Jump to content

Search the Community

Showing results for tags 'economy'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Text RPG
    • Общий раздел
    • General Discussion
  • Sherpas
    • Общий раздел
    • General Discussion
  • 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
    • Waffenabteilung
    • Allgemeines Spielforum
    • Off-Themen
  • Multilingual forum
    • Multilingual forum

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Found 12 results

  1. SergeiVezlov

    The Forge

    "Well, aren't we gifted! All of these fancy guns lying around, from PDW's to ravaging nutcases with LSW's at that damn Mall. But, something has been gnawing at me recently. How did we just get an iconic bolt action that has spilled blood on these lands so recently, I mean. It would make sense these would be the first weapons of war used for these lawless lands. Hmh, think I found the answer, the MYSTERY... If you will. There are rumors floating around about some lads that use to work at some factory district, fenced off, cranking out crude classics for people to kill one another with. Seems even scrap metal can still give the punch it needs in the Motherland. Might want to head over there and give a looksee. Might be a special someone that could get you cheap kits to help ya survive." I introduce you, to a rugged man named The Forge. A metal worker that had a hobby of gunsmithing. With a crew and the right tools first snagged during the whole crazy debacle. Theyve been arming themselves with easily crafted guns of old. From freshly minted TT-33, Mosin rifles to maybe something special along the road like iconic world war 2 smgs and so on. A fun idea none the less with a little role play element to spice the idea up.
  2. trufflesRgood

    Armor: Prices and Abilities

    I personally believe that armor should be made less expensive and more able to stop bullets. A more hierarchical, influential armor system would make for a more interesting economy, because better and less expensive armor would make for its significance. What do you think?
  3. SigMaGiiK

    About the game economy

    I would share some suggestion about the game economy even if them aren't a full solution to the problem. Use scavs as money and stuff kleaner (i have not resist to the joke): now like now wealth is created without a real system to make money and staff to be removed from it. I enter the raid take stuffs and exit, continuing to bring stuff in the game out of nothing creating a lot of inflation. So, even if it seem to me to have read this in some of yours answers, use scavs to loot dead players and bring the stuff out from the game. (can be hard to code, and basically it's a way to reduce the power of the insurance, thus bring me to the second idea, that many other players had) remove the insurance : maybe a roll back, yes, but it's surely a way to reduce inflation. (a lot of other threads talks about this so i leave the explanation out of there). The runner problems: now like now i think the main problems for economy are the raid runners, that continue to enter the map in order to exit without risk any gear, thus exasperating the problem I talked about the point 1, so maybe something can be done for this. I don't think no gear run has to be removed from the game, some time i do them myself ( when I have no much time to play or i can focus properly or to make some tedious missions), but they should not be the standard.... So i was thinking about something like the DOTA2 low-priority system but for haclings. Essentially if a player do many raids with no gears he will be puts in a special mode where it can enter raid with players with the same special mode, end to punish this behavior those raids have a low items spawn rate than basic ones. This solution it's surely hard to code and tuning, but could bring a better game mood. This is probably not the best way to implement it, for the game nature it's better a system where you are placed in a game based on your average raid gear value or something like that. (I men it' soo much unrealistic that someone would run in a warfare without nothing, if he has a army arsenal at home....) A system that make harder to find stuff as much money you have, even if it is a little boring and not fun...... from me it's all if someone have other suggestions let me the devs know!
  4. Note: This post started on reddit, but I am fairly certain that a forum format will fit it better. Forward: Currently in EFT, there are three root causes of the hatchling plague. Lack of a cohesive, early game strategy. Players starting off will get cut down due to a large variety factors, and getting cut down is a powerful motivators, breeding complacency among new players: Use your case, you can trust it. Funky early game economics. Common mechanics among basically all shooters, that allow players to exploit the inherent nature of netcode, that make it so running around with a melee weapon isn't as risky as it should be. (Namely, that sprinting is very fluid, which makes it easy to exploit netcode to reach melee range safely.) Complacency is the end result of the causes of the hatchet syndrome. If we cannot fix this complacency, we are always going to have a few too many hatchet runners. What I have seen out in tarkov is pretty simple: New player buying the cheapest guns will end up disappointed. They are limited to ammunition that struggles with class 2 armor, and not able to obtain a full set of armor. Can you think of a self respecting geared player who consistently runs without class 2 armor? Maybe they read a guide, and heard that the two starter 7.62 by 39mm guns are very good. They are, but these guides will still betray new players if they fight a lightly armored opponent, as the new players available rounds for 7.62 by 39mm are in the form of hollow points, which don't jive with armor. So they take aim at an armored player, they shoot. They die. Perhaps they shot a scav and attracted a dozen hungry players to their position. Perhaps they simply looted their spawn. It doesn't matter. Their knowledge betrayed them, their gun betrayed them, and the guides betrayed them. One thing didn't: Their secure case. This is how hatchlings are born. Players who make a habit of using suppressed firearms without hiding and waiting for the other PMC's to leave the map are going to end up losing the will to gear up, and becoming complacent in the fact that only two items will never leave them. Their hatchet, and their case. Until they finish whatever grind they lay out for themselves before they can say they are a real player, or quit the game, these will be their tools. Now, to talk about how I would actually solve this issue of complacency, of helplessness, and not knowing where to go. The First Step: Give new players consistent, repeatable goals. There are the two things we need to do to break players out of the hatchet mindset: To teach them that escaping with a backpack is worthwhile, and to motivate them to fight scavs. Guns are nice. They are fun to use. They are why we play the game. Yet for a new player, they can be a deathtrap if they don't learn when it is unwise to use them (Especially with the lack of armor piercing ammo.) Its the use of backpacks that precludes everything else in destroying the hatcheters mindset, since its what makes all other gear worth it. The other step is to motivate players to become stronger then a scav, and to make it so there is some sort of consistent reward to rummaging a scavs pockets. It doesn't matter if its in the form of some consistent barter good, a set of daily repeatable task, or whatever. Reward players for facing the scav menace, even if someone else happens to shoot them and take the richest loot. I wrote a post covering this previously in the form of having the picture ID's of these former civilians be a barter good which can be exchanged for duffle bags that might contain basic things, like Saiga-9's, Toratov pistols, 3M armor, car medkits, and other things that might make a player reconsider their life as a hatchet runner. (With more consistent, precise rewards being offered as trades for larger quantities of ID's.) Thus, photo ID's of dead men would fill both requirements to breaking through the first major causes of hatchling complacency. It would kill the gear fear for backpacks (The ever so vital first step,) and it would motivate them to fight and kill AI units. Granting them extra goodies would be a secondary motivational effect. Lastly one of the early game maps, be it sububs, the streets of tarkov, or perhaps the several few first maps should have a lower number of PMC spawns per square kilometer, but a higher scavanger population. Why? Having high PvE in the early game would give players some chance to learn, stock up on a variety of basic weapons, and experiment with the game in a healthy fashion. The Second Step: More realistic running. Another part of the hatchet problem is that running in tarkov is very fluid, and your turning radius is just as good as it is when you are walking. This is often fine in other shooters, which is why such fluid sprinting mechanics are common. After all, in other shooters, it is common for all players to have standard issue shooty shoots. But in tarkov, this has made it so sprinting forward in silly patterns to bug out the netcode with a high damage melee weapon has made a shockingly lasting mark on the games metagame. After all, its free. Its silent. It doesn't betray you. Simply put, make it so your turning radius while you are sprinting is smaller, and make it so sustained sharp turns eat up speed and stamina equally well. Suddenly, zig-zagging squirrels no longer need a high capacity magazine to counter them, as their movement will be much less erratic. The third step: Adjusting the markets. I am going to divide the weapons into tiers here, for the sake of ease of explanation. Tier 0: Melee weapons (Rock bottom.) Tier 0.5: Obsolete weapons (Weapons that should be better then melee, if just barely, the TOZ and the like. It takes a good deal of skill for this to be preferable to a melee weapon.) Tier 1: Civilian and law enforcment weapons of the Non-AP variety (Good for PVE, bad for PVP.) Tier 2: Hunting weaponry (Slower firing weapons with the ability to beat armor with the right ammo.) Tier 2.5: Specialized Military grade weapons (BASR, and the like.) Tier 3: Assault rifles and Semi-Auto DMR's (Essentially, the best anti-armor weapons.) Of these tiers, Tier 2 (Vepr->OP SKS,) and Tier 0.5(Makarov-TOZ) are both reasonably priced. The Tier 1 fits the range of weapons from (The Saiga-9/MR-133->AKS-74U,) and aside from just the AKS-74U, these weapons are grossly overpriced (Basically most other weapons in this weight class should cost less then the AKSU variants, barring a few obviously very high class weapon variants like the MPX.) These weapons are the weapons which I would think would be the bare minimum for busting a player out of the complacency of not trusting guns, so their availability should be increased. This shouldn't be too controversial of a change: After all, its not like a Saiga-9's going to pierce a FAST-MT and cost you a full set of gear. Tier 2.5 is rarer then it should be, and I hope the game can be tuned so more of the Tier 3 weapon playerbase would be interested in using them. The 3rd tier of firearms may be more common then it should be, since their firepower is completely overwhelming, and almost completely out of reach of the players we need to motivate to "get gud," it may be wise to make it more difficult to make their use be profitable. After all, being faced with a completely overwhelming forces is part of the pie that causes new players to become complacent. Yet this step isn't mandatory. Solving the hatchling plague isn't best done through punishing the strongest players, or the newest players, its making the next few rungs on the ladder up from hatchling a bit more intuitive to reach.
  5. SigMaGiiK

    Game economy

    Reading about the game economy complaints, I started wondering which are the game goals in this direction. In a more directed question this game it's going for an end-game economy (you expect everyone at the end become kinda rich and can enter all raids full equipped) or a balanced system (where the economy try to make hard to become rich and should be high risk exit with full gear)? I know this isn't a complete as well as easy question, so tke your time and reply when you are sure. I link here another thread where i provide some of my ideas as suggestions... suggestion thread.
  6. 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.
  7. Stefano_Sez

    Banking and Cloudmining services.

    Would be interesting to have an ingame system of "investment" and deposit of money, which allows depositing sums of money to obtain a (more or less) small interest income. You could decide to invest a certain amount of cash to obtain a profit in terms of interest (for example a 1% weekly or monthly, higher percentages for higher deposits) A further service could be cloudmining: investing cash to obtain a counter-value in bitcoins over time, a sort of time-delayed conversion of Rubles/USD/EUR on BTC. or even building your own rig with Graphics cards an pc part to mine BTC yourself! In many countries on the brink of ruin citizens flee from normal banking institutions or replace them in their absence (i.e. Venezuela) by shifting part of their savings on cryptocurrencies other services that I think less feasible could be the possibility of transferring cash on "offshore accounts" to save part of the savings during Wipes or the possibility of transferring fiat or BTC from player to player without the need to go in-ride for a physical exchange (obviously this would need to open a transaction account with related costs, credit card and pin to remember). Sorry the maccheroni english, i hope i have wrote something interesting.
  8. Cardboard231

    Wipe coming?

    I'm very confused. I left for 3 day came back and all the traders are max level even though I'm level 27 and dirt cheap. I suspect everything is cheaper now to buy and sell and they are just adjusting the prices. Though because of someone like me that has millions of roubles it breaks the economy. Everything is cheaper equity as it is harder to get though I already have million of roubles so I can use them. The reason I'm suggesting a possible wipe is because why would they completely destroy the economy any other time except just before a wipe? They have made everything cheaper in the past just before wipes. Anyway I may have misinterpreted this as like I mentioned I've been away but what do you guys think?
  9. Klaus_Quarter

    Suggestion About Game Design

    In its actual game design the game really punish death (you lost almost everything). If you are not in a good day you can die and loose many gears in a row. For the survival games enthusiast it's mostly likely a good design, but it's really harsh for most of the players base. So to compensated the devs made the insurence system and adjusted the loot table and the economy in matter of weapons. For me it's not even enought. Right now because they established a commercial strategy with influencers, they sale a good amount of copies. But I think many buyers who bought the game, tried it and found out they don't like it in its actual state because of various reasons like bugs or netcode issues in general, but for the most part because the game isn't user friendly at all, with a harsh learning curve, overwhelming with many things to understand in many departements which are not obvious or explaned. For example too many type of ammo which are not really relevant. For me HP, FMJ and subsonic ammunition for each type of calibers is all what the game need. Maybe tracers and thats all. I think when the devs made the preproduction for this game, the survival games were trendy, many of them where very popular. Then the trend goes down. There are many reasons for that: most of them were and are still trashy in technical matter, most are based on a kill on sight meta (no reputation system or game design to compensated malicious behaviors), and finally they have a short boring game loop which is not satifaying. The survival game trend is replaced by the battle royal trend for a simple reason: it's a refinement of the survival games, they tried to compensate the flaws in the game design to make this more interesting in the long term. The game loop is more rewarding. For example PUBG is such great succes in commercial term because of those simple things: - Quick game and quick action. - The dead is not apprehended because dying is not punitive. - The tension, the adrenaline rush is induced by design: the player is permanently unsafe, not because he is affraid to loose his gears. EFT bear a original sin in my opinion: the lack of compensation for a really punitive death. It induce a major flaw in term of game design: the newbies are not helped against the vets who have a easier life because they have access to better medical items, armors and weapons. In this type of game of course vets with better gears have to crush noobs most of the time, they have better gears and all. Having a better life spans is part of the game and it's a rewarding progression system. So nothing bad with that but to make it good for newbies I think the devs need to establish a design to compensated the punitive death no matter what happen. Even if they die a lot, they can reach the vets stage by playing the game. That's why I have proposed the trader's fidelity discount system: Fidelity discount Right now to be good and fill his stash a player need to grind a lot, and i mean a lot. Actually the meta is the hatchling run on the Factory map, to loot green crate. The farming is to important right now. You do hatchling run on factory and sale expensive items to traders, to buy them again and so on to level up their inventories, that loop is silly.... And when you reach the level max of all traders, you do time to time the same hatchling run to gain quick money and weapons. Then build custom M4s or AKs to go in a other raid fully geared. It's a boring game loop for me. Some like it but I personnally think it's boring.
  10. RogueRAZR

    US Weapons and Item costs

    I just wanted to make a suggestion on weapon and item pricing. Specifically relating to prices for civilian purchase currently in the US. As well as a suggestion to add the civilian spec, semi-auto versions of weapons in the game. First off, I find many of the weapons and items in the game to be much cheaper than the IRL items they represent. Perhaps this is done for balance, however I also know you guys wanted items to be priced as close to IRL as possible. I am only going to comment on the USD prices for now as im from the US and not Russia and have no idea what pricing is like on that side of the world. The AR-15 and the Military M4. Currently the in-game price of the M4 in game is $750usd. I find this to be inline with some of the most common civilian AR-15s and I believe it would be great to add a civilian semi-auto variant at this price point. However in the US the fully-automatic military version of the M4 is several thousand USD. Most AR15 and AK civilian rifles in the US are priced between $600-$1800 depending on the model and builder. The fully automatic versions are generally closer to $6000 or more. I feel like this is fair in game as fully automatic weapons have very distinct advantages vs their civilian counter parts. I'd also like to comment on some of the optics. At my local gun range. The EoTech XPS Holo sights are generally between 450 and 600$ depending on the model. Burris fastfire is about $125, Trijicon ACOG scopes start at around $1200usd and you can even get PVS-14 nightvision, however they are around $3500. It seems the cost of most of these items in game are about half of their IRL cost.
  11. Deepockent

    Trader Liquidity

    Since the final beta wave was given admission to the game, it hasn't been at all uncommon to see the Peacekeeper out of USD. That's not all that surprising, as he's the only trader function with dollars and there are thousands of people trying to level him up through selling him things (as it's not like you're going to find thousands of USD in a safe!). However, over the past week or so I've been seeing (in the NA servers, at least) that Prapor is out of money more frequently than not. We're talking his, what, 20m RU diminished down to 7000₽ and lower. Has the trader economy become completely destabilized with the admission of the beta waves? Or are we seeing people exploiting duplication bugs to make more money with the traders? In any case, the sooner we get a hotfix for it the better. The current inability to sell to anyone but fence (ha ha) reliably is having a deleterious effect on the overall game play experience. While I realize that the inclusion of a player auction system and so on might go a long way to alleviating some of the stress that we're currently seeing on vendors, it seems likely that those are going to be features seen in the open beta or full release of the game. In closing, I'd like to ask what the teams current plans are to give traders cash accessibility, and further what the timetable looks like for having those changes pushed? Best, Deep
  12. JuliusCaesar

    Pre-game betting

    Here is what I think. Alot of us can't get into matches, and that is a little upsetting, so sitting at our computers, what will we do with our time? I say we introduce a spectator mode where before the game starts you can bet roubles on which team will win. This will ease those who can't get into filled lobbies, while circulating money more in the game, helping out the economy. If 4/8 spectators bet that USEC will win, and USEC wins, obviously the pot is distributed evenly, and vice versa. You can leave it like that or you can go further and bet on things like: Who will have the highest K:D, who will survive and be extracted, etc. This would mean obviously that spectators cannot communicate through chat or voice to the players, only in their seperate channel. Just an idea, gambling is fun in all games but it should always relate to the main game its self. also, just if you wanted another idea, to distrubute lobbies more evenly, instead of using the system of playing one game and then the server kicking you for the next batch of players, you could have 8-10- however many players in game, and an equal amount of spectators, so that when the game ends and all the bets are won and lost, the players become spectators and bet on the same things. I am no game developer so I don't know how hard queue systems are to make, but it would be an enjoyable and balanced system that stimulates the players and the economy.
×
×
  • Create New...
b38e7c858218a416ef714554dce933a2