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  1. سلام تیم توسعه دهنده بازی به دنبال اطلاعاتی راجه باگ مربوط به شنیده نشدن صدای نارنجک ها و دیده نشدن نارنجک ها موقعی که پرتاب میشوند میگردد. اززمان آپدیت های 0.12.8 چنین مواردی دیده شده. :اگر شما هم با این مشکل مواجه شدید در صورت امکان یک پیام حاوی اطلاعات زیر به من بفرستید تا ارجاع داده بشه شماره تیکت باگ ریپورت- یک ویدیو از این مشکل داخل بازی- تاریخ و زمان رخ دادن این مشکل- توضیحات بیشتر و مچ آی دی ( کدی که در پایین سمت چپ تصویر داخل بازی نمایش داده میشود)ا-
  2. BLACKH3ARTED

    AI Scavs heavily tank the client´s fps

    I tested 3 times in offline mode and my results are always the same. I opened Reserve map offline with pve enabled and my fps are good for the first couple of minutes but then start degrading in waves. From 90-100 I go to 70-80 within less than 5 minutes. Then after a few minutes (when the next scav spawn wave is happening) my fps keep lowering even more, and after a third wave I end up with steady 40ish fps no matter where I am or where I look. I got gpu-z open in my second monitor to check that my gpu was mostly idle sitting around 30% usage, so it´s not lack of gpu horsepower. I could look straight at the sky, go to the underground tunnels or anywhere in the open, the fps doesn´t change at all. When enough AI scavs have spawned, my client simply cannot handle it, even if I have no one on sight, just for the fact that they are spawned somewhere in the map. Changing settings to the lowest did not make any difference either. Settings does not matter, I tested any combination possible and it made no difference. And to check it, I opened several times again the same Reserve map offline but with pve disabled. My fps where steady and smooth around 90-100 fps. I could run and explore the map with no issues and the game felt the way it was conceibed to be played. So I just open this thread because I don´t know if this is a known issue for the developers or not. It´s a fact. Having many AI entities in the map tank fps at least for some people like me. My specs: i7 4790k stock 32 gb ram @1600 Mhz RTX 2070 8gb vram ssd samsung 850evo 1tb Asus mobo z97 deluxe PSU evga supernova 850watt 80plus gold Windows 10 Pro Monitor lenovo legion Y27gq-25 1440p 240 hz g-sync 27´´
  3. Hello, I'm going to give a little feedback of my first 70 hours of play EFT: * Grenades are so broken, sound, parabolas, landings, etc... if you use grenades in a smalls rooms like shoreline, or windows, you are really fucked, you dont know where the grenade goes,and some of the times you will die because your own grenade.you see your grenade goes out, but you have it in your feets. *Ping , desync , net problems. sometime you can kill ppl that have longest loading times, fights with hatchet are totally random, your teammates will go like teleportation , and many more things.bullets than dont hit,doors that show closed but are opens. rush is the way. *Inventary, if you buy the normal edition(dont know now the name) you will be fucked until you reach the top levels of traders. all time seeking free space.i think in the future you can expand it without realmoney. *Inventary in game. Bugged, 2 guys in the same loot = bug, be fast doing things in the inventary = bug , some random bug that cant explain.for example: i have several items in my inventary but when i end the raid, all is gone and the think that you can put a backpack in a backpack in a backpack is ridicolous.its helps for maximize inventory slots, but must have a limit to do. *weapons: when you are in the inventary and you take out an ammunition clip of your primary weapon , the guy does an animmation but if you do in your back weapon ,it is instant. damage is random, whatever vest you have or not,if you have cover your legs and someone shoots you, your legs can be broken... when you aim, fps drops (GTX1070 i7 16gb ram) for real, and sometimes in fast battles you die. *Playing as SCAV . i think will be good that if you dont kill scavs, your timer for enter again as scav must be lest or zero, to reward the ppl that plays as a really scav. *Sound, hard to know if an enemy is up to you or down to you. On the other hand, *i like the amounts of ammo types, but when you start dont know what ammon type to use.or what dammage does. An ingame info will be good. *the quest of the traders gave to the game a reason to play. i like too. *and i like the others parts of the game. My suggestions: *Fix the netcode, this must be your priority- *Cheaters can duck the game, dont let they stay. *Fps improve. *Hitboxes and firing need some fix * Dont fail to the players, we are loving this game so much.(years of development kill the game) For the ppl that havent bought yet: *buy it if you dont mind about play beta, if you dont mind about dead from nowhere, if you dont mind about bugs, and if you are a hardcore gamer. *Dont buy it , if you think beta is a complete game. you can wait until the game comes out. this is my feedback , sorry my bad english thx for reading.
  4. SGTheKingz

    Grenade use slowdown

    As it currently stands death occurs often when another player throws a grenade at another one, which is ofcourse completely normal. But the amount of times that 3 or more grenades end up bombarding a location of 1 person is insane. Maybe it would be nice if the devs added some kind of cooldown in between grenade uses so one player can't just spam all of their grenades towards one enemy. Please add a cooldown timer in between grenade uses... thanks
  5. SupraMk3

    Meeting friendly PMC/SCAVS

    If you encounter a friendly scav/pmc you should be able to team up with them after the raid. My take on this is if you greet another player they will be shown as "recent players" in your friend list where you can have a special filter for it and then also when queuing up for a raid it should also be shown on the list. I think this would be a great addition to the game where you can interact more with friendly players.
  6. Navares

    Feedback about the state of EFT

    I started playing this game around patch 12.0, so I am not an old veteran but I definitely been hooked since I putted my hands on it, starting playing this game is hard because of all the systems and mechanics that you have to learn as a player, but it's also the most fun/interesting/rewarding moment of your journey as a EFT player, then you start building repetion and obviously the game becomes a little bit less exciting. But none the less, the only game that got me hooked as much as EFT was world of warcraft back in the days, wich says quite a lot regarding its potential. Since I've been playing EFT, I've been extremely interested in the studio behind this game, watched tons of podcasts, interviews, dev blogs etc. Even going back as a few years ago to see the progress that has been made until now. The devellopement of EFT has been one of the greatest to follow because the people behind this game really cares about it: they work hard, they are passionate, they keep pushing content, fixes, optimisations, trying to fight cheaters all the time. There is lots of issues with EFT going on right now, but even when the game is extremely scuffed I always keep in mind theses things cuz at the end of the day everybody wants this game to be great and what BSG is trying to do with this game has never been made, there is no other games like EFT. I played a lot of this wipe (got Kappa, hideout maxed etc) and my toughts about the current state of the game are the following, this is my feedback: 1. Current technical issues I live in Europe, play on Europe servers with a very good internet and there is currently major issues regarding servers/netcode. Every day I launch EFT hopping to play in decent conditions, but every day I see theses kind of things. It is very bad and I never experienced theses issues on a regular basis prior to this wipe: sometimes I shoot and the game register my gun firing but not the hitcounts (despites showing blood or aimpunch on my target), sometime it doesn't register at all that I am shooting, sometimes I shoot people and they die 2 seconds later or they shoot me, I take cover and die behind cover. All theses things used to be extremely rare, now this is the vast majority of my raids. Yes, the game is currently unplayable for me and trust me: I wish it was an exageration, but it's not. The headshot hitbox should be investigated. I have no dev/technical knoweldge on this topic, all I can say is that both the servers issues and the headshot hitbox started to become anormal after the change made regarding packet encryption to fight radar users. If I would have to take a guess, I would say that both of theses issues are related and result from bad server/netcode performances. I do not believe it's related to the "playerbase suddenly becoming better" because most of theses instant headshots are hipfires while moving meaning aiming or skill is almost not even a part of the equation, most of theses headshots feels extremely unrewarding and random. 2. TTK and game balance I want to prior this topic by saying that in my opinion, realism in a video game can only be good and make sense to a certain extent. Some elements from the reality can be implemented into the game under the form of a game mechanic and bring more immersion while some others are just useless because they simply can not fit into game without basically making it poo. This philosophy is shared by Nikita and already visible in the game trough many game mechanics that are tweaked to fit a playable game (such as the Surv 12). So invoking "realism" as an argument regarding every single feature in EFT is completely pointless and most of the time it doesn't lead to anything usefull or interesting. Even ignoring the potential head hitbox issue: the TTK in EFT is currently too short. In a game like EFT where you can get shot from anywhere, where a squad of 5 players can unleash their power against a single player: having a little room for mistake is necessary. I am not suggesting for crazy health pool, insane damage reduction. But just being able to tank a little bit more damage could allow better players to react and potentially take over unexpected situations, overall I beleive that it would make the game much more fun and a little bit more skill based than what it is currently. The changes made to existing ammo (M855A1 buff, FMJ SX Price nerf), the addition of devastating new rounds that are relatively cheap (7N31, .366 AP) and the recoil reduction of the AKM making 7.62 BP another extremely deadly cheap round in full auto (can be crafter for under 500r per bullet): at the moment, running good ammo that can easily penetrate more than 90% of the armors in the game is not even a question. Wich leads to increased issues related to armor balance: litteraly everything bellow class 5 feels almost useless in PVP, wich is the vast majority of armors and rigs in the game. The only point of lvl 4 armors and bellow is to protect you from scavs wich doesn't feel right to me, considerating we are talking about the vast majority of that gear category in the game. Some players don't even run armors anymore, and I have to say after trying it myself: it doesn't change much to my survival rate at all. You can hope in the stream of our fellow /u/NoFoodAfterMidnight and see that he doesn't even run armors anymore because it brings you more downsides regarding movements speed than upsides regarding protection, so when you have a decent amount of stengh you rather keep that speed than basically wear anything other than a slick wich is super expensive. Imho gear should feel good and be usefull all the time in EFT because going in a raid geared and prepared should make me more confident to fight. Right now I can go without helmet or armor, it honestly doesn't change much at all. BSG keep pushing extremely lethal equipements, such as the vogs and more recently the GL. I call this type of gear "click, boom" because there is not much tought or skill evolved into using them. You press a button, it goes boom and people die. EFT desperately needs more tactical gear and features such as proper smoke grenades to allow repositioning, evading etc wich will increase encounters duration in a natural and (actually) realistic way. Theses additions would be much more interesting than things like the GL that are nothing else than instant death sentences, contributing to reducing the TTK further more. There should be much more thoughts going into weapon modding than just choosing the biggest barrel and the same attachements for every weapon. Klean is probably the dude who talked about this topic the best way: heavy weapons should leads to extremely heavy ergo penalty (and why not, even movement speed penalty). Medium and short barrel should have a place in this game and they should actually be the preferred option for overall combat. Wich means shooting guns with higher recoil, harder to land shots and bingo: higher TTK. 3. Make the best gear in the game rare Nikita is right: the idea of having very strong equipement in EFT is actually cool. In any game actually, having the oppotunity to play with something OP is a great moment. What makes it way less exciting is when you can have acces to this gear all the time, then it just becames linear and it looses all his flavour. I don't know if it's for testing purpose (because let's not forget that we are playing a BETA) but if it's actually intentional: why litteraly every piece of equipement can be purshased from traders in this game ? Items like the GL, the T-7 and even slicks would be so much more exciting if they were rare drops from bosses that could not be sold on the flea market. This is where EFT could take notes from a game like WoW, where a rare item drop can leads to an exciting and rare reward after killing a boss. This would also solve the issue of very strong items such as the GL and thermals, BSG should not have to tweak them constantly to make them more and more poo because by design they are suposed to be strong items. So keep theses items strong but make then actually rare, so when you log into labs you don't hear a GL destroying everything 1/3 times wich is just boring and frustrating as hell. 4. Changing the game to fight cheaters I respect the fact that BSG is trying to fight cheaters and RMT trough pushing some game changes related to the economy or inventory tweaks, and I actually don't blame them for doing things that maybe didn't worked as excpected because at least they tried. But let's not forget that theses measures impact every EFT players. Measures taken against cheaters that impact normal players should not be stacked on top of each others and forgotten. At some point BSG should evaluate their effectiveness and removed theses limitations if didn't achieved their purpose. Did the changes like the backpacks stacking really changed something ? I personnaly don't have data on it, but from my point of view the game saw his peak in the amount of cheaters after all the changes regarding the economy and inventory has been made.
  7. Ok... So... I am new here, but not new to FPS. Boomer CS:Source Gun Game plebeian btw smile So... There are some hackers in tarkov. and even entertaining the thought that I am just that incredibly bad... there are some extremely toxic tactics that this game in its current iteration promote and encourage. lets get the hacker poop out of the way. for obvious reasons hackers completely eliminate the potential for fun. fun keeps booties in seats, booties in seats is dough-bucks for BSG. In a game like EFT where the, "High Risk High Reward" based economy literally controls the entire pace of the game for every single player, the negative feelings associated with a seemingly unfair loss are magnified... for some... greatly. Getting outplayed by a player with exceptional map knowledge, game sense, and gun skill... at least for me... never really feels that bad. an example : >>> I spawn into customs in the old gas station as a scav... make my way west and sneak into the warehouse with the factory key exit where Reshala sometimes spawns... its unlooted and i hear shots to my west indicating that for the most part i can loot up a bit quietly. i do so and go upstairs peek out to the west, see the kid killing a scav player near RUAF Roadblock and think ok... I can dip to the northish and push to smugglers boat probably. go downstairs... homie spots me... i panic... run northish anyway through a narrow passage between the two buildings to the north... only to find, he is partied up. his buddy has a 20 gauge shotty ADS's and ready to tear my head off, and he does. bags full of something like 350k rubles... gone. but i wasn't upset. i got outplayed easily and after the sting of loss went away i realized that i could have fallen back to OGS and proceeded north from there and likely would have been safer until i got near dorms. it was a learning experience and frankly ill become a better player because of that raid (maybe). several hours later though... I either got hacked or spawn camped... doesn't even matter which at this point because it made me log off and go somewhere else. I saw that my next scav run was going to be a 4x scope, silenced mosin by WITH L2 armor... SICK! I wanted to night raid woods, pray for no NVG players, and simply book to my extract no funny stuff. >>> Deploying, 3, 2, 1, Dead... Head Eyes before the scav even opens his eyes... all I hear is a heck of a lot of really big full auto spamming everywhere and in that moment I simply decided... I'm done now. Sure... maybe that wasn't a hack. Perhaps he was an NVG player in a group that was spawn camping scavs... but why? for the 100-200 xp for the kill? certainly not for the loot when you presumably are already in like 2-3 Bitcoin worth of gear. the point I want to make is that its a pretty toxic play regardless of the circumstance. cheat or no cheat its unfair and there is no counter play to it. *MY POINT* As Gamers today, we exist in an RMT culture based gaming experience. its ugly, I personally hate it, but it exists and as long as there is an avenue to make real world monetary gains from playing in a video game, players WILL do whatever they can to give themselves not just the advantage, but the greatest possible net profit per hour. Yep... I said it. The obvious implication is that the games economy fundamentally encourages RMT on a structural level, and you can even see it in the prices on the flea market (well you can... im only level 8 because I'm a loud BT magnet). how much is a T H I C C Case? like what? 14mill? IDK hypothetical... and whats 14mill cost? 50$ IRL maybe... and T H I C C Cases are unspeakably rare, profoundly impactful for QOL, and essentially unattainable for players who don't THOOM all day? I have seen this Economy structure in far too many games in the past few years and It really takes away from my ability to enjoy the game authentically. its even lead to me recently quitting Path of Exile in spite of the reality that i actually was one of the top 1% of players in terms of skill, knowledge, and personal economy because that kind of culture FORCES you down a path that may not be the way you actually want to enjoy the game. I am AWFUL at Tarkov... but I for the most part have been having a great time. Its been more than a decade since a game has given me a genuine jump scare to the point of hugely elevated heart rate, endorphin levels, Ive had to walk away from the PC several times (looting Shturman cabin coat and getting sniped from the rock to the north with zero audio clues for over 90 seconds prior). even though I get completely owned sometimes, the moments of getting genuinely outplayed and out classed, are kinda compelling... "Hey... Maybe I should try clapping some cheeks from that rock too tomorrow". But seeing players in game full sprinting through Interchange with a juiced out M4 one dinking everything without ADS'ing ever, or getting run up on from like 3KM away while I'm just camping a dark corner waiting for the clock to hit 5 minuets so i can sprint my cowardly little ass to the exfil with the lowest probability of interference knowing only 2 pixels of my body are showing and having not made a single sound for 15 minuets really takes the wind out of my sails knowing that a small percentage of the player base literally has a real world financial incentive to wall hack, aimbot, spawn camp, and generally resort to ugly and toxic means of stacking up them rubles so that they can pay their cell phone bills with T H I C C Cases and Bitcoin. In all fairness I do understand the argument in favor of RMT for folks who love to game but don't have the time to grind up the currency needed to get their T6 armor and Killa Helm and their decked out M4 ethically, but those players also kinda suck and I would wager that plenty of us could kill them and usurp their ill-gotten gains with relative ease more often than not. RMT isnt going away... and it DOES ruin games. The only solution I see to the issue is to have very strict and effective Anti-Cheat Software in Game, this will if nothing else serve to improve player experience on my level somewhat... which will help player retention... which will result directly in growing the economy at the top end (more players... more muns). Not only that, but it mostly eliminates the ability for hackers to take control of the flea market economy... which in turn means that only the very best players will have that ability to price fix (or even sell their gains for real world money which in a sense actually seems pretty fair imo... i also think the majority of players with that level of skill wouldnt even waste their time on something like that). Player Experience can be further improved by changing the way player spawn locations are generated. With fixed spawn locations, a subset of players WILL resort to camping spawns, slaying players with virtually zero resistance, and tanking player experience, which is obviously bad for the game. if players arent having fun... they arent going to play. I dont know literally anything about programming, but there must be a means of implementing an algorithmic spawn generation with some simple rules (no two players spawn within 0.4KM of one another nor can they spawn any closer that 0.4km from a scav boss and there should be some exclusion zones where no one can spawn). changing player spawn point in this way will still promote the cultivation of map knowledge and reward it... potentially even more greatly that it currently does, while also making it nearly impossible to spawn camp, which in all honesty is just scummy and awful (at least extract camp and take the risk of reaching your camp spot, I am actually not even opposed to this tactic, its plausible that it would work IRL too so, fair game IMO) Here is a likely controversial suggestion. if we assume that RMT will never go away... we have two options. Embrace it and find a way for game devs to legally sell in game currency like Blizzard does with wow... just straight up gold for dollary-doos... or, shift the RMT meta to Bitcoin farming while also reducing the potential for bitcoins per-day from the hideout as well as eliminate the potential of finding physical bitcoin in raid (which sucks for those of use who basically only get to scav). yes it will cause the value of the bitcoin to skyrocket, but that can be countered by tailoring the barter economy in such a way that the rats and the hatch lings can still scav up fun guns for Offline raids. then inject more quests for a wider variety of cases... they wont have a found in raid status if they come from tasks... but this will further shift the RMT economy towards a bitcoin gold standard while simultaneously encourage even the RMT players to still engage with the game in a more authentic way. let them buy all the currency they want, but force them to earn the cool stash and hideout stuff. Please don't ban me for this, I'm not encouraging RMT in anyway, I'm simply speaking to the reality of being a low tier gamer in 2020 while attempting to provide solutions to a problem that actually does exist and can be fixed. I genuinely believe that this game can and will be a roaring success if the player experience can be improved only very slightly... and i did so without even mentioning SBMM (because SBMM also ruins games). TLDR: If you cant beat em... usurp the entire market and tailor it in such a way that it simultaneously embraces the casual player base but doesn't undermine the true hardcore player base
  8. itsConquistador

    Feed back for 12.7

    Hey BEARS and USECS , My name is Coquistador_live my friends call me Conq, I dont know if any if you guys know me , i been playing this game since 2017 , almost daily since day 1 I`ve been trying to support this game the game I love , I want you guys to hear me and tell me your thoughts here in this topic if you may guys say what do you think about the 12.7 patch . For me guys , I started to play this game cause of the idea of Realism plus Rewarding and PVP , Before the hideout and the fleamarket happen , You could play 2-3 days a week ( on your free time You know we have daily lives we work 6 days a week ) , those 2-3 days were enough to enjoy the game and the content the game provides us as Rewarding and PvP , but now I started to feel I have to play daily 5-6 hours just to have some gear and fight and have some money to spend , ( Now its PvE farming and not PvP , I could go back to runescape or WoW ) they have same ideas but PvE works there. My thoughts about patch 12.7 : 1• The stims are ridiculous if you wanna know why you can check this clip as example of the 20% reduce damage 2• Customs was the map for PvP cause LABS are full of cheaters plus shoreline u need 20 minutes to have 1 PVP , but now Customs is the New Reserve. 3• Shoreline boss is cool , AI changes are great too i dont deny that. 4• The game Can`t see this now but as PvP`ers we were making money from PVP now we spend more money on ammo you barely take 1 gun and 1 armor then ur overweight u start taking attachments only , in this way You killing our Economy too you want us to loot and run around Reserve/Shoreline/interchange and now customs too for sure after expansion lots of loot there right ? 5• You added lots of stuff you didnt fix any of the bugs in the inventory that we have to reset the game each 2-3 raids witch is a bit annoying too cause the game needs a year to load too . 6• You added New amazing lovely Boss to farm in shoreline , atleast make new Extraction points in shoreline we dont have to buy 100k stim just to make sure to leave with everything . 7• No stimulation The game added is based on realism plus at least add it to the traders to buy it to try it , give it a good price not just some random dude buying all of the stims cause he play 24/7 and he have no life while we have 2-3 days . This is my feedback guys , I love this game Yes its beta too I get it , We need Battlestates to know that this game is not going as they promised us , its not hardcore now , its play more gain more witch is not fair for 90% of the players in this game cause they have lives outside of this game too!!!!!!! Hope each one of you guys tell me your Feedback about the new 12.7 patch plus what do you think about the game now . Enjoy your week my dudes Peace out.
  9. 2020-05-22 Hej allihop! Som några kanske redan har märkt så har jag återträtt till positionen som emissarie på Battlestate Games. Det primära syftet med positionen är att fungera som en sambandskanal mellan utvecklarna och den svenska communityn. Jag vill ge er en röst, och en möjlighet att ge feedback kring Escape From Tarkov. Den information jag får, sammanställs sedan och vidarebefordras till utvecklarna av spelet. Därför är jag intresserad av förslag, idéer, synpunkter och all annan information. Denna tråd handlar alltså primärt om detta. Jag tänker även posta den sammanställningen jag gjort och vidarebefordrat för att vara transparent. Med det sagt, så förbehåller jag mig rätten att korta ner/skära bort icke-konstruktiv feedback. Så - här har ni tillfället/möjligheten att göra er röst hörd! Vad tycker ni?
  10. Natalino

    Feedback | TwitchRivals Event

    Hello everyone, Now that the Twitch Rivals event have concluded, we would like to hear your feedback about it. Let us know your thoughts and how it could have been better if you did not like something. Thank you and make sure to follow the forum rules while stating your opinions freely.
  11. Buenas a todos supervivientes: Ahora que el evento de twitch Rivals ha concluido, nos gustaría escuchar vuestras opiniones al respecto. Hacernos saber que opinais sobre como fue el evento, como podría haber ido mejor o si no os gustó algo. Gracias a todos, y aseguraos de que seguís las normas del foro cuando opinéis libremente. (Por favor, nada de insultos o faltas de respeto. Solamente vuestra opinión.)
  12. ZioEnzo

    Feedback | Evento Twitch Rivals

    Ciao a tutti, Ora che l'evento “Twitch Rivals” si è concluso, vorremmo sentire il vostro feedback al riguardo. Fateci sapere quali sono i vostri pensieri e, se qualcosa non vi fosse piaciuta, come migliorereste questo Evento. Grazie e assicuratevi di seguire le regole del Forum mentre dichiarate liberamente le vostre opinioni!
  13. Helix1138

    Beta Participation Feedback

    Figured since I've put in some good time into the game I could give some feedback: Not sure if its a bug, but after the first damage received (to single body limb), any of the first aid kits seem to cause damage or blood loss to all other limbs after applying it to the specifically damaged limb. Or is this just what the blood-loss effect does? Either way I feel the med-kits should be done a little differently. I think it should be a med-kit case you shove your bandages and splints and other medical equipment into. Then you would just use that med-kit on wounds and it would automatically use what was needed, with the time to use being relevant to how many pieces of such and such were needed. The different tiers of med-kits would determine the capacity. You could add quick-clots and tourniquets too I suppose. Also would be cool to have blood dripping that leaves a trail on the ground. Audio for guns is really good and frightening. However everything else really lacks, specifically the location of sound. Sound location is absolutely important for this kind of game. Sometimes even the gunfire nearby seems to be coming from everywhere. Ended up being knifed one time (night raid) and while I didn't take damage at first, it sounded like the guy was 3 meters away until he finally jabbed me in the eye. Sound also seems to penetrate through materials without any dampening or reverb to them. Makes figuring out what level somebody is on confusing and rather easy if you're on top of them. Ambient noises are obnoxiously loud and don't do a good job of reflecting the environment. As everyone else seems to agree, the AI needs some serious tweaking in all conditions. I do like that the SCAVS talk to indicate that for the most part they are scavs. But also perhaps some server modes that don't have scavs at all. Map designs are nice but feel cluttered where they're not supposed to and far too open with others. Factory is actually pretty much set, but really could use some additional paths or entryways in some places. Also would be nice to have a firing range map that lets you play with all the guns and equipment, just to unwind from the stress and suspense of the rest of the game. I know that you can play offline without bots, but you only use your characters equipment which gets boring pretty quick. Could probably use some more servers too. Connecting and gameplay are all synced up really well, but I get the 605 - no servers available error a lot. Would be nice to be able to remap some of the controls too (the options offered currently don't seem to work or just don't do anything) as well as the option to choose the amount of levels we want for speed and stance. Guess that's all for now. Otherwise game is immensely solid and satisfying. Sure I suck at it for the most part, but it's a learning process. I feel as more and more weapons and equipment and stuffs are added, players will eventually have some content to their characters and it won't seem like such an intense grab for equipment.
  14. Bambersnatch

    300 Hours Into 0.12, A Few Suggestions

    After 364 raids and roughly 300 hours in the game ive decided to compile a few suggestions/gripes that ive experienced with the game so far, some of these criticisms are quite harsh but come about because I enjoy this game, I view all of them as constructive and will try to provide viable solutions/suggestions where I can Please note: I own the EoD edition and 0.12 is the first time ive ever played tarkov, all of my criticisms and suggestions will be based off of what I have experienced and what is currently in the game, dont flame me for something I said stating that its planned or going to be changed as I cant criticize something that I haven't experienced, same goes for the "its beta" argument, what we currently have is the closest to the finished game we will get until it actually comes out. Lastly this post will be separated into two parts, the first of which concerning bugs and issues in game and the second concerning BSG and the overall development process of the game, some parts of this will sound like a rant (kinda because they are), so please try to see through the salt and look at the point im trying to make instead Now that thats out of the way here goes (prepare for a wall) -- Healing After Raid With the announcement of this feature coming with the hideout prior to the release of 0.12 a large part of the community appeared to be divided over the necessity of such a feature with those condemning it citing that it literally institutes a pay wall for people to play the game whereas those praising it enjoy the addition of a new money sink and a cut down of hatchling spam, and for my part I cant help but agree with the fact that this mechanic is unnecessary. My PMC is level 43 and my hideout is entirely maxed out, keeping this in mind my out of raid healing rate is 12.18 health per minute (AT MAX LEVEL) with a water regeneration rate of 1.8 and a food regeneration of 1.89, this translates to a wait time of 35 ducking minutes if I die in raid and want to heal to full without purchasing meds AT MAX HIDEOUT LEVEL (I cannot stress this enough) with an additional wait time of 55 minutes if I need to fill my food or water. THIS IS DUMB, players shouldn't have to pay roubles to continue to play the game without huge intervals in between and because of how the games prices work, funnily enough low level players are punished for this the most, the most basic form of meds (the ai-2 cheese kit) costs 3413 roubles per kit and heals 100 health, a player who needs to heal up from 0 will have to purchase 5 kits to heal to full resulting in a per death meds cost of 17,065 roubles, whereas those with access to higher tier health kits such as the car or salewa only need to spend 12,218 and ~13,000 respectively, with the most cost effective health kit by far being the grizzly, which players can only purchase from therapist upon hitting max rank with her, so anyone actually looking for a money sink should just buy ai-2's instead of grizzly's to heal themselves after dying, after all its what they are looking for. This massive tax on players is one of the largest reasons why many of my friends have dropped this game entirely as the whole allure of tarkov is going in raid with gear and getting some pvp, instead all of them are constantly dishing out roubles on healing items and cant even piece together some poo tier gear set, I literally had to bring in pistols for my friends on multiple occasions as they owned 20k roubles total and would barely be able to pay for healing if they died, much less even afford a makarov and 2 mags on top of that. Most of them own the standard addition and as such cannot put nearly as much into their cases as I can, so even when they die the items they gamma'd (they have alpha cases but you know what I mean) only ever slightly make up for the medical bills with some money to spare, that is only when considering they were able to actually loot something before dying, however funnily enough this small amount of income is often spent on food and water anyway rather than actual gear because for some reason water costs 11731 roubles, this cycle is vicious, not because it is something that can be overcome by skill or game sense, but because there is now a mechanic in this game that literally prevents people from playing with full health, serving as a major roadblock for players who are starting out and/or those low on funds, punishing them by actively preventing them from playing the game the way it should be (not staring at your inventory screen for hours waiting for your health and food to go up). This mechanic does not cut down on hatchlings in the slightest, instead it leads more people who otherwise wouldn't to become a hatchling as it doesn't matter whether you have 15 health or 435 when you are a hatchling, you still die instantly and your goal is to make money, not fight. I find it laughable that this is being praised as a solution to the hatchling epidemic, if you are trying to stop a small group of people playing a certain style DONT PUNISH EVERYONE and then proceed to pass it off as working towards the problem. Now that the criticism is outta the way here are a few entirely possible solutions to this problem 1. Fix it or remove it, not the most creative I know but it will be met with a number of cheers from new players, in its current state the mechanic is too flawed to be properly implemented and rather than stick with it many of us would rather see it disappear and return when it is actually fleshed out and properly working, such problems include the fact that fractures will never heal over time, you are forced to use a splint increasing medical costs(I extracted with a fracture, went on vacation for three days, and came back to see my PMC still had a broken leg, if you dont believe me feel free to test it for yourself), and the fact that damage doesn't always match up, when you get shot in the head you take 35 damage and die, not because you lost 435 health but because a vital body part (head or torso) was blacked meaning that even though the person who killed you only did 35 damage (it will show this on their damage stats at the end of raid, try it for yourself shoot a scav in the head) you will have to heal 435 damage out of raid, if you ask me this should be changed so that instead of healing your whole body you should only need to heal what was actually injured, in a game praising realism it is hilarious that after getting shot in the head I have to heal both my arms, legs, stomach and torso 2. Adjust the recovery values: This mechanic would not be nearly as annoying if they simply made it so you passively recovered faster, 35 minutes for a max hideout is ridiculous, this timer would have to be severely reduced to something along the lines of 10 - 15 minutes, this way there is still enough of a gap in between matches that players can comfortably go on a scav run or mess with their stash and still be able to play with full health without having to wait to long, this solution happens to be my favorite 3. Lower the costs of ai-2 kits, the least effective health kit in the game should also be the most cost effective, it makes literally no sense that if you were to compare health kits the only more expensive option than the default health kit on a cost to healing done ratio is the IFAK, and the ifak can stop bloodloss Skills Before talking more in depth about skills there is something I would like to talk about first that will be consistently referenced throughout this post, this is the concept of artificial difficulty, quite possibly one of the most frustrating things a player can ever experience. Difficulty in a game is nothing new, when I play tarkov and get killed in one shot I accept that this is part of the game and I have no qualms with it, when a game does difficulty right the player will often have no issue with it, but when they artificially create difficulty they will immediately become the bane of every player. Artificial difficulty is what I would describe as something made a certain way just to make it nearly impossible to do or so ridiculously time consuming that the only reason it is difficult is because of all the hoops you must jump through. If i were to ask you to do a handstand you would be met with a mediocre yet entirely possible task, now you have to do a handstand while balancing on one finger at a 84 degree angle while t-posing and maintain that position for 132 hours straight, this right here is the concept of artificial difficulty and unfortunately it has ridiculous prevalence in Tarkovs skill trees. As previously stated my PMC is level 43, in a game with 100 levels i am nearly at the halfway mark so it can be expected that at least one of my skills would be around there as well, nope, not even close. As of the time I am writing this my highest skill in the game is perception at a measly level 16, my endurance is 12, vitality and health are 6 and 7, and by far the most pitiful of the bunch is strength at a piss poor level 3 (it would have remained level 1 if I didn't enlist the help of my friend to let me beat the poo out of his legs for an hour). Out of curiosity I asked someone I had played with in the past, he is currently level 51 this patch and his strength is level 2, ducking level 2. I've read that someone seeking to max out their strength in this game would have to spend 300 hours walking whilst overweight in raid or throw some ridiculous amount of grenades, now even though this is to reach max level this in itself is the embodiment of artificial difficulty, "make something time consuming for the sake of being time consuming" and the already extremely slow nature of leveling skills isnt helped by the fact that the game actively prevents you from earning too much skill xp per raid, for those of you unaware you can hover over each one of your skills in raid and be shown a percentage showing you how quickly you will gain xp for that skill, at first it looks pretty neat, saying you will receive 126 percent xp, so you go about gaining points for it until you realize that after gaining a measly 5 or so points that percentage has gone down to 23%, the percentage only barely crawling back up if you remain persistent in leveling that skill. BSG has stated that they want this game to have rpg elements, so let us THE PLAYERS actually gain decent xp for skills without having to actively grind for them, in a perfect world you would get xp for each skill just by playing the game, yet as of right now it is quite clear that in order to actually level skills like strength or health the only real option players have is to cheese it, indicating a huge flaw in game design. Once again here are some solutions 1. Balancing, half of the reason why BSG implements these stupid requirements to max out skills is because of how op each skill is, a player with high endurance and strength will never be outran by one with low skills, it simply wont happen, so in an effort to reduce the aids fest that is gaining skill xp you can simply reduce the effectiveness of each tier of a skill and at the same time make them easier to attain, I feel as though myself and and a huge amount of players would much rather have strength be less effective per level but actually possible to attain, we dont need 50 levels per skill, cmon thats ridiculous and poorly thought out especially with how grindy they already are, reduce the max to 25 or something so that some of us can actually have distant dreams of seeing max endurance 2. Get rid of the xp reduction while in raid, no matter how you cut it this was implemented as a handicap against players, this is anti player and absolutely stupid, if a player wants to join a raid and run in place for the entire hour to gain endurance xp or whatever, dont punish him for it, at the end of the day hes wasting his own time and working towards his own goal, if he wants to spend 4 hours grinding a skill he should be able to reap the fruits of his labor, as for those of us who tend to play normal raids this will also serve to benefit everyone of us because we can now expect to see a skill increase every 5 - 10 raids instead of the current 50 - 80, if you want an rpg like element to remain in the game you have to allow players to actually be able to use it without having to spend time grinding otherwise it might as well not exist The Loading Screen With the recent server issues that have been constantly occurring many of us find ourselves staring at the lackluster loading screen for ridiculous amounts of time, I have to say that the loading screen for tarkov has to be one of the most god awful creations manifested in the depths of hell as there is legitimately nothing to do while waiting. I cant sort my inventory, check the flea market, go to my hideout, I cant do anything but wait, and when I find myself staring at the same Pit Bull look alike for 15 - 20 minutes with nothing else to do I begin to lose it. I have absolutely no doubts that if players were allowed to mess with their stash, hideout, or flea market while in the loading screen there would not nearly be as many complaints about the loading time as we would actually have something to distract ourselves with. The Stash For the love of god please implement an auto sort feature Quests Unfortunately quests in tarkov are by far one of its weakest points and have to be some of the most uninspired and ridiculous quests I have ever seen in a video game, seriously who came up with bangers like collect 15 cans of meat for therapist or be dehydrated for 5 minutes so Jaeger can get a chubby from seeing you in pain. Many of these quests make utterly no sense in the world/lore of tarkov anyway, I can understand why therapist wants me to find water, but why the duck does Jaeger want me to kill scavs while in pain? how the duck would he be able to tell if I actually did this? Whats that? Now he wants me to blow off peoples legs from 80 meters away with a mosin, OK. These "quests" are more akin to achievements in call of duty or challenges rather than being things players were required to do in order to progress, and yes I mean it when I say required, ive heard many a recommendation to simply not do them but any player who actually wishes to get high end gear knows this is impossible, why? Because quests are the sole source of trader rep in the game right now, meaning that no quests equals no goodies and nearly every quest in the game reeks of artificial difficulty. Well at least the reward can be expected to be half decent right? think again dingus, nearly all quest transactions in this game result in the player losing money, quests like turn in 7 graphics cards from mechanic, or turn in 15 cans of meat to therapist result in the player receiving a literal fraction of what they would have received just outright selling the item to a trader. 15 cans of meat rewards you with a whopping 34500 roubles so as you walk your way out the door with tears in your eyes you can be reminded that therapist sells ducking CRACKERS for 9709 roubles, congrats, with all that hard work you did collecting that food you can buy 3 ducking crackers. Other quests drag on for far to long and cannot help but feel plastered into the game, right now I am on PART 16 of gunsmith for mechanic, why any quest would ever need 16 parts is beyond me and utterly ridiculous, this is a shameless padding of quest quantity with zero quality to back it up and severely needs to be changed. Lastly the quests in this game severely need more options, for peacekeeper you can literally only get one quest from him at a time, by the time I got multiple quests from him I already had him maxed out, this is ridiculous, you need to give your players options in regards to what quests they want to do, not forcing them to do peacekeepers bullshit suicide missions one after the other because you haven't unlocked any others. Onto the solution Due to the nature of quests currently being one of the most half assed aspects of the game there is no single solution, you legitimately have to fix everything, this means there needs to be accurate quest rewards vs what is being turned in, quests cannot be the only way to gain rep, there need to be other forms of rep gain in the game (the most obvious option being to tie it to money spent with a trader, it makes sense that if me and some guy were to exchange millions of dollars over a long period of time there would be a decent amount of trust built up), more quests need to be unlocked at once, there should always be at least 2 quests available to a player from a trader so that the player has a choice as to what to do, certain quests need to either be altered to make sense or removed (im looking at you Jaeger) and every quest requiring you to interact with something should have this timer changed from 30 seconds to 5 or 10, it is ridiculous to think that it takes a person 30 seconds to hide a single item at a time, either make it take 30 seconds for every item in your inventory or shorten the time it takes to hide poo and lastly there needs to be changes made to every quest that goes along the lines of "kill x PMCS/Scavs on x map while wearing x gear" change these to simply kill scavs or pmcs, do not force players to play in a way they dont want to or play maps they dont like, forcing a player to play a map they hate using a playstyle they hate because they have no other means of progressing will make that player hate the game, myself and a number of other players hate customs with a passion due to the amount of quests forcing you to go there, an opinion I feel that I wouldnt have if I wasnt forced to play it so much Despite all the flaws in the current questing system this game offers there is a slight silver lining, something that is actually done correctly that I fully hope will remain in the game, this is the idea of certain quests/challenges unlocking new items at the traders (not by leveling up the trader but through the quest itself introducing a new item), I absolutely love this idea and its implementation and this almost on its own is what spurs me on to actually complete them, please keep this The Hideout My only qualm with the hideout is that it can sometimes be very buggy, other than this I absolutely love it, the idea of my PMC having a little cozy home to rest at in between raids is absolutely awesome to me and the fact that through upgrading it I can craft poo and actually make some money off of it is awesome, this addition is amazing and I cant wait until it is built upon more, I would mainly like to see the crafting aspect built upon a bit as it is currently in its infancy and the future introduction of new "modules" is something I heavily look forward too, some of my suggestions for such modules being armor repair/crafting tables and hydroponics to grow food Flea Market Absolutely amazing, its become so essential to the game I cant even begin to imagine what it would be like without it, of course there are bots and other poo trying to ruin the economy but they have yet to succeed, I would however really like to see it become easier for players to gain flea market rep, personally ive made multiple millions but my rep is only at 3.53 and as I cant put up more than 3 offers im gaining rep at a snails pace Trader Inventories Back to criticism unfortunately, the traders and their multi hour restock times are absolutely awful for many of us. Limited items like high tier ammo, the tactec rig, and just recently folders with intelligence are impossible to get directly from traders as each time they restock they are immediately bought out and placed on the flea market for 300% mark up, this is currently one of the most heavily exploited aspects of the game by bots, slurping up every limited item within moments and getting rich off of it. Roll in the solutions! 1. Shorten the trader restock time, make it 1 hour, not 3 so that players have more of a chance to actually see one of these items and any bots trying to resell the items will have to spend 3 times as much to keep up with restock times 2. More stock, give traders more stock for items, if the game is suspected of having 100's of thousands of players what sense does it make to have traders give away only a handfull of items, with the current lack of stock it kinda seems like BSG is making way for these bots to own the markets 3. Introduce player specific stock, make it so each player is guaranteed at least one trade each restock whereas all extras have to be competed for 4. Make it so some items cant be put on the flea market, high tier armor and ammo should be bought with the intentions of being used, not resold Fix The Sound Holy jesus the sound in this game is awful, you cant tell if people are above or below you, half the time when I play with friends and we hear shots we all call out three different directions only for the guy to be right next to us, when wearing comtacs I cant hear poo over the sound of my own guy, and without them I cant even hear other people moving, Ive died a number of times to stealth grenades that made absolutely zero sound when the pin was pulled or when they landed and have been killed by people full sprinting up to me without making a sound, Steam sound was promised to be in 0.12, only for that promise to be rescinded right before it came out, and in the last dev stream nikita said that it wont be another month AT LEAST before it is even tested, this is what you call being dishonest BSG, and its not a good look -- I am well aware that this game is in beta, and I am also aware that tarkov was supposed to be fully released in 2016, in the wake of scams such as Dayz standalone and No Man's Sky, consumers are fearfull that the companies they put their faith into are lying to their faces and the product they are really receiving is by no means what it was promised. Personally I believe that BSG truly plans to make this game great but the manner in which they are going about doing so is utterly FLAWED. Quite possibly one of the most important things that can be done to show us players that there are plans in motion is transparency, players want to know whats going down with the game, what to look forward to, the reason behind shortages, and whats being done about it. BSG has transparency on par with that of Dayz and No Man's Sky, aka ducking none. Starting with the twitch drops in January players have been unable to play the game due to constant server issues and rather than explain to us the problem and what is being done to fix it we consumers are being absolutely left in the dark, only ever receiving some bullshit copy paste bot message posted to BSG's twitter, this lack of transparency and interaction does not bring a community together, instead it places a barrier between consumer and company. we suffered through nearly 2 months of these problems before BSG did something correct for once, earlier this week when they awarded players compensation this was quite possibly the first thing they have done right since these issues began. We dont want to see the same ducking message telling us you care or are working tirelessly, we want to see that you are genuinely sorry for the issues caused, when you compensate players this shows you care and from here on out this should become mandatory through issues like this. It is utterly infuriating to not be able to play and only get a bot response as compensation and awarding players roubles costs you nothing. In the podcast concerning tarkov yesterday one thing I noticed quite often was that when asked a question or faced with a problem concerning his game from the other people in the call Nikita would often respond by saying that such issues are known and being fixed or planned to be changed or something along those lines, and while this is entirely feasible I dont think its the case. It reminds me of Sean Murray from Hello Games before the release of No Man's Sky, whenever faced with a question about his game he answered in the most ideal way, stacking on the hype for his game and making consumers think it was going to be amazing, only to deliver a stinking pile of poo. It is OK to not have an answer to everything when put on the spot about your product, instead release it as it is developed and ready to be pushed out, dont hype us up only to never deliver as this has already happened a number of times. We are people, we all understand that a games development can be rocky, but dont mistake our understanding for ignorance, and dont staunch our impatience with hollow promises, all of us have the same wish, for tarkov to become a great game, so please for the love of god dont do anything that would impede that I made a point to relatively gloss over the server issues and instead group them in with the transparency argument as from my perspective those who are guessing what the issues are dont entirely know what they're talking about and BSG may not be entirely telling the full truth about the problem, I do believe that the issues are because of all the new players, but at the same time I believe that they arent exactly doing everything they can to fix it as the problem has persisted for roughly 40 days, I want to believe they are trying their damnedest to fix this but the amount of time passed coupled with the lack of response is leading me to believe otherwise, at the end of the day transparency is key for healthy development and if you could simply say to us "hey we dont have the experience to deal with this issue as its never happened before, we are working on it" you would find alot more people to be understanding and willing to listen This entire post is for the purpose of bringing to light some of the most prevalent issues my friends and I have experienced playing the game and hopefully fixing them so tarkov can become better as a result, it isnt for the purpose of bashing, hence why ive attempted to provide solutions to many of the problems, and as such I would like to make it known im not looking to argue with people, if you dont agree or have different ideas id love to hear them, after all not one person can know everything and I sure as hell dont have the solutions to every problem magically at my fingertips
  15. Hi everyone, after watching today's official stream from Battlestate on twitch I got a really bad feeling about the current situation. I am not talking about the state of the game or the current server problems: I am worried about the hours they are dumping into this project and the toll it might take on some individuals or the whole team. Now I want to be clear on one thing: Yes, the constant server crashes are annoying as heck. I get that. I am with all of you guys complaining about it and yes, I also lost a ton of good loot after killing players just as the servers went down before I had the chance to loot stuff. But having the developers work 24/7, basically living inside the office just won't help anyone longterm and that is what is happening right now, as they have posted on twitter themselves. Yes, I want to have all these server problems be sorted out, but I just don't want them to risk losing essential coworkers from burnout and fatigue because they want to make everyone raging on twitter happy. It is just not worth it. I feel like at this point, the normal development of the game can take a bit of a break, while the devs try to sort out the immense increase in their playerbase while also, and this part is important, maintaining humane working conditions. Sure, I'd like to see all the new features they are planning coming into the game, but heck, in my opinion as a relatively new player (about a month on the clock), the basegame itself is working great as is, apart from the servers. I don't know how the rest of the community feels about all of this, but I just hate to see people suffering from overworking themselves to keep a very vocal minority on twitter in check. I'd like to suggest taking things a bit slower, fix the issues in due time, maybe take a break and then continue to further develop the game. This will be better for everyone involved, even the players, since the game might never get to the point we all want it to be, if important talent just gets wasted in the dumpsterfire that is prolonged crunch. Just my thoughts.
  16. 1Widerstandny

    Jahres Feedback 2019

    Für alle noch einmal ein frohes, schönes, neues Jahr ------------------------------------- Wie gehabt ist dies hier ein Feedback, aber dieses mal nicht für 1 Monat, sondern für das Jahr 2019. Man sollte sich daher auch nur den Feedback geben, der sich über das Jahr ereignet hat und was man sich für das nächste Jahr wünscht. Ich möchte jedoch nicht sehen, was sich nur im April ereignet hat, wenn es NUR April betroffen hat. Es geht hier einzig um das Jahr 2019, was passiert ist und was man sich für 2020 wünscht ------------------------------------- Die Regeln sind ja alt bekannt minimale bis keine Diskussionen Positive wie Negative Kritik sind ein muss, vorzugsweise konstruktiv Ideen und Feedback der einzelnen Monate "nur" erneut posten, wenn diese sich über das Jahr auch ereignet haben. Hier darf man Romane verfassen, aber bitte diese dann in Spoiler verstecken mit einer Überschrift Wahlweise kann auch ein YT-Clip hier reingestellt werden
  17. Mithril8791

    Feedback: Quest Items

    So if you didn't know, the game does absolutely nothing to warn you, that you are about to enter a raid with a quest item still in your inventory. So I lost Prapor's documents on Woods thinking it would automatically move in-raid items into your off-raid and I'm pretty pissed off. There should be a MASSIVE message PREVENTING you from going into a raid if you have a quest item in your inventory that isn't used on that map. The Quest inventory is on an entirely separate screen. And that alone means that I don't want to do any more tasks until wipes are no longer a thing. It's not worth my damn time to go back and do these fetch quests in a multiplayer PvP shooter if all my progress is going to be lost at wipe anyway. At least make it more obvious I'm about to waste my time by taking said fetch quest item into a raid. Right now, all there is, is a tiny triangle telling me I'll lose it on the separate quest screen I look at once in a blue moon.
  18. With 0.12 came a lot of changes, both good and bad. Lets start with the biggest addition, The Hideout. The Hideout and Healing The Hideout in general is a great addition but certainly need some tweaking, the biggest issue obviously is the after raid healing. Its clear that it serves both as way to make tarkov more hardcore and as a money sink. Instead of tweaking the healing rates and therefor disrupting the vision of Tarkov do i think that adding a third option for people that dont have the time to grind up all the stations at the early stages. What i have in Mind is a Service from the Therapist that allows you to heal your current PMC in exchange of money, the price would dynamicly adjust with the amount of health that is missing and the special injuries such as broken bones. The service should obviously be cheaper then using traditional medkits but not too cheap, i feel like using the service should save you about 25%-15% cost wise compared to the use of medkits using this service would also not grant the player with any healing exp. The Idea comes from doctors in the Fallout Series. Future Hideout Modules It goes without saying that while the Hideout is a solid addition it currenlty only services as a basic tool to the playerbase and as a passive buffer of stats. Players should be able to Build a Drop Box after level 2 of the Intelligence Center the Idea behind the Drop box is for players to be able to send items directly to other players who also have a drop box. The Person sending the Item would have to pay a fee based on the items worth, these items would also not lose the Found in raid status, The Idea behind the Concept is to reduce the amount of hatchet runners that only do the runs for Barter items. We need a 3D Printer Module that should be unlockable after Generator Lv 3 and Intelligence Center lvl 3. The 3D printer would allow players to craft rare loot such as Keys, To craft such items the player needs the Blueprint of the Item he wants to craft and Raw Materials that has different levels. Depending on the materials the player used would the key end up as a permanent item or as a key that could only be used a limited amount of times. The Blueprints would have infinite uses and could only be found on scavs, scavs would also only drop the blueprints for the maps you killed them on. That way people could have an alternative to finding keys instead of running all the static spawns. A Repair Table that is only purchasable after reaching Mechanic lvl 3 and Ragman lvl 3 would be a great addition to the game, the Repair table would allow the player to repair the armor and weapons themself for the cost of materials that they could find on the raids, the player would also be able to level up a repair skill that reduces the amount of max durability the item loses when repaired. Hideout Cosmetics as a Trophie System One last thing the Hideout needs is customisation to which i have an idea that would offer the playerbase long term goals to keep them playing. A good base to start customisation for the Hideout would be a Trophie service that Fence would offer. These Trophies would function as "Tasks" but only be viewable on his service and track all of your progress from the start of the Wipe. Trohies would function as a Long time end game cosmetic goal for the players to hunt after. Trophies would also not give any exp or money after accomplishing them. After the Completion does a Trophie spawn in your Hideout. For example, after 50 successful extractions after killing Shturman will the Player unlock his Jacket and SVD somewhere inside the Hideout. Yes 1 Trophy does not look like much, but after collecting 10 or 20 Trophies it will. Trophies would also offer the opertunity for devs give creative or agonizing objectives without pissing of the community since there is absolutly nothing to gain other then the sense of pride and accomplishment. A Bounty System While im done with the Hideout i would like to adress the issue that Tarkov is currently not offering a repeteable gameplay loop after the quests have been accomplished. The Trophies i mentioned should only be one long term goal of multiple options. What Tarkov needs are Repeatable Objectives to hunt after. The Aim behind such a system is to offer additional funds for struggling players and a potential gateway systems for the introduction of events later down the line without wasting to many rescources on the development side. What i am Talking about is a Bounty system that Jeager has as a Service, these Bountys would be bount to your PMC. If the Bountys end up to be a great addition to the game could they also be copy and pasted to Skier with Bountys attached to your Scav. Bountys would function as an easy Daily task, multiple medium weekly task and a hard montly task. These Tasks should offer exp and money based of the difficulty but from time to time give out special rewards such as certain items or xp towards skills. Its also worth mentioning that BSG could create certain tasks to collect specific data which the devs could make use of. While such a system would at first take a lot of rescources to set up the payoff when it comes to player retention would be big time. The Current Scav spawn changes Scavs can currently spawn early raid. Im certain that this doesnt seem like much but this small change rebalances the game in a big way. Im fairly certain that this change hast been made to reduce the amount hatchet runners. This might seem good at the first sight but other things have to be adjusted to avoid shaking up the meta to much. The biggest issue that most people are missing are the Spawns and Extracts of the Scavs. Interchange is the best example to show the big effects the spawn time change had. it takes about 2-3 minutes for the pmc to spawn on the border of the map and run to the loot building and depending on what they are looking for will it take about 2 more minutes, and then comes the time connected to checking all the spawns of the items you are looking for while also dealing with Scavs and players. Meanwhile the scavs spawn already inside the mall dont have to deal with scaves and have at least 5 minutes to get what they want. On top of that has the map enough flanking options for the scav to just avoid the early hot spots and go for an early extract due to them having all exits avalable. Interchange has been hit the hardest, while costum has had the least impact, i advice the rebalance the spawns and exits for scavs to adjust the new early run gameplay. The Big Talk about Secure Containers The Community sure had a lot of discussions about secure containers and sadly most of it has been not very constructive, to many overreactions and discussion that miss the point, but thats not what i want to pointlessly rant about now. I have put a lot of time into thinking about the topic and would like to point out the most important points before giving my own suggestions. Casuals need a Insurance that allows them to make profits when they cant afford any gear. There are also Hatchet runners that only run Hatchets for Quests and not High tier loot. Geared players cant affort quick high tier spawns since the risk arent worth the rewards. There are hatchet runners that have more then enough money and just abuse the secure containers as high tier loot runs. Geared players frequently end up in half empty lobbys since all hatchet runners already left Here are the changes i noticed BSG made to adress the different problems. Weapons spawns have been increased Weapons spawn always with Ammo inside Scavs can now spawn early game as well Hatchet runners are pretty much a One hit kill if they dont heal themself after every match. Most Containers no longer fit into Secure containers Weapons and Rigs no longer fit into Containers Now to my suggestion: Turning the Current Container into a One way Container isnt fundamentally a bad idea. But ends up punishing the poor and rewarding the rich while trying to fix the exploiters The Solution isnt to just make the containers one way but to offer alternative containers that individually fix the different reasons why people hatchet run in the first place. Lets go over the 3 New Containers that i want to intrdoduce to you: 1.The Stash Container 2.The Essential Container 3.The Task Container The Stash Container is the biggest game changer of the new ones, its Inspired by the New trader Jaeger. You cant put it into you backpack, vest or other containers, the Stash Container also cant be taken from your dead body. The Stash Container is 2x4 possibly allowing you to even stash a small rifle away but not large enough for wests and backpacks. You can Put stuff into your Container during the raid and empty it after but if someone kills you during the raid they can look into your container and take out the loot in it. The big thing about this container is that you can run up to one of jeagers Stashes, and get a new option if you have it equiped, this option will allow you to stash your container for the rest of the raid which renders out in your inventory for the rest of the raid for you. Stashing the Container should take up to 30 seconds and if not interrupted will save the item permanently for you. The Essential Container, doesnt allow you to put anything inside during the raid but you can put things inside before the raid. It also allows you to interact with anything inside the Container without having to take the item out. If you happen to die during the raid no one can loot it and the stuff inside stays safe. This will be only Container that allows Items such as med kit, toolkits, small containers and so on. This container is also very small, 2x2 should be more then enough. Limiting the size will balance out geared players compared to casuals, if the Stashers have to make compromises then so should the Geared players. The Task Container is for Quest runners, All Task items you can pick up are now physical items which function like any other items. No one can Loot the Items Inside the Task Container upon your Death and you wont lose the Items Inside. The Container can be filled in and out of raid but only accepts the Special Items and Quest items and Quest Keys, but no Keytoll or any other Case. It is 3x3 large so it allows you to complete multiple quests at the same time. The Task Container also reduces the players speed to some % so he cant rush to the objectives or possibly exploit the quest keys. The big deal with this container is that it requires you to have the Pistol slot taken up. You yourself are also not able to remove the pistol in raid. Others however can loot it upon your death. If you end up with Missing in action or left the Action the items you picked up during the raid will be removed. I Know... its a lot of stuff but i so far couldnt figure out another way that does fixes all of the points i adressed at the start. A Stasher has to have map knowledge for the stashes, can lose his item if caught and is unable to secure his keys so only geared people can get the juicy stuff. Since he also no longer has to leave the raid to stash good things he might as well try looking for more gear and possibly find a gun, with his gear fear reduced he will be more likely to go into more fights. The Geared is able to secure only specific items, he can get a sicc case inside but that only leaves him with 2 more slots, so not much backup ammo or medicine, he is the only one able to get to the juicy stuff but he cant safe it. a Quest player no longer has to do 100 hatchet runs until he gets lucky enough to get to the objective resulting in less frustration for casuals and therefor less hatcher runners but is forced to be armed until he actually gets to the item or has placed the item. Which results in more fights. The Only exploit i can think of is when you hatchet run with 2 people, one with the stash and one with the keys but even in that case does the loot have to be stashed first and you can only stash one stash case per round. English isnt my native language and i will edit mistakes i made after posting this.
  19. Nikita Buyanov, COO de Battlestate Games. Hola, Tarkovianos, ¿Cómo va todo? ¿Cómo van las incursiones? Continuamos con nuestra labor de hacer EFT un juego mejor, preparando el parche 0.12.1 con muchos arreglos, nuevos contenidos como siempre hacemos, modernizando la infraestructura de hardware de los servidores y demás. Así que, he creado este post para recoger vuestras impresiones. La idea es sencilla: escribe cualquier cosa que creas que deba hacerse, arreglarse o ser añadida en el futuro próximo. Postea las cosas que más te molesten, los cambios más deseados, tus ideas de crafteo para el refugio, bugs que necesitan arreglarse, etc. ¡Y vota los mensajes de otros usuarios que te gusten para que tengan más visibilidad! Esta iniciativa nos ayudará a dirigir el desarrollo en la buena dirección en términos de calidad y el concepto de True Tarkov Experience. ¡Muchísimas gracias! ¡Os quiero, y larga vida a los juegos hardcore! Por favor, si tenéis ideas, tal como se comenta en el párrafo anterior, no dudéis en participar a través del siguiente enlace a Reddit:
  20. Greetings. Been with the game for a LOOONnnGGg time and after the great 0.12 patch release, I think I'm ready to put down my suggestions and try to impact a little bit if possible the way it's heading. Let the whining begin with core game mechanics suggestions as a lot of other suggestions are based on changes to those. Please note that i will not touch on gun mechanics as I 100% trust that BSG is doing the right thing for the game in the long term. GAME MECHANICS/INTERACTIONS Quests: Since we all assume that the current quests are more viewed as "achievements" hopefully our main game story quests are not like this. In my humble opinion, the main story quests need VOICE ACTORS. Hope BSG goes this route and will add voices to our favorite characters. The biggest issue I'm having with quests is the LACK OF MECHANICS and PLAYER interaction. Currently, our quests are "go there fetch/kill/pickup/drop/plant" which is fine but how it is done is not fine. No animations. Extractions: They suck. Don't get me wrong - I love this game but extraction mechanics suck and they feel half baked. My biggest letdown was the train - why won't you let us ride on the train until it goes outside the map and then do the countdown? Same as any "door extractions" - why can't we open it, an animation trying to force open stuck door ( timed so we don't get classical "I'm being chased and let me run into extraction prone look at where my enemy is coming until I magically disappear ) and behind is a dark corridor with the classical extraction timer zone? Oh, end let us please close the door while we are in it if something like this would get implemented. Same goes for the cliff extraction with paracord - if think it is great but it very very clearly lacks an animation where a player PMC drop's a rope and descends from a cliff while his screen goes black into extraction. Extractions need animations for immersion and realism. We need dragging mechanics, to drag bodies, unconcious players and being able to interact with them to check if they are alive or just unconscious (*check status - attention skill based our pmc would figure out what gun-type killed him and how long ago*) and ability to apply medical aid. MEDICAL SYSTEM Very glad about the after raid healing system. In raid medical system, in my opinion, needs balance changes. All meds usage time should be increased and decreased by "skill" that levels by using meds. Surgical kits usage time should vary especially when fixing blacked out limbs and also they should reduce injured limb MAX durability by 50% for the duration of the raid. Currently, i would like to see times for healing blacked out limbs as follow. hands: 1-2min / 2x faster is performed by another player legs: 1-2min / 2x faster is performed by another player Stomach/Chest: 2-4min / 2x faster is performed by another player head: only by another player using the surgical kit on you. Any other medical item that "heals" or "fulfills your health" on the legs should make your character stop not move forward while magically healing legs. Painkillers: They need "kick in time" except morphine. SCAVS I'm pretty happy with how scavs are. Most of the issues we are having with them are texture-based as they see trough bushes, grass, curtains and that they detect sound trough objects in a dome. Doesn't matter if you slow sneaking one floor below - that scav will sniff you. Again this is texture/ai scripting issue which I expect to be fixed soon. My first suggestion would be removing the hardcoded coefficients of AIM behavior and replace them with GEAR based aim coefficients. If I'm in a night raid and I'm getting shot in the pitch dark by a scav from 100+ meters with no light source nearby trough thick fog THAN I EXPECT the scav to have at least some kind of a night vision and a rifle that works for 100+ meters. RISK VS REWARD. Long story short: I would like to see scav difficulty be based on their gear. In AI behavior for SNIPER scavs, I would like to see more shooting from them in the longer distances - not SUPER ACCURATE but at least spraying and praying so they at least can function as CROWD CONTROL and lock down some zones and suppress people from afar. A good example is the customs construction roof scav. He has such a great viewing point but yet he only engages in distances ranging from 50-100 meters. I guess in his case - his eyesight is REAL BAD. Same for the factory zone roof scav. ( and the other ones throughout the maps ) Ending thoughs[RANT]: If you read so far, thanks. [RANT] BSG we even don't have looting animation that we can see in the 2016 video "Escape from Tarkov - Inventory & Looting Sneak Peek" even that 1 hand moving and camera animation ads so much to the immersion and ambient sounds on customs, where are they? We can even turn on lights on that video - where is that customs maps dorms you showed us so many years ago? I rewatch those early day videos from time to time and when I compare to what we have, I sometimes think where did we get lost.
  21. KobaTK

    Feedback 0.12*

    Olá Operadores venho mais um vez trazer meu Feedback sobre o novo patch ! Atualmente level 35, muitas experiências boas e ruims Como sempre aviso que leve em considerações meu ponto de vista e meu equipamento. Specs: i7 7700k 16gb drr4 HD:SSD Gtx1060 6gb internet: fibra 100mb Internet: foi testada antes e durante e depois do jogo, tudo normal, até entrei em outros jogos e outros aplicativos, tudo normal sem problemas. Prós: mapa novo itens novos new engine (lado bom) tasks (missões) (lado bom) IA relativamente melhorada em alguns aspectos nova mecanica de cura (lado bom) Cóns: bugs nova mecanica cura (lado ruim) new engine (lado ruim) meta-game tasks (missões) (lado ruim) items para missões -------------------------------------------------------------------------------------------------------------------------------------------------- Prós: Mapa novo: mapa novo muito bom, pelo pouco que joguei gostei muito, ainda mais com as extrações dinâmicas. itens novos: novos itens trazem mais jogabilidade diversificada no tarkov, levando a mais diversão no mid/end-game. a nova "engine" ou motor de desenvolvimento do jogo, trouxe bastante estabilidade para o jogo, mas existe muito trabalho pela frente. As missões melhoram bem, algumas das missões antigas que eram massantes " passava-se muito tempo para fazer-las foram melhoradas " bem dizer facilitadas, para jogadores casuais ou que trabalham no dia a dia facilita muito. a IA dos Scavs melhoraram em alguns aspectos, muitos movimentos se parecem mais com os dos players, as vezes dependendo da situação você pode não saber distinguir entre uma IA ou um player Scav. Nova mecanica de cura teve um lado bom, ainda mais para dar uma freada nos "machadinhos " ou players que entram na raid sem equipamento. Cóns: 1 - com migração para nova engine eu encontrei diversos bugs passos sem áudios, pular de lugar sem fazer barulho para outro jogadores etc ( eu já vivenciei isto, um player em cima de mim caiu de um buraco, simplesmente sem fazer barulho ) bug nos menus o mais irritante é onde você repara a armadura/capacete depois da raid você não pode apertar escape, terá que utiliza o mouse para fechar a janela de reparo se não o menu/stash buga. bug de seguro (erro ao mover itens no menu ) bug acontece as vezes durante a movimentação de itens do seguro para o stash, sendo assim quando buga você fica sem os itens do seguro e demora em torno de 1 dia para que eles retornem. d-sync bug de servidor - uma vez fiquei um tempinho esperando syncronizar com outros jogadores, depois desse tempo entrei na raid e achei que estava normal, porém apos algum tempo simplesmente cai morto, sem som de tiros, sem som de passos, sem nada e no final dizia que 1 jogador tinha me matado. esses exemplos acimas são os principais. 2 - Nova mecanica de cura tem o seu lado ruim, muitas vezes podem espantar um jogador que não tem conhecimento melhor sobre o jogo, principalmente para aqueles que possuem o mal gerenciamento das currencies(moedas) do game, levando em consideração no item de meta-game que vou dizer mais adiante as vezes em algumas partidas , você entra pra perder dinheiro dos equipamentos e da cura. 3 - O Novo motor de desenvolvimento do jogo "engine", tem o seu lado ruim, ao mesmo tempo que demos um passo bom para melhorar o jogo, muitos bugs antigos voltaram, e outros problemas antigos também, um exemplo que não citei na parte de bugs, foi o bug de armadura "onde se você entrar na raid pode não contar o colete e capacete que esta utilizando", outro lado negativo é as travadas quando spawna scav/scavplayer, isso voltou e estou sentindo muito principalmente na shoreline e interchange onde tenho jogado mais para fazer as missões. 4 - meta-game, esse é um assunto meio delicado visto que o jogo se passa em um cenário realístico não totalmente pois senão, não seria um jogo, muitas vezes eu morri pelo braço ou perna, ainda mais nesse estado atual do jogo onde 1-2 tiros zera o membro, calibre 12's estão fortes muito fortes + com as munições novas. Outro ponto visando meta-game, perdi a conta de quantas vezes comecei a partida, deu 2 minutos ou andei um pouquinho e tomei um tiro de mosin na cabeça, já cheguei perder 1 milhão de roubles em equipamentos com 2 minutos de partida, mencionando esses 2 aspectos, me pergunto o por quê de ter os capacetes "low tier" sendo que o acesso da mosin no early game continua muito facil. Meu posicionamento desse assunto, torne acesso a mosin um pouco mais dificil. 5 - muitas missões continuam massantes, as principais são a de evoluir skills, a de vida por exemplo onde, se eu não me engano "eu posso estar errado" é relacionado a tomar dano + endurance + força e vitalidade, é muito massante onde temos que chegar level 6 na primeira e level 10 na segunda, onde não existe um meio onde eu posso pensar " eu vou fazer mais essa ação para evoluir ela mais rápido, a não ser que eu entre com um amigo na partida, e fique trocando dano e se curando. 6 - itens para missões, é um assunto variável também, pois estão sempre mudando, que seja na quantidade, se ele deve ser achado em raid ou não, mas existe alguns no qual a % de spawn é baixa, que muitas vezes prende os jogadores naquela missão em especifico, segurando o progresso do jogo, uma delas é do "pen-drive" do skier, eu fiquei um bom tempo preso nela, tentei Woods, Custom e Interchange ode tem a maio chance de conseguir, mas mesmo assim muitas das vezes alguém já tinha olhado os lugares onde spawnam, o modo que eu conseguir foi justamente juntar uma grana que eu sabia que iria perder, e colocar uma pistola na mão e rushar os pontos específicos. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Delay/Netcode e Otimização: eu senti uma melhora muito boa no geral, porém no mapa da Factory em especifico, e na Reserva, o Dsync continua influenciando na jogabilidade, onde você pode atirar nos bots/players e eles demorarem para morrer tendo tempo até de revidarem ocorrendo o "trade kill", espero que chegue um dia onde isso não atrapalhe mais a jogabilidade. Pensamento Bônus: gostaria muito de ver um grupo de pessoas se juntando e testando o server BR, para testar se é limitação, bug de matchmaking ou baixa população, deixo ele selecionado na lista de servidores, mas raramente pego uma partida nele. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ De novo pra quem leu até aqui, peço novamente que entenda minhas experiências e opiniões, leve em conta meu lado se possível, continuamos o progresso do tarkov, todos os bugs que presenciei que me afetaram foram reportados, ajudem também reportando o máximo que der, para que sejam consertados no futuro. Muita coisa provavelmente vai ser consertada durante este tempo, até sair um novo wipe ou patch, espero que felizmente tenhamos estes consertos logo. Nos vemos em Tarkov ! 🤠
  22. Da @Hummz21 es letzten Monat es anscheinend vergessen hat, übernehme ich das hier einmal. Positive und Negative Kritik, vorzugsweise Konstruktive Kritik. Kein Hate Diskussionen wenn möglich auf ein Minimum belassen (vorzugsweise keine Diskussionen) bitte keine Romane verfassen. Ideen/Feedback und Post der vergangen Monate nicht erneut posten Schüttet euer Herz aus, damit Hummz es Nikita schicken kann. freundliche Grüße, Hijack Dallas
  23. NoisyCosmos

    Feedback sobre BattlEye

    ¡Supervivientes! Tal como os habíamos informado, hemos añadido BattlEye a Escape from Tarkov. Por favor, si encontráis algún problema tras la implementación del nuevo antichetos reportadla en este post (en español) o en el enlace de abajo directamente (en inglés). Los reportes en español se los haremos llegar a los desarrolladores a través de los emisarios y CM. ¡Gracias por vuestra colaboración!
  24. Kotarou

    0.11.7 Feedback

    Nachdem die Installation des patches 0.11.7 nun ein paar Tage her ist, würden wir euch bitten eure Feedbacks hier zu Posten. Wir würden uns freuen eure Meinungen hier zu lesen. Ob nun negatives oder positives. Bitte haltet euch an die Forum Regeln Mfg Kotarou
  25. Escapers! Es ist wieder mal wieder Zeit das Gehirn für sinnvolle Zwecke zu verwenden Also, dann mal raus mit eurem Feedback zum Monat April und rein mit euren frischen Ideen zum Spiel. Bitte, unterlasst große Diskussionen in diesem Thread. Also noch ein mal kruz und knapp: Feedback egal ob positiv oder negativ. Kontruktive Kritik, kein HATE Ideen beschreiben, keine Romane Diskussionen bitte hier in diesem Thread unterlassen, es geht hier rein nur um das Sammeln von informationen Ideen die bereits in anderen Monaten gepostet wurden, bitte nicht immer und immer wieder Posten. Der Thread wird bis zum Ende des 31.06. offen sein. Danke und Gruß Hummz
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