momentan Perfekt nicht zu viel und nicht zu wenig. Natürlich nur wen es nicht wieder heißt wen trift der Dsync. Eure Meinung ?
  21. So when people are debating/discussing a lot of features/ planned features in this game, there generally comes a point when people start using either fun or realism as a defense of their argument. A lot of these conversations have fairly good points on both sides, so I wonder if instead of pushing one or the other we could go for melding them. Some very simple instances: You've just had to hide in a bathroom to refill your mags after a fight and can hear more players moving around outside. You pop out and wreck them, which is fun through realism, yes? Or: You're injured, have 200k loot/ whatever quest item in your bag, no ammo and you've just been driven up to the Resort roof by a very well kitted squad. You jump off the roof and manage to escape and extract with your Mcguffin as a result. Also fun/rewarding yes, if not very realistic? The generic arguments go something like this: Fun = Healthy player base, ease of use, soften the learning curve, generally amusing gameplay Realism = tension, difficulty, pricing, length of the game's life post release
  22. I have been a long time supporter and player of Tarkov. And as each day goes by and each patch released, im getting more frustrated. WTF is going on?? why cant i kill anyone but die from one shot every time? Regardless of ammo type or armor worn and range firing from, im always the loser. Sure, you can say im just bad. But I know Its not me. I have many clips of the very clear unfairness i am suffering. WHY??? Why can others tank 21+ hits from any weapon i have and i die from one shot? Doesnt matter where or what ammo. I get one tapped in the chest through fort all the time. But NO ONE else does?? Please BSG, Explain this to me. Cuz at this point i want my $150 back cuz i feel ive been ripped off. I have quietly suffered for a long time and im at my patience end. I see NO ONE else with these kinds of issues. And its not my PC or connection. I wish i could post video here. To show exactly what i mean. I can shoot someone I have been following in the back 8 times just to be killed in one hit as they spin around......I am really about over it at this point....Someone tell me im not the only one with this BS happening.....PLEASE!!! I loved this game and i just want to love it again.....But the fact that it seems to only be problems i get. None of my friends say its this bad....Almost like my account itself is nerfed. WTF?!?!?!?!?!?!?!
  23. Recoil control skill doesn't sit right with me, for one it makes combat somewhat unbalanced for people who don't cheese the game (since most people find a way to cheese the skills) and also it seems pretty unrealistic to me. Aren't we all supposed to be working for two of the most secretive and high ranking private military corporations in the world? They wouldn't hire anyone with insufficient military experience why would they hire people who have never shot a gun before?
  24. carthagelost

    On Hatchetlings & Response

    I know there have been a ton of debates on whether or not to nerf them, and what should be done. IMO, they are a symptom of the game at the current moment and they can be limited by focusing on why people do this. Quest Items - With one each typically spawning on each map in a specific place, you have to be quick to get there. Most people can't really afford to go slow and careful because the item will likely be gone. And if you go too fast, you are likely to not pay attention and get killed. Which means the easiest/least risky way to get to them is to go in with a melee to get there. The solution would obviously make the quest item spawn for each individual PMC who has taken the quest, so there is no need to rush to the locations. This is less of a problem with Fort/Kiver quests, as you kinda are required to go in geared, even for Scavs. Even if you require people to take weapons with them, people can always just put the pistol they take in their alpha/secure container and run for it. Solution - Make quest items spawn for each individual PMC. It would make no sense to hatchet rush, because its always going to be there and you can take your time. With other quests, you can buy them and its just general loot, so you can't reliably hatchet run them. Keys - Because of the unpredictable nature of keys spawning, and some them spawning in very specific places, if your goal is to get keys, the best way to do it is with melee only. Whether you are searching lockers or not. Keys are important for quests and getting decent loot. Solution - Make the likelihood of keys spawning high not isolated to filing cabinets, but across all loot boxes, with some having the increased spawn chance and others not (certain jackets, not others, etc. Nowhere specific to run to). Obviously you would have to tweak loot tables and make sure keys spawned properly/enough so that people would find them often and they wouldn't be extremely rare. This would force players to loot everything, and going in with a hatchet and rushing locations would no longer be feasible. For keys that spawn in specific places, like in a hand on a dead scav/on the ground/on a desk, make these keys spawn only for specific players in the match (keep spawn rates the same, but only have them appear to a certain player/players on the map). For example, if there are 5 bears and 5 USEC players, the key would only spawn in game for 2 of them (the general spawn chance of the key would remain the same). This way, you'd never know if the key would be spawned for you. It'd make hatchet running for fixed keys extremely tedious and pointless, since you'd never know if it would have spawned for you specifically or you just missed it due to chance. Server Problems/Solid Snake Style - We've all been there. Someone is hatchet running and you unload round after round in him and he one-shots you, and you find out that you didn't hit him at all. Or you see the animation and you die from him across the room. Or the server disconnects you and you lose all your gear. People are nervous about bringing decent things into matches because of this. They would rather sneak up on some Scav and gear up with that by hitting him in the head or some PMC that isn't paying attention. I also call this 'Solid Snake Style', as in acquiring all gear on mission. Though this is more of a playstyle choice than a specific problem. Solution - We will only see this reduced upon improvement to server stability, desync, optimization and lag issues. Which might be a long time coming. Which is ok, this is a beta after all. It means this will eventually mitigate hatchet runners. As for the play-style, if people REALLY are that sore about the 'Solid Snake, acquire all gear on mission' thing, melee damage could be nerfed or bullet damage massively increased at melee range. Or a 'stopping power' mechanic, where if someone is sprinting at you, getting hit at a close distance forces you to slow down. Or melee damage being temporarily nerfed because of server issues and then buffed once this is resolved. This is probably going to take awhile to figure out. Money/Rare Items - This is the toughest one. The reasons for this are varied. Some people just are very attached to gear, others are just poor and others just want to play Solid Snake, as I mentioned above. Others lost a lot of their good gear and don't want to use mediocre things. Others still just want to sell things to level up traders. Its impossible to say all the reasons. Many want to nerf alpha/gamma containers but this is an extreme option that will only make a punishing game more punishing, and I don't think its warranted. This will also turn off others to the game, which makes it an untenable solution. Those containers are there to make it so you can escape with valuable, barter items, keys and things like that. It also seems to stem from jealousy from those with bigger containers and spite. Say what you will, but people are extremely bitter over this issue. Some say scav is enough, but it really isn't. Scav on Scav violence is still too excessive and with the timer being 30 minutes, it really is not a feasible way to come back. People also aren't going to wait for their stash to dwindle enough for care packages. The thing is also a rush towards rare, fixed item locations. Solution - Here is possibly the most difficult part. So I'll separate it into long-term and short-term solutions Long-Term - With the update of the hideout, apparently there will be ways to make money in-between raids with bitcoin mining or other activities. Having extra cash coming in, albiet slowly, will discourage running with hatchets. Obviously, this is a long time away. There may be other hideout mechanics that will make you able to get money as well. Maybe even certain small side quests, such as acquiring an item on a map, which would be different for everyone, would provide money and bonuses. For rare items, dynamic, multiple spawn locations will provide disincentives to hatchet run. Or do the thing I mentioned earlier (only spawning for specific PMCs with their normal spawn chance, and not for the majority of others). Short-Term - Make cheap guns available, cheaper than 7k. They don't have to be strong, maybe even prone to jamming, accuracy problems, things like that. Since the guns would be extremely cheap, it'd be better and more advantageous to take a cheap gun you don't care about losing than just simply a hatchet. They'd still be able to kill hatchetlings easily, but have a harder time with PMCs and armed Scavs. But it wouldn't be worth it to hatchet run when you can just spawn with a cheap weapon. And maybe even make them moderately customizable, to give players with little money more incentive to bring something a little cool. In the end, Hatcheters are a symptom of several issues. I don't feel anyone should be punished for playing the game a certain way, as this style has arisen due to several ways things are right now. If people want to hatchet, they should be able to. But if you resolve a lot of these issues, they will become much much less common because there simply any isn't incentive to do so. The ideal is to eliminate the need for hatchet running, not to punish the style itself. I feel in communities we rush too much to punish, rather than incentivize. In the end, this is all about economics, since this is what the game is all about. In economics, incentives work way better than punishment. You also have to consider solutions that won't actually penalize other plays (like nerfing secure containers). Because if you penalize hatchet running, people will simply start running with a cheap pistol with little to no ammo. Or just start with one and stash it in an alpha. Then people will complain about this and the cycle would continue and playstyles becoming needlessly restrictive while the reasons for hatchet running remain. By addressing the issues as to why people hatchet run, you'll see far far less of it.
  25. chickenburger89

    Balancing

    Every time I get into a game I get killed by someone who has better loot than me (i.e. fully auto silenced ARs). How on earth am I supposed to compete with that? I am usually pretty good about being situationally aware, but that can only go so far when the other players are simply more experienced and have better gear. How am I supposed to improve at the game and get better stuff when I am constantly getting killed within two minutes of spawning in by someone with no life who plays this game nonstop every single time? Honestly, a simple balancing change in the matchmaking would go a long way. Simply put PMCs in a game where the other players have similar loot to themselves. I get that its supposed to be realistic but sometimes its better to sacrifice realism for playability and enjoyment. New players would feel like they have a fighting chance and veterans would feel a level of intensity not felt by running around and shooting scavs and new spawns with pistols or shotguns. Perhaps there is a better way to do it, but I propose that each mod or weapon or piece of gear be given an invisible rating (lets call it player rating, or PR), that, when all of the PR of the gear on a PMC are added together plus another PR number that scales with the players level (to account for the player's experience), gives the total PR and the player is then put into a match where the other players have a similar PR. Like I said, there could be a better way of doing it, but that's just what I suggest. I really want to like this game. But I have played it for hours upon hours, and I always end up right back where I began, with practically nothing. And I fear that if something doesn't change soon I am going to break something expensive...
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