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  1. Currently, every limb has a certain amount of hit points and a max health ceiling. Your arms, for example, have 60 hit points and a max health ceiling of 60 hit points. If you get shot once in your left arm by 5.45x39mm PS (50 damage) ,for example, the health of your left arm will go from 60HP to 10HP, but your max health ceiling of your arm will always remain at 60HP, no matter how often you get shot in your left arm. That means even if you got shot 30 times in the arm during a raid, you'd still be able to heal your arm up to the full 60HP every time. The same goes for all the other regions of the body. I think it would be much more realistic and slow down the game a little, if getting shot would additionally decrease the max health ceiling of the affected region. You spawn into a raid, the health bar of your arm says [ 60/60 ]. You get shot once in the arm like in the example above. This would not only take off 50HP from your arm but additionally take off 25HP or so from your arms max health ceiling. Your arms health would now go from 60HP to 10HP (-50 damage dealt by 5.45x39mm PS) and your arms max health ceiling would go from 60HP to 35HP (-25 damage dealt by 5.45x39mm PS). The health bar of your arm should now say [ 10/35 ]. That means you would only be able to heal your arm up to 35HP after that hit. Getting shot once more in the same arm by the same bullet would decrease your arms HP from 10HP to 0HP (-50 damage dealt by 5.45x39mm PS) and decrease the max health ceiling of your arm from 35HP to 10HP (-25 damage dealt by 5.45x39mm PS). The health bar of your arm should now say [ 0/10 ]. You would have a blacked out arm and after using a surgery kit and an IFAK, you'd only be able to heal your arm up to 10HP. After getting shot a third time in the same arm, both the health and the max health ceiling of your arm would now decrease from 10HP to 0 HP. The health bar of your arm should say [ 0/0 ]. That would mean that even if you had a surgery kit and meds, you wouldn't be able to fix your arm during the raid at all since the max health ceiling went down from 60HP at the beginning to 0HP after getting shot three times in the arm in total, leaving you with a blacked out arm and the disadvantages that come with it throughout the entire raid. Same thing for all the other regions of the body. This change to the health system would not only be more realistic and immersive, since you wouldn't be able to get into four firefights, heal up to max HP after and walk away like nothing ever happened but also slow down the gampelay. As I already said, you wouldn't be able to heal up to full HP after getting hit multiple times and walk away all fine and dandy. Getting shot would, quite literally, wear you down and after multiple hits you would be limping, coughing and on the verge of death without any way to heal up to normal during the raid. This would cause you to be more careful and choose your fights since every single bullet you take would "leave a mark" you can't fix and thus decrease your chance of survival. I really hope my text was understandable enough, English is not my first language. Really excited to hear your opinion on this.
  2. Buenas! En este ultimo tiempo empece a notar que jugar desde Latino-américa es cada vez mas difícil (rosando lo frustrarte). Antes podíamos modificar los archivos del juego para cambiar el limite de ping para la selección del servidor (Se que va en contra del TOS, igualmente se puede hacer vía killping o parecido dirigido al launcher sin interferir con los archivos del juego), entiendo que hay jugadores que se quejaron de ver los modelos de otros jugadores haciendo saltos pese a que su ping era bajo y que afectaba a la experiencia de juego y por eso lo limitan. Los servidores de Brasil ya tiene pocas instancias y se queda buscando espacio disponible (Matching...), y en las que te deja entrar tenes mas posibilidad que en el resto de los servers de que la instancia se caiga, evidentemente el servicio es de peor calidad en Brasil. La opción que queda es ir a Miami o parecido con 150 de ping, con el handicap que eso implica. Antes por lo menos se podía elegir servers con mayor ping pero con menor cantidad de gente jugando para compensar ese handicap. La única forma de ganar un mano a mano es tener una clara ventaja y no siempre se puede pese a que uno lo intente, el factor contextual es muy grande en Tarkov. En un momento me emocione al ver que tenían pensado a futuro poner servidores en Argentina para ayudar con esta situación. Alguien conoce si esta planeada alguna mejora o expansión o cambio de servicio en los servidores actuales de Brasil? Alguien conoce alguna otra forma de poder jugar mejor? Gracias!
  3. So I was playing on customs with a friend and we've had a horribly rough patch of Tarkov with high level players and their gear just bullying us around or enemy scavs both player and AI one tapping us due to lack of equipment. I'm nearly level 11 and he's roughly half way through level 9. We're both very experienced with shooters and know our thing for those interested. With this raid, we're on point, we're clearing buildings like champs. Killing random scavs that were ahead of us with one shots and looting with quick efficiency. Now we're at the Gas station, and I've just taken one guy down. The only other persons who are with us (and breathing), is my friend and the scav that had decided to hide behind the fuel truck. So with both threats taken care of and no one in sight I decided to loot my fresh kill in hopes of getting a decent score. But it seems in this game, if you're having too much fun, it has to stop as I was immediately killed by a player scav who clearly just spawned in right bloody next to me! Now you could view this as just bad luck but this to me is a bad game design that needs to be looked at. If it were the other way round, That guy who killed me would have himself been instantly killed by myself or my friend (which he was while he attempted to loot my body) when spawning in and no time to react. This game is alot of fun and while I have some issues regarding the leveling abilities of new players or lower level players I'm content with how things are run mostly. But this issue has Pissed me off a bit as It just feels like a cheap cheat death rather than something that is my fault or something my opponent actually worked for.
  4. Desaster1216

    Karma system muss weg!

    Karma system muss weg! Der Großteil der Spieler besitzen nicht die kognitiven Fähigkeiten einen Scav von einen Pmc zu unterscheiden, es mangelt ihnen nicht nur an der Auffassungsgabe die schon einer Eintagsfliege mit Daumen ähnelt, es ist auch die Gier des Unterqualifizierten Tarkov Spielers, die es schlicht unmöglich macht die neue Art des Scav spielens (Karma system und dessen Belohnungen) zu erfahren. Ich schlage daher vor dieses System zu entfernen oder es für die Lappen da draussen einfacher zu gestalten und oder, vor Start einer Runde als Scav gleich den Weg auszuwählen den man einschlagen möchte( bad scav/ good scav) dann könnte man beispielsweise gleich mit den Leuten die dieses System spielen möchten als Gruppe zu starten. Das Gegenteil würde dann natürlich auch für den bad scav gelten. Bitte gebt dem Post hier einen Daumen nach oben oder was auch immer, damit er etwas Aufmerksamkeit erhält.... falls ihr genauso empfindet.
  5. Hello there! I had an idea for coop gameplay after having watched some of Pestily's dual kappa speedrun, so I thought if something I wanted to share. Could not find anything like it suggested. What if you could play coop with the same progression? Here is my idea behind it. You create your character and your friend(s) does that too. You then make sure you are the same level on your characters. You can then join forces together as a semi-permanent decision. You and your friends then get the same hideout, the same stash and you can coop on the same quests. To name an example, you get the pocket watch mission from our beloved trader Prapor. your squad mates cover you as you collect the pocket watch. Your friends don't pick up the pocket watch, you all extract and complete the quest because you had picked it up and turned it in. Prapor likes you enough later on so he gives you access to his level 2 trade shop. This affects everyone in the "squad", and the only thing that each player has individually is his character's skills. The idea behind this is to give a new twist to playing together in a squad, where as the players in said squad or task force or whatever to call it shares everything. They can all go to the same hideout and drink vodka all day long, they can multi-manage the hideout, they can coordinate what each person loots in raids and, and they share the same quests along with completing them at the same time. This idea obviously has up sides and down sides, so I also thought of a few ways to balance it out. As mentioned before you would only be able to join task forces if your characters are the same character level. It then progresses you two together. Say for example you left the taskforce, you would then be set back to the level you were before you joined, and would be required to reach the higher level to be able to join a taskforce. Perhaps along with a 2 weeks cooldown until you could join a taskforce again. It does make it a bit easier quest wise, but playing this together you would really have to work on your economy because say for example 4 of you joined a task force together, you are cooperating with the same tasks, so while they might complete slightly quicker depending on how your team plays, you still get the same quest reward, and since the 4 of you are sharing the same hideout and the same stash, you are also sharing the same economy from that, so if all of you go into factory and die trying to complete an infamous quest from Prapor that shall not be named, you suddenly took a big hit to your economy because you just lost 4 gear sets. There should also be a limit on 1 pmc raid and 1 player scav raid active at a time per taskforce, this is to avoid one squad mate going for 1 quest on woods while the other jumps on customs. I thought of this as a balancing idea so people can't just join together and power level like crazy. But instead join together and plays together, however can still play a scav run if you die and your mates didn't. Let me know what you think, if you have anything constructive to add to this. And hey a little side thing for this.. Think we can be able to press f1 for the mumble commands and stuff in the hideout? I find joy in yelling angrily at the target I am shooting at, at the shooting range, and I would really like to have a circle with 3 of my friends in the hideout shouting "Dicky Needles" at each other profusely. Thanks.
  6. Dear developers Me and a friend have been talking about insurance fraud recently and how to adjust the current insurance system to reduce the fraudulent component. First of, what is insurance fraud: When a player is dumping his equipment in a hard-to-find spot on the map, to take some other loot. He then receives all the items he dropped again, with a minimal risk of it being found by someone else and therefor profits double. Our proposed changes have two components, which should be tested in steps. Step 1 -> Component 1 active Step 2 -> Component 2 active Step 3 -> Component 1 & 2 active Component 1: Have a percentage of successful insurance return based on your team size and survival of team members. When you are running as a team, you have to rely on your teammates to get your stuff out. You already have much better odds as a big team in comparison to a solo for survival and insurance just makes sure you will almost never lose anything. So the rough numbers I would present are as follows: Solo Player : 100% success rate 2P Squad: 80% success rate (drops to 50% when 1 squad mate extracts) 3P Squad: 50% success rate (drops to 20%/5% when 1/2 squad mates extract) 4P Squad: 20% success rate (drops to 5%/1%/0% when 1/2/3 squad mates extract) 5P Squad: 5% success rate (drops to 1/0% when 1-2/3-4 squad mates extract) The incentive for this change, to play as a team and help each other out. Teamplay is encouraged. Component 2: Have a percentage of successful insurance return based on proximity of an item to your dead body. When somebody is picking up your gear, also a friend of yours then its most likely gone. How should the insurer be able to find your stuff on a huge map like woods or shoreline and know this is your gear. Therefore, equipment closer to your body is more certain for an insurer to match it with you. So the rough numbers I would present are as follows: Equipment is 0m off your body: 100% success rate Equipment is 1m off your body: 95 % success rate Equipment is 5m off your body: 90% success rate Equipment is 10m off your body: 75% success rate Equipment is 20m off your body: 50% success rate Equipment is 30m off your body: 10% success rate Equipment is 50m off your body: 5% success rate Equipment is >50m off your body: 0.5% success rate Equipment is >100m off your body: 0.1% success rate The further away the less likely you get your stuff back. In the formula there should be a drop off around 20m and never get to zero. For the third step: Those two systems will be cumulated. Thank you for your time and I hope for a lot of discussion about the idea. Kind regards.
  7. peema343

    AIDs game mechanic?

    Is there any chance of us getting an HIV/AIDS mechanic in the near future that would affect the account status of players with the disease? I have a lot of veteran friends who like like to see this type of change to spice up the gameplay.
  8. Hello, I have a great idea which could be implemented into the game. I have seen many cop bodycam videos and notice that whenever a police officer gets shot, he does not feel pain for a short period of time and then starts bleeding and feeling dizzy. Whenever a player gets shot in tarkov, no matter which limb, their leg stamina instantly goes out. I hate that when I get shot in my arm or my chest, I cant run. I propose to add realism to tarkov, when you first get shot or take severe amount of damage, you get an adrenaline rush for a few seconds to get in cover. Adrenaline rush lets you run for the first few seconds to take cover even if the leg is fractured or blacked. A few seconds later you then feel the tremor, pain, and need to use a painkiller to run again. How does that sound?
  9. Yo I was wondering how do you people play in rain? Since the last 2 times it has rained in EFT I personally just dont touch the game anymore. Feels like im playing as a deaf person. Got the sound high and tested around with settings, but its either i lose my IRL hearing due to rain or I just dont hear anything at all ingame. I feel like the only way to play during rain is camp every game to kill players who are trying to actually play the game. Dont get me wrong I like tactical play, but bush camping for long periods of time makes me feel like, why am I even bothering to log in if this is all I do. So yeah curious how you guys deal with rain in this game.
  10. Hello, I have been playing EFT since early 2017. I must admit - I have never seen such an amount of bs that is happening rn in raids. With current demand for GPUs and BTC price the game became a pistol deathmatch. Gameplay on every map is like a speed run who gets to tech loot places first. There is no more Tarkov gameplay in it. You know what I mean? The slower, more carefull approach. And it is because of the flawed game design at this point. It is just more worth it to rush to tech shop on Interchange, take GPU/Tetriz to secure container and die. You sell BTC and use GPU in a farm, no need to have it FIR at this point. For the love of God, dear Battlestate, make it so that You can only have stuff which You bring to the raid in Your container. NO GPUs, TETRISES and other poo in safe container. Only dogtags/things which You can put into S I C C/Doc case like money, physical btc, intelligence folder etc. Honestly, bringing good stuff into raid is useless. When I get to some good loot areas everything is looted in the first 2 mins of the raid and there are only dead bodies of hatches and pistol runners... MAKE people fight for this loot, not grab and go.
  11. megatron13


    Anyone else getting an authorization error after extract? I lose all my poo and it still counts as a scav run or if I'm a pmc it just resets everything back to what it was. Anyone know any fixes its so god damn frustrating
  12. Vatruvius

    Meta Gameplay

    Hello fellow players, Welcome Battlestate developers, I had an interesting discussion concerning the long-term gameplay health of EFT with a couple of friends and wanted to share the core points of that conversation in this forum and hopefully generate a discussion around the topic and pool some ideas and solutions to the common trend that is the top tier gear meta. To clarify, this discussion concerns how gameplay in EFT trends and how to make that gameplay more dynamic as wipes become non-existent as is planned after the official release of the game. It is no secret that gameplay in EFT trends toward top tier gear after several months post-wipe. Many players never reach that level of gameplay, most of whom become inactive only to return after another wipe to see what is new, rinse and repeat. These players will be unreliable when the game officially releases. I believe the reason why is because they find the trending gameplay meta either boring or frustrating. Many of the hardcore players also dislike the trending meta as the gameplay becomes bland and repetitious as can be seen with the self-imposed restrictions or challenges to breathe life into the game. This is an issue that should be addressed during early development so the solution can be tested and affirm a healthy gameplay cycle that requires no outside input. I view the gameplay meta as a tide that should ebb and flow based on player loadouts. The best way to encourage player loadouts to consistently cycle between top tier and low tier gear is to always offer options at every price point that counter each other. Regular players, returning players, and new players should be able to play the game despite the current meta and build their kit to counter whatever is predominantly being used. As this counter kit becomes the new meta used by most, some players start to build a new kit that counters this new meta and thus the cycle goes round and round circling through all the items, gear, and weapons EFT has to offer. New players will be able to partake in this cycle because options are available at every price point allowing anyone to play how they want while still being able to participate and not feeling helpless. Cheaper solutions should be balanced in a way that makes them not the de facto choice, but as an option available to those without the funds to use the most expensive gear. The clearest solution, in my opinion, to bring about this ebb and flow-based gameplay would be the balancing of ammunition damage and penetration along with how armor plays a role in protection or the lack there of. To be specific, high penetration ammo should do significantly reduced damage to those with insufficient or no armor as the round passes cleanly through the target. Likewise, this high penetration ammo should do increased damage to those wearing equivalent armor to the penetration value of the ammunition. Low penetration and high damage ammunition should be highly effective against low tier or no armor and nearly ineffective against high tier armor. My thought process here is as a bullet just manages to penetrate an armor plate it has broken up and deformed to a point that does increased damage to the underlying tissue while non-deformed bullets pass through tissue with ease. How this would introduce the ebb and flow-style gameplay is as players counter one type of ammunition and armor class meta, some players will start to counter this new counter meta with different ammunition and armor classes. What is great about this theoretical gameplay cycle is some players will try to prepare for all scenarios bringing marked magazines with different ammunition for the target they find before them. The difference between armor class values should be relatively obvious based on the rig or armor being worn, though different tier of armor plates, if they eventually become replaceable in chest rigs, could introduce some challenges forcing players to guess which ammo they should use if they happen to carry more than one type. I believe this type of balancing could improve EFT's gameplay to never stagnate as there is constantly cycling gameplay metas that always have a counter. The price of some gear should be a deterrent, but I do not think the price of gear should be the balancing factor for gameplay meta. Perhaps some weapons simply have no equivalent to a hollow point round as their caliber passes through nearly everything thereby making them useless against softly protected targets. This brings about a reason to carry a sidearm that could be effective in those scenarios. Tell me what you think below and share your ideas and solutions to this meta problem in EFT that could affect the long-term gameplay health of this awesome, unforgiving game. Vatruvius
  13. Simp_93

    FoV (viewmodel and world)

    Adding in a viewmodel FoV slider would be a great help. At the moment, the gun is obtrusive and too close to the face obscuring much more than realistic and presents a generally unaesthetic image. The ability to raise the world FoV higher would be welcome as well. I understand that given the means you have implemented in this game 75° vertical comes out around 107° horizontal. My humble reqeust is the ability to raise it higher so that those of us who encounter motion sickness can play and have a more pleasant experience. Generally speaking, playing below a 120° FoV introduces nausea into the equation for myself. That's it. Hope it's not too much to ask. It would make a big difference for a lot of players in both aesthetic and general playability if these changes were implemented.
  14. NordicGoat76

    Fix for 0 sound from game file.

    Hello i just got the game and i have no sound i have checked all my sound programs and have even unloaded the game fully. Short to say im out of ideas. I run a Ryzon7 gen3 cpu and a Saphire gen1 gpu ontop of a Republic of gamers MB on windows 10. Any help is welcome. Just wanna hear myself get shot would be great improvement to current status of just randomly black screens saying i died.
  15. ⸮ TS – VERY IMPORTANT – TS /S ⸮ The shopping door windows won't break entirely and result in uncanny situation where one or another might not be able to spot each other or identify hits. Which seems to be intended when shattering windows into pieces when shot. In short BSG please fix.
  16. WolfsAce

    Game Freezes

    Alright, I've had a new problem come up, and that's when the game freezes. Game freezes when Opening the game, Trading, In inventory, and Looting. And the game will remain frozen till I quickly Alt Tab out, and back into the game. Gets really annoying and has caused my death endless amount of times. Edit:Recently got a new keyboard, going to use my old one again to see if the same problem still applies. Edit:Still having the same issue. No difference between old and new keyboard.
  17. luke60419

    What settings should i use

    Hey guys so bought the game the other day and was wandering if anyone had any tips for optimization My Specs : intel 15 4690k Gtx 1050ti 4gb vram 8gb corsair ram just wanted a bit of help as Ive been non stop looking for ways to smoothen things up a bit i managed to get ok performance on scav runs bout 50-70 fps but when i do full raids i got back to a old issue of stutters constantly and especially if someone shoots at me or near me or when i fire my gun also if it helps all the performance tests Ive done Ive done on interchange thanks for the help
  18. I would like to start this off simply by introducing myself. I want to give people who read this some context to me as a person.. as well as a gamer. Let me start this off with the following facts about myself. I have been gaming since pong, through arcade, into consoles, and landing in PC master race. I have gone to numerous schools of varying degrees, for various different degrees, that would categorically fall within game development and planning. A lot of this falling under the conceptual development and think tanking if you will. As I always wanted to see how far game development could be pushed via game and simulation programming through current/future tech advancements. I have also played in my fair share of competitive games, and so on. With this being said. I absolutely LOVE the game. In my younger years, I had always wanted to setup a game that was as realistic as possible, down to even manufacturing your own bullets real time by hand, and having a chance to over pack a round with gunpowder and more. I have been hooked since I first started, and I don't know everything about the game. I won't attempt to even claim I even know a majority of it. I do however, see the exponential potential that lies within the realism and the base of what you have built. I have to congratulate the team on a job already so well done, and very well executed considering what is needed to make this work. The 20 Thoughts of a Bearded Q Ball 1. Something I would love to see possible, is the ability to do real world survival tactics in a bush warfare or even urban warfare situation. A good example of this would be say picking up a rock near your foot and tossing it to hit something away from you as a distraction. This could make for a getaway or a quick ambush. I could see this being VERY interesting if used by players, let alone say... scav players? POSSIBLE even scavs? With it possible to pick up a rock or an item to potentially throw, this could open the ability to say even throw your melee weapon. Which could open the door for potential expansions within the melee sector. Say throwing knives ect. Which again pure concept of course. 2. A base font change. I'd love to see a cleaner to read font used within the game. I find there are times where the names run a little together. This could be based on of course the output device you would be using. That, coupled with settings for the display as well as the game. This would also give a nicer look to the stashes and descriptions as well. Having something a little easier to read, can make sorting/trading a bit easier. Especially for new players still learning items. 3. I'd love to see the experience you get on your scav actually equate to something of value. Currently it has no real use that I can tell, which is a lost opportunity. Could say even 10% if you make it out towards PMC. That, or potentially say experience equates to rubles even. May not be much but, however gives the experience a use until a further system can be adapted for the use of the experience to expand on the scav play. 4. I'd like to see a little more from the scavs as far as unpredictability. Making it a little harder to tell scav AI from scav players. This would be interesting to see coupled with the karma system. Say... if you have bad karma, the "friendly scavs" when you play as a scav be more apt to shooting you. Out of "fear for life" scenario. Anybody who has a bad reputation for killing friends are bound to get shot sooner or later. Also, AI controlled scavs, I could see a "fight or flight" scenario being implemented for the scav AI when aiming at them or looking at them as a fellow scav. Even more so depending on what you current karma may be. Better karma could mean more trust and support from a scav in the vicinity? 5. As we are able to "Turn In" quest items to open up inventory space. The ability to take items that we already posses for current hideout upgrades, and put them in toward the current upgrade to open free space would be really nice. I find myself selling quite a few things needed for upgrades, simply due to the lack of stash space. This would also make it easier for keeping track of what you have left to obtain for said upgrade. Maybe with the possibility of tracking? 6. I know this one may be a long shot however. An update to the database for barter items to show in the description who they barter to. This could help out some newer players, as well as even those moments where you can't remember for the life of you. This could also make it a little easier trying to decide whether or not it's a barter item you may be grinding for a particular trader. 7. Ability to map the middle mouse button for searching and identifying to another key within the actual key binds. I'd rather use one of my side mouse buttons for these tasks, freeing up the middle mouse for other binds. A good example of this? I would change over my current bind for a side mouse button on checking ammo for example. This allows me a little more keyboard control, and not having to spread finger to check, or bind to other keys in general. Comes in VERY handy with a mouse that has multiple side buttons. 8. While I love being able to hold a mouse button and look left and right while running. Realistically a person can turn their head at least 90 degrees to either side WITHOUT moving a shoulder. Being able to see to my right and left a bit more can make those field runs a little more comfortable. I don't know about anyone else. I personally can look behind me fairly easily while running. Which is another thing I wouldn't mind seeing maybe implemented. Being able to (depending on helmet) look back real quick for any creepers or bush wookies. Would be great especially if you happen to look back and see a flash if they have no flash hider. 9. I personally wouldn't mind seeing scope reflectivity due to sun angle. As we do know that scopes due to lenses will reflect life giving away ones position. This would be a rather big game changer for those who use snipers. This would mean they would have to manage how they are carrying themselves within game. As a wrong peek down a scope could mean your position was compromised. 10. I am pretty sure I am not the only one on this. Being able to heal a friendly would be GREAT, and quicker as well. While also bringing a chance of danger due to close proximity. This would relieve having to throw down supplies for a friend, and lessen the amount of objects on the ground going back and forth as well. Decreasing overall usage of resources for the game itself. 11. Instead of letting people in groups who have insured their items grab friendly items and hide them in a bush or hiding spot. Have a specific set of spots to take the items to "deposit them" for maybe even an "early return" and maybe a cost cut or no cost return with insurance still intact. This could create more points of interest on a given map, fix these issues, give solo players a chance at high value targets, and tie into karma systems later as well. This could have a MAJOR expansion rate. (originally someone in the forum named "HermanJnr" brought up the containers. Absolutely great idea for more points of interest, and a little more PvP and risk versus reward. 12. Something else I was thinking about. I'm sure it has been brought up before. As far as when items are returned via insurance. It would be amazing if we had an overall "collection stash" for items that are waiting to be picked up from vendors. A place that holds from all vendors ect for up X amount of days. 13. I did see that some barter items look as though they have a green boarder when it comes to the person you can barter it to, as far as a barter that you may actively complete, or almost complete. I think it would be great to see a little more of that boarder for the different dealers as far as outlining, a little bit of quality of life improvement. Say outlining quest items that are needed at that time for a vendor in say light blue, or another color to signify that it is an ACTIVE quest item. I know there are the little check marks in the corner. However, a color boarder around current say MP-133 shotgun so you know that shotgun is the one you need. (As sometimes 133/153 can look very similar.) Also, this could help with locating the correct items. A good example of this is the white armor and TOZ turn in for skier. Having these two items outlined in blue or another color, would make it a little easier identifying questing items. 14. Something I wouldn't mind seeing in the game sooner rather than later?.. LOCK PICKS! I think it would be interesting to see with a low lock picking skill attempt to pick a lock, all while making noise trying to pick it. I could see this being rather interesting. However, I would also ensure that high value points of interests like marked room, remain pretty much untouchable without a key. The reason for this is to keep as much balance and value to the keys that are used for high value points of interest already. It would also be interesting to see the results of being able to lock a door you close behind yourself. Forcing an incoming player to have no choice BUT to breach the door to get in. This could also open up a few more areas. A good example of this would be say maps that have sheds that have locks on the handles. Being able to pick those locks for say a chance at some decent loot? This could allow for some inner building expansion, as well as interesting additions later. The skill base is already apparently there, and is planned for the future. 15. I wouldn't mind some leader boards! Would be a REALLY great addition. Say for different stats, survival rates, accuracy, kills, ect. This could also help in the fight against any cheaters as their statistics would end up reflecting any "not so natural" gameplay. Not to say that people can not maintain high records. However, it does provide another tool for the location of those who would destroy a beautiful work of art. (smh when you have to download skills) A good example of this would be the cross reference of say accuracy for example. If a player statistically has close to a 100% accuracy. I'm pretty sure it's safe to say they may be cheating. Especially if it is a newer account. 16. Now I am sure this has been mentioned before. When looting a scav or another pmc. It would be great if the alt or ctrl and clicking system would work in reverse as it does for the player. What I mean by this is as follows. You can alt + click say a bag or helmet and equip it to your open slot. However, you can not do this in reverse for player scavs. Same applies with picking up items off the bodies. If you were able to ctrl + click and move items quicker than dragging them back over. Just a quality of life improvement idea. 17. I will admit that I wouldn't mind seeing matchmaking choose groups based upon their level. Now, the reason I say this is for the following. A lot of new players are going to have an extreme learning curve to adapt to. Giving them a raid with say others 1-9 until you hit 10, then moving that bracket to say 10-30, and moving the next bracket to 30+. Something along these lines could help create a much more stable and more enjoyable matchmaking. This would also help new players try and accomplish tasks against others who are in the same boat. Creating a more dynamic and natural fight situation. A fight for a needed resource. The reason I say this is due to the limitations on what level 10 players can buy versus those who have yet to hit that level. Then higher levels with the traders allows for barters and more with a much higher survival rate in raid. 18. I would say as a new player. You should HAVE to go through at LEAST 1 OFFLINE RAID to get used to controls and gun play with the scavs. This could be an opportunity as well to use that first raid as a time to throw up a couple windows with information on controlling your character. This is more to help those who jump into raids then complain about being killed. This would also help get some good information for starters to their eyes as soon as they start. Again, this is more of one of those personal opinions. I personally enjoyed being tossed right into the fray. 19. I did hear something about vaulting, which would be a great thing to have. I can't count how many times I said "Damn outta stam!" or not had enough height to make it over a fence about stomach height. However, I don't recall hearing anything about a bracing system or "mounting" system if you will. What I mean by this is the following. Stabilizing the weapon on a crate, wall corner, window sill, ect. 20. Seeing as the community is extremely active in map creation. I wouldn't mind seeing the old maps traded out for perhaps some of the community made maps. Would definitely bring use to the map system in the game again. I wouldn't mind seeing a map in my inventory I can actively pull out to say mark where I have been ect. This could in turn, turn into intel on where players have been and what they have looted. In the stream, there were mentions of a GPS system possibility? Maybe this could help tie into it for say bigger map like streets later for voice communications and working with others. While I have many many other ideas, as well as things I could see really changing the game in ways the could be ground breaking and never heard of in games that have been put out thus far. While some of the ideas may be great, not all are great in every ones eyes. People still must understand too, this game is based on trying to maintain that sense of realism and immersion. On a side note pertaining to the market. I personally think if it were to be taken out. Fence could be turned essentially into the market. As items sold to him would be sold to others for what they sold it to him for. That, or turning Jaeger into the guy for the job. This could leave room for possible a specific vendor for that as well. Just an idea on it. Feel free to leave feedback, ideas, ect. Just remember, these are just thoughts and ideas from one person's perspective. It only reflects what I THINK not what everyone thinks or what should be law. So don't be that person if you know what I mean. Aside from that? Keep your socks dry and bags full! = This is a repost of the original. I wanted to put it all together as one, and make it easier to read. Rather than reading through comments a plenty. My apologies for any grammatical errors. Doing this on very little sleep, and while engaged in quite a bit at one time.
  19. Zynx

    Thoughts and suggestions

    Hello guys! There are some thoughts and suggestions for overall better game experience. Maybe some of them will be useful. Sorry for the poor english. - Prevent players to stand each others head: Prevent players to reach spots which normally unavailable for them. In that case less "glitching feature" will be available for the players. - Auto sell to Fence: It will be a nice to have feature, when a SCAV raid ends and the players leave some stuff on the scav character theese items should automatically going to sell to Fence. It is a small thing I know, but in the long run this methot spare tons of time for the players and grant extra money for them. - Ear and other hitbox size correction: IMHO the ear hitboxes are way too large. It is a common problem, when somebody using face shield and die because of an earshot which comes from an enemy who stands in front of him. - Bot scav jump ability: They sprint, prone, reload, check magazine now, which is great. The only missing feature is the jump. Now if I hear some jump noise I instantly know there is a player somewhere around. If the bots start to jump sometimes this „knowledge” will gone and recommend more attention for me and the other players. - In game ammo damage and penetration display on the "Inspect" view: In game there is no clue which ammo is better then the other, and why. Now if I want to figure it out I need to use third party help. (e.g: Wiki Tarkov ballistic page) - Exploration XP buff: I think the exploration XP need some serious buff. Now, I only get reasonable XP for killing. So If I exit camp and kill players is more benefical than playing game in normal way. If I loot every crate on the map, and run trhough and back to the entire map at the same game, and extract I get almost no xp, whitch is bad I think. Players must be rewarded for exploration and pushing through the map. It is also nice to have if players get XP to injure enemy players. (no xp if the player is a teammate) Little bit annoying when a 3 man squad come for me, and I almost kill 2 ppl and the third gets me and I get 0 XP because I dont kill anyone. (I caused 600 flash damage and 400 armor damage which shared between the two players)
  20. Jallopi3


    As this may never be seen by the devs I would like to at least get my opionion out there. So, number 1, Adding the ability to pick up random objects and use as melee, or as trigger sounds. and basically using more of the environment for the player to use to their advantage. Number 2, Able to open doors slow and quiet but still may creek or groan as they have rusty hinges, some even shut tighly and need a budge, maybe even being able to wd spray on hinges. Number 3, Body dismemberment, with explosive kills, that render equipment useless which would make people think twice about grenading or even running and gunning. Ripping someone to shredds or try get a well placed clean headshot or other vital vulnerable shots. ( It is an adult realism simulator) Number 4, being able to holster weapons and pick up bags and containers around the game world. I have a lot of other ideas and I know they may not be possible with game mechanic and engine limitations. but this is just how I feel Tarkov should be. youre doing a great job as it is. Cheers Jallopi3
  21. isteelback

    Looking for players to play with :(

    Hello guys, bought EFT a couple of months back and is looking for any SEA players to play with, as I am residing in Singapore. Relatively new to this game, as I have been playing solo all these while. Just wanna get some loot and get a hang of this game. Able to speak both mandarin and English. I am willing to share loots as I am more into game play. Btw I believe i do not have any keys at the moment. Really hoping to hear from someone soon~
  22. The community and devs have to come to a consensus soon on where Tarkov stands realism/gameplay wise or the game is going to lose a swath of players on either side of the debate patch to patch. POST TLDR: Tarkov's devs and community need to find a balance between playability and realism and the current/recent direction of the devs is neither. Tarkov can be semi-realisitic and still fun with the addition of certain simple mechanics surrounding gunplay, movement, and healing. For this to happen the community needs to have compromises instead of fighting that muddies the communities voice in the eyes of the devs. LIST BELOW OF RECOMMENDED IDEAS It seems that as of recent (since the Twitch Drop event) the Tarkov community has seen a widening divide between those players who want the game to be realistic and those who want it to be "more" casual. Those who despise the mosin those who see it as a firearm of the common man. I personally stand more towards the realistic/mosin man side of the divide but understand the limitation surrounding a video game, fun, and realism. That being said, we can have compromises on "realism"... right? I hope so. Tarkov will never be realistic. As realistic as playable sure, but one part of our community has to understand that Tarkov cannot go as far as Arma/Squad in gunplay and thrive/survive. The game needs some arcadesc features to make it enjoyable. On the contrary, the limitations surrounding stims, painkillers, surgery kits, etc. are just not there for the game to fulfil the semi-realistic position I think it should hold. No matter what the state of the traders, market, tasks, hideout, etc. the combat/in-raid gameplay is what all those things feed into. Without a good combat system the game is left lacking and I will add that Tarkov has one of the most robust healing/combat systems as it stands but it needs to be refined in a direction not currently being taken by the devs. Most people I know, including myself, look back to the heydays of gear fear and look back fondly. A time when your gear really mattered regardless of the state of combat you were fearful of losing it and played a certain way because of it. Not like a rat but usually smarter or more “realistic” than what has become of the game’s meta. You should be penalized for making dumb decisions in a fight and a surgery kit, stim, or painkiller should be your endless in-raid savior. Here's a list of changes I think could be made to make the game more “realistic” while not jeopardizing the fun. Body parts can only be repaired (CMS/Surv) “X” number of times a raid and or make using them take much longer where you will need to find good cover to use them. Make it so that painkillers, morphine, etc. will still allow you to run but at reduced speed (half or so of normal) and or should take a little bit after consumption to fully take effect to get to that point. Re? - Implement inertial movement to stop ADAD spam (devs have been notified by forum staff) Increase point fire recoil and general recoil and remove the full auto recoil plateau Make advantage of lasers visual only For stomach wounds, surgery will stop external blood loss but the player will still lose hydration at a slightly faster rate (decrease overall hydration/energy loss and make it so that they don’t kill you, should hinder a lot instead) Implement a system where hits to body armory decrease stam somewhat (heavy breathing for a period) Implement an adrenaline system under which you get a slight stam boost in a fight when it starts to either fight or run (harder to implement well) For every repair of blacked legs your max run speed decreases For every repair of blacked lungs your max stamina decreases Not all of these are necessary to get gameplay to a playable yet more “realistic” point. If anything if gameplay is slowed even slightly and firefights become more drawn out the game will be more enjoyable than what becomes of many firefights where the first shooter wins quickly. Players should be more fearful of losing their gear but not to the point of a Tarkonian rat infestation. To get to a good point, Tarkov's devs and its community to be able to compromise on what is best for the game regardless of our deeply held passions. If not, there is going to be a never ending battle on the issue till release and then a good portion of the playerbase may just bounce. One “Quick” Point on Quests The game's quest system is an absolute disaster for all but the original traders and their original tasks (for the most part). The addition of an abundance of FIND tasks with Mechanic/Ragman makes the grind unenjoyable. Atop that, Jaeger & other's "Kill em' from xyz with abc and mno up your a**" are just poor excuses for what could be a robust quest system that sees players interacting with the environment more often. Even as place holders, many of the current tasks or boring, tedious, or stupid. TLDR Quests don't have to be realistic but should instead be enjoyable to some extent and not have players doing outrageous acts of marksmanship or self inflicted pain, dehydration, etc. Viva la Tarkov
  23. Nickish_

    VR Support in hideout

    I have just had an idea that would be really cool if they have implemented. If they made the hideout support VR. What would this feature be: - Only offline (but you can use the equipment on your PMC) - Interact with stuff inside the hideout (Generator, Scav box, TV/Radio, Medstation and more) - Realistic testing of firearm with the gun range - Other RP elements (interactions with traders, defending the hideout from Scav/Raider attacks, reading up on the different bosses using the intelligence station) - It would be something like Pavlov or any other VR Shooters I would love to see something like that added into the game. I know it will likely never happen because VR is not really Tarkov's market and they have other stuff they need to focus on... but it would still be a cool project
  24. Hello peeps, Returning player and I just noticed that I cant even get half way across a map without the raid timer running out. What happened? I could swear those timers were a lot longer before. Was hoping to return to this gem but now i cant even play the way "I" enjoy. First world problems I know but how long until we can have longer raids again? Hoping for some date or general time frame response so i know when I can return. Please do not let this be permanent. Thanks in advance.
  25. Getting good is not an answer. People sit in bushes and 1 shot you with whatever ammo it is. It's impossible to do anything when you have naked people running only mosins and you can't see where they are at. My last 13 raids have all been ruined by mosins that 1 shot through my level 4 body armor. At this point, its not worth bringing anything in or playing because its gone to losers that sit in bushes and 1 shot anyone who gets close. Literally every death I had today, was mosin. Tired of this poo.
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