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  1. Hey guys, I absolutely love the realism and gritty asymmetric combat this game entices, however i found it is VERY hard to initially get and KEEP a wave of new players in EFT. I suggest expanding many of the already strong PVE aspects in EFT and allow for more content to also benefit experienced competitive players. In the gaming community there is a large consensus in the gaming community seems to be that EFT is a game you buy once, but only really play a dozen times, and is sort of a waste of money despite being really good. A wide consensus of many owners is its "Awesome to watch, but painful to play as a new player (or have a very good team to play with)". In my experience, like many others saw pro-gamers playing with full maxed out kits and thermals, and said "Wow, i want do that". I got into my first match and finished loading, then wrecked by a high level player who i never had a hope in hell of killing. despite one or two sneaky extractions this was a repetitive and frustrating experience that characterized the game. I then did a few more poo games, ran out of gear, did some scav runs, got killed by player scavs, and left EFT for a long time. The game was basically inaccessible to me as a new player with a job and family as I can't afford to waste days of time alone in offline mode to stand a small chance of survival. I only returned when i found a 5 man stack with VERY skilled players with excessive amounts of gear. Many of my other friends abandoned the game for the SAME reasons and even with a team were reluctant to rejoin the game. I strongly suggest expanding on already existing content - PVE elements and revamping offline mode into a PVE rookie mode for new players with other players to develop skills in a meaningful way and maintain new player who buy the game, and play with friends without constantly being crushed by experienced players in unwinnable firefights. This mode would not have friendly fire, and dead friendly players would be un-lootable, but players would be placed in a squad of randoms from their region/server, and work towards objectives. the objective modes could also be used in competitive PVP and have bounties and caches of random high tier loot attached to their successful competition. Rookie (PVE) mode progress would be a separate Rookie beginner mode, intended as a starting platform for new players. Players would gain exp, loot and tasks separate to Competitive, so players can actually learn. The mode would also have a chat and push to talk system. players spawn with maps. Pro players can play competitive full blown mode with a separate tracked progression and stats, and a separate PVE mode without friendly fire and being unable to loot dead friendlies. If they die they lose their gear, they get exp, they can loot, and do tasks separately. Basically this would be a learning environment, but with the incentive for players to eventually leave and play Competitive PVP once they meet some friendly team mates to team up with. In this mode there could be additional objective modes that could be also brought to competitive: Overrun - Scavs attacking players held up in a structure, players automatically extract if they survive long enough - say 15-30 minutes. Siege - capture a structure and retrieve some documents inside (and a key to open the extract inside the structure) then extract Bounty hunt - team up in a squad (no FF) attacking a fortified location in a hostile region to kill a heavily guarded boss character or two and extract for a large bounty, (in competitive this could also include scavs, but the scavs cant loot and get a elimination bounty if they kill a PMC and or if all PMC in the squad die. Hostage extraction - similar to the above, but one player must carry the hostage limiting them to only a pistol and being unable to sprint. Possibly also causing extra exhaustion requiring players to swap over in extracting them, while fighting scavs to a extraction point. VERY hard, but VERY good rewards Scavenge rush - a mode where players go in with just a pistol, theres a small area of the map full of loot (possibly a plane crash) with many lightly armed scavs spawning in, and in higher numbers over time. Good way to get gear, but decent chance of death if you stay too long. These objective modes could also have a skull rating system - high rating higher risk and reward! One skull means enemies have poo scav gear, three means theres still some poo geared scavs, but more enemies, and enemies with better gear with a few with high tier loot. The rewards would be both currency and loot, players would earn some cash for killing the targets, but would get far more if they extract. I appreciate hardcore competitive players may grip as there will be less poorly equipped noobs to stomp, but as there progression in Rookie mode/ PVE will be separate to Competitive, plus these new modes will revitalise the game for pro-players who feel the games getting a bit stale.
  2. METAKON2434

    Key drop Ideas

    I'm not good at English, but I came up with an idea, so let me suggest it. As the title says, it's about dropping keys. Currently, there is a problem that only the key room opened and stole by the knife runner. So, What about killing someone unlocking the door and turning it into a system that drops the key in there? By doing so, I think fewer people will see only the key room without securing the surroundings.
  3. buckmg1

    ETA on Skills Overhaul?

    I was wondering when BSG is planning to work on skills more so since it has lately been on content. Currently skill gain is a bit much and a lot of skills aren't yet complete like lockpicking.
  4. I just wonder will the day ever come where you stop praising your so called "anti cheat"?? I encounter wallers in almost everygame.. it is so obvious, and people saying no ppl dont hack either is braindead or hacking themself.. THis post wil likely be deleted by game makers because they dont want to see topiucs like this.. well heres a surprise for you dickheads.. it will never stop untill you manage to to fix your problems.. and no vodka wont do it
  5. justDreamless

    Escape from Tarkov Webdienste

    Hey Community, es gibt ja für diverse Spiele und auch EFT bereits Seiten und Dienste im Internet, die Spielern das Leben ein bisschen einfacher machen. Ich wollte euch nun mal fragen ob es euch momentan an irgendetwas fehlt oder ihr eine Idee habt für einen Dienst / eine Webseite die euch das Leben in EFT ein bisschen einfacher machen würde. Ich freue mich auf eure Ideen und vielleicht ergibt sich ja daraus für den ein oder anderen Entwickler ein privates Projekt von dem am Ende die Community profitiert. greetings Dreamless PS: Es geht hier nich um irgendwelche Bots oder Hacks
  6. Sources of Funding Early Access/Alpha Funding Early Access/Alpha funding is an increasingly popular way to help fund indie game development. It isn’t right for every game though, and certain genres are much better suited to this type of funding. Sandbox games are a good fit for Alpha funding as players anticipate a fairly open specification in the early stages, and expect that their feedback will help shape the game during the course of development. The primary risk for Early Access funding is failure to impress the community, which could kill interest in the game before you even release. Make sure you get your pricing right too,you really shouldn’t ever charge more for Early Access than for final release. The community playing your Early Access build is helping you and as such they need to be respected and not overcharged. The mighty Minecraft offers a good reference point here. It was initially released as a free demo/pre-Alpha and then increased in price over time: $10-$15 during Alpha, $20 during Beta, and is currently $26.95. Ensure you get the core game features in there before you release an Early Access. Any features that are part of your Unique Selling Points list should certainly be in there, and properly implemented at that. Early Access funding offers a great opportunity to get people passionate about your game early on, but you have to go into it with an open mind and be receptive to ideas and criticism from the community. As Minecraft’s creator Markus ‘Notch’ Persson says, “Let their feedback influence your list of planned features and take on board popular ideas. But at the same time, keep to the principles of your core game idea. Immerse yourself into the community, even if there are bad spots. The good times are good! Support the YouTubers and streamers as they are your lifeblood. Modding is awesome.” “Alpha funding your game can also help with marketing,” he adds, “as it can draw in a large crowd of players who spread the word through social media channels and their friends.” Another point Persson makes is “Be clear. Absolutely, unambiguously, massively clear on what it is your game is offering today, what you’re planning to add in the near future and what your vision is for your game.” Try to make sure you release regular updates to keep up interest in your game and engage with the community in an open, honest and non-defensive way. A recent story of an amazingly successful Early Access funding campaign is the game Prison Architect by British developers Introversion. Before the Alpha was released, Introversion were nearly bankrupt, the owners wracked with worries over money. Yet they managed to turn things around in epic fashion with Prison Architect. The Alpha build was initially sold directly via Introversion’s own site, later joining the first batch of Steam Early Access games. With regular monthly patches adding major new features and regular devblogs to update the community, along with a Kickstarter style pricing structure, the Prison Architect Alpha shot into orbit, earning Introversion several million dollars of revenue! Innovation Your project should have an aspect of competitive advantage within the market. We’re not only looking for a great idea, but implementation and execution too. Route to Market Your project should have a clear route to market. Demonstrate how you plan to secure funds to complete development and launch the product. Commercial Viability Your project should be commercially strong enough to generate sufficient revenue to grow your business. Development Capability Show us that your team can develop and deliver the prototype to the set budget and timescales. Detailed planning is the key here. Business Scalability and Capacity Your business should be able to grow and strengthen, forming a long-term co-located team or studio. Single-person developers and dispersed teams please take note. Marketing Know Your Market The games industry is a fantastically creative place to be, but for every game you create, make sure you have an audience or a community of fans in mind from the very beginning. Try not to get swept away by creating a passion project and forgetting to factor in your market. There is a marketer called Seth Godin who came up with the concept of building your ‘Tribe.’ Essentially, this means that you need to find those people who like what you are doing and give them somewhere to gather so you can feed them information. Get the message across to your tribe, and in turn they will spread that word, leading to a solid, organic growth of your followers. In practice this is a hard thing to achieve! First off, your game concept. Approach each game concept from a purely objective business perspective who would buy the game, is there a demand right now for such a game, are other similar games successful and so on. Again, challenge your assumptions just because you think a certain feature is great doesn’t necessarily mean your audience will agree. Consider the appeal of your ideas from the perspective of your audience—an you break the concept down to a one-line description that will explain why it’s special and why the player would want to play it? It is essential from the very beginning that you work out who is going to be interested in your game, and how and where you can reach them. What Are Your Unique Selling Points (USPs)? The characteristics of a product that can be used in advertising to differentiate it from its competitors. Players and press alike are looking for something that stands out about your game, something that makes it special and worth their time and investment. A strong USP, even if it is slightly niche orientated, can make the difference between players merely liking your game, or loving it. The proposition must be one that other similar games do not offer; it must be unique. Start Your Marketing Early You can improve your chances of a successful game by building up your audience long before you release. Reach out to your target audience, give them regular updates and get them excited about yourgame.Too many game developers spend all of their time developing their game only to leave marketing to the very end. Naturally, developing a great game is the key task, but without a strong marketing push throughout development, you can easily find yourself with a great game that nobody knows about. If nobody knows about your game, it will not sell, no matter how great it is. You should really start marketing your game at the very least two months before launch, and ideally try to build up interest from the very beginning with your followers, your tribe. You can’t just make a game and expect it to be successful. Add a mailing list sign-up to your website to capture user data, which you can then use to keep thosefollowers updated on the game’s development progress, latest screenshots, gameplay videos and so on. There are many aspects of the game creation process that your followers may find interesting, such as: ▶ Tell your story. How did you come up with the game concept? ▶ Post pictures of the team working on the game. ▶ Provide technical details of the development—such as packages and techniques used. ▶ Show concept sketches and in-progress artwork. ▶ Create a dev blog where you discuss the ups and downs of your development progress so far. ▶ Live-stream development progress and milestones as you achieve them. ▶ Discuss the inspirations behind the game. ▶ Make offline videos of your development progress. TLDR: Treat Alpha customers like a side-ho, feed us some content but leave us wanting more. Make the marketing department do your bitchwork.
  7. Дабы хейтеры не ныли(что в команде 5 человек), да и для общего ознакомления, товарищи разработчики, расскажите о себе!)
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