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  1. After listening to Nikita and other talk about ways to counter hatchlings -- most recently in yesterday's stream -- it made me wonder... Is it possible one of the main drivers of hatchlings has to do not with gear fear, not with players being "down and out" on their luck, but instead as an "answer" to one of the game's primary incentive structures? Currently, a player knows that if he finds a certain key, he is essentially "set for life" * * Yes, some keys now have durability with a set number of uses, but let's set that aside for now Knowing the RNG nature of EFT's loot spawns, a player may reason to himself that even it takes 10-15 tries, the "reward" of eventually getting the item far outweighs the nuisance. So what do these players do? Grab a hatchet and... Sprint to loot spawn 1, pocket the item if present Sprint to loot spawn 2, pocket the item if present Sprint to loot spawn 3, pocket the item if present etc etc If they get killed a long the way, then so what? They'll just rinse and repeat and try again. For them, dying is merely the "cost of doing business" in this way and they are not put off by it at all. And this is because they know that, no matter how much they die in the process, the "reward" that comes from finally getting that key, will "set them up for life" for the remainder of the EFT wipe. Rather than gear up and fight for survival, their main objective is to play EFT as some sort of giant meta-lottery game where all they care about is amassing money and stash value. What if this sense of "permanence" is actually the heart of the matter? Right now, experienced players know that once they have a certain set of keys, from that point on, they've pretty much "arrived" in the game. A lot of the "mystery/exploration" of the game is removed because they now have access to the game's best loot pools with virtually NO risk of ever losing that access. From that point on, they can farm those areas over and over and over. Is it possible, then, that shifting the game away from "set for life" mechanics and toward "scavenging" mechanics could "fix" the hatchling issue and make the gameplay loop more rewarding? What might this look like? Maybe keys are no longer extractable and no longer secure-container-able (stick with me, hear me out!), but instead must be scavenged in-raid each and every time, and every key for the map is guaranteed to spawn in somewhere... So you want to get into Dorm room XYZ? Cool! First you gotta find the key. It could be in one of the dorm's front offices and/or in the pockets of one of the nearby roaming scavs, etc. This could also give more of a sense of progression and flow to each raid. "Okay, if we want to hit up room XYZ, first we gotta find the key. John, you clear out this wing, Bobby, you and I will go check this wing. Depending on what we find, we'll meet up here and plan our next route." This sense of a "dynamic" objective, where one action stair-steps into another, may lead to some really interesting raids and firefights between groups/solo's/etc. Maybe keys remain extractable but all have durability settings with limited uses... Realistic? Ehh, not really. But it might be a decent counter to the one-and-done mentality currently in the game. What else? The other "hidden" possibility with hatchlings is that it caters to a wholly different gameplay loop for experienced players as well In my experience, even veteran players play recklessly and overspend their budgets every single run, knowing that if they do go broke, all they have to do is complete a few "money runs" to make things right again. Learn from mistakes? Pshh, not really! Worry about dying? Nahh, no thanks! If they can always "get it back" in no time, then why worry about it? I'm speaking from experience here because I've played with a guys who do this every wipe. They're already level 40+ and know the game inside and out. And part of the reason they are so high level is because they do exactly what I describe above. Best armor, best guns, best ammo, all the time. Which means they win a good number of their firefights. And in those instances where they do lose, well guess what? They've got SO MUCH money on hand it's no problem to re-kit again, OR! if they are running low on cash, they use their "permanent" piggy bank of keys to hatchet run their stash back up to millions and millions. In their minds, they've "earned" this luxury because they've farmed for the keys over the course of dozens of hatchet runs over and over and over. Now I don't know about you, and I can't speak for others, but to me, this also runs against Nikita's vision for the "True Tarkov Experience". I understand, also, Nikita's worry about "losing" players who become too discouraged to keep playing. But for every "casual" player that EFT may loses from the True Tarkov Experience, what if it "gains" that many and more who are attracted to EFT's vision and scope? ----- Thoughts? Suggestions? Improvements? Thanks for reading! ----- PS: Everyone I play with is eagerly awaiting Nikita's True Tarkov Experience and, even though we're all adults with families and jobs, etc we welcome the more hardcore elements of the game with open arms. I know it's controversial, but we all 100% support secure-container restrictions -- and even removing them altogether. But that's just our take on it, no bully please
  2. Jemahne

    My Container Suggestion

    Hi Nikita, devs, and the Tarkov community Hopefully the developers may look at this versus the current Reddit posts flooding about, and I would like to share my opinion on containers. Currently containers are in a good spot, but they can be improved and become better. My idea is to have containers only be usable once in a raid, and that's it. What this means is having to actually scour a loot location before making the decision of accessing the container to put items inside the container itself. The only limitation that I am suggesting is that you can only move items inside the container itself once in the raid. You will still be able to use your keybar, docs, SICC case, etc, and you should still be able to utilize the items as well as meds. I understand this is a part of hundreds of other suggestions, but I hope that this one stands out a bit more.
  3. Lui_Fyre

    The Hatchling Epidemic

    No Offense to any of the devs because I respect you, but how are you gonna make a game about Gun play that can all be out played by a guy that can run toward you and take enough bullets for him to get close enough to make your gun go up , to then one tap you with a hatchet? The Hatchling problem wasn't a big deal a few patches ago but every raid on every map ,( dont get me started about Factory), has at least half of the players running around with hatchets. My proposal is not to remove hatchets but to nerf them to a point where it takes 4 hits to the head to kill a player and 8 to the body (no armor) or add armor to a level 1 merchant. This would of been one of the first things i would've done if i developed this game. There is no way ,this should be a thing . There's a lot of bugs in the game and this doesn't help the situation at all.
  4. Honestly I'm curious why so many people in this community and the Reddit community are so toxic towards hatchet runners.... Now i know someone is going to come in and proclaim because they break realism... That is fine, I understand that but people need a way to make $$$. Few things - Kolpak and 3m (Tarbank) makes you almost invincible to a melee player so they arent a threat unless they find a weapon. - They cannot defend themselves against scavs or players so they need to either be sneaky or get in and out. - They rush loot spawns because they know the above. But gear players could rush the same loot spawns and get there quick enough to make a hatchling dead before they could loot... - The worst damage they can do is 4-9 slots of loot. (1-6 if they have a doc case and a key bar)... But but but bitcoins, rollers,and g.chains.... Yea yea i know but even then they are using their only advantage speed. (quest items dont count, since most of them need to be extracted and death removed them from your inventory, so going naked is a risk) - No risk, high reward.... Sure but if they want to make any money at all they need a backpack, which is more risk... and once again they must get to the loot first and with enough time to loot, for them to capitalize on the 1 slot loot items. Real low risk is fort, fast, m4(with drum mag) 4-5 man squad, knowing that your basically a moving tank and can kill anyone you see, and if you die your squad will ditch your gear for you.... - Geared players don't want to move fast and rush area's like hatchlings... but they want all the loot to still be there when they finally arrive after slow walking the whole way... (completely unrealistic expectations) So tell me why, in your own words, that you despise hatchet runners and why you think they should be prevented at all cost. Also explain your solution to how players with low $$$ or who just lost all their gear can climb back up the gear ladder efficiently without relying on hatchet running, and 'GIT GEWD' isnt an acceptable answer its just trolling. Basically if there isnt a mechanic that allows someone to recover from a streak of bad luck Tarkov will become a game where once your out of money you are forced to only play once every 30 minutes as a scav...
  5. Kennanjk

    I dont have a hatchet

    So i bought eft the cheapest version a while ago then for the ve day sale bought escape from darkness version and then when ever i reset my account i don't get a hatchet not the biggest thing in the world but still pretty annoying i don't have my hatchet which was a significant part of escape from darkness.
  6. deiviux90

    EoT Edition - Didn't Have Tomahawk

    Hello, The day before yesterday I decided to get back into the game after a 7 month hiatus and noticed that I didn't spawn with a tomahawk, but with a bayonet knife instead. I asked a friend of mine why this was he said he didn't know, so I googled this for a good 10 minutes and eventually found out that only players that own a copy of the Edge of Darkness edition will now spawn with tomahawks. I do own the EoT version of the game, so I'm not sure why I didn't spawn or have a tomahawk in my inventory. Although, that's not to say I wasn't able to buy one from the fence and keep it. Does anyone with knowledge of this issue have any answers or solutions to this?
  7. lllPug

    How to FIX every PROBLEME?

    Eroktic made a good point with his video "Escape from Tarkov - How to FIX every PROBLEM? Container Efficiency GUIDE 0.8.6" so I'll just share it here hoping people do it as well, and mabye one day we'll make Tarkov great again мы рассчитываем на вас, Никита
  8. ISweepy

    Hatchling butchering

    Is it really necessary for everyone level 30+ to murder every hatchling you see? Like cmon guys you don't need to go hunting down the bambis like that, let them go quest. If they aren't running straight at you just let em bug off, not like they are gonna kill you in your Fort/FastMT
  9. Note: This post started on reddit, but I am fairly certain that a forum format will fit it better. Forward: Currently in EFT, there are three root causes of the hatchling plague. Lack of a cohesive, early game strategy. Players starting off will get cut down due to a large variety factors, and getting cut down is a powerful motivators, breeding complacency among new players: Use your case, you can trust it. Funky early game economics. Common mechanics among basically all shooters, that allow players to exploit the inherent nature of netcode, that make it so running around with a melee weapon isn't as risky as it should be. (Namely, that sprinting is very fluid, which makes it easy to exploit netcode to reach melee range safely.) Complacency is the end result of the causes of the hatchet syndrome. If we cannot fix this complacency, we are always going to have a few too many hatchet runners. What I have seen out in tarkov is pretty simple: New player buying the cheapest guns will end up disappointed. They are limited to ammunition that struggles with class 2 armor, and not able to obtain a full set of armor. Can you think of a self respecting geared player who consistently runs without class 2 armor? Maybe they read a guide, and heard that the two starter 7.62 by 39mm guns are very good. They are, but these guides will still betray new players if they fight a lightly armored opponent, as the new players available rounds for 7.62 by 39mm are in the form of hollow points, which don't jive with armor. So they take aim at an armored player, they shoot. They die. Perhaps they shot a scav and attracted a dozen hungry players to their position. Perhaps they simply looted their spawn. It doesn't matter. Their knowledge betrayed them, their gun betrayed them, and the guides betrayed them. One thing didn't: Their secure case. This is how hatchlings are born. Players who make a habit of using suppressed firearms without hiding and waiting for the other PMC's to leave the map are going to end up losing the will to gear up, and becoming complacent in the fact that only two items will never leave them. Their hatchet, and their case. Until they finish whatever grind they lay out for themselves before they can say they are a real player, or quit the game, these will be their tools. Now, to talk about how I would actually solve this issue of complacency, of helplessness, and not knowing where to go. The First Step: Give new players consistent, repeatable goals. There are the two things we need to do to break players out of the hatchet mindset: To teach them that escaping with a backpack is worthwhile, and to motivate them to fight scavs. Guns are nice. They are fun to use. They are why we play the game. Yet for a new player, they can be a deathtrap if they don't learn when it is unwise to use them (Especially with the lack of armor piercing ammo.) Its the use of backpacks that precludes everything else in destroying the hatcheters mindset, since its what makes all other gear worth it. The other step is to motivate players to become stronger then a scav, and to make it so there is some sort of consistent reward to rummaging a scavs pockets. It doesn't matter if its in the form of some consistent barter good, a set of daily repeatable task, or whatever. Reward players for facing the scav menace, even if someone else happens to shoot them and take the richest loot. I wrote a post covering this previously in the form of having the picture ID's of these former civilians be a barter good which can be exchanged for duffle bags that might contain basic things, like Saiga-9's, Toratov pistols, 3M armor, car medkits, and other things that might make a player reconsider their life as a hatchet runner. (With more consistent, precise rewards being offered as trades for larger quantities of ID's.) Thus, photo ID's of dead men would fill both requirements to breaking through the first major causes of hatchling complacency. It would kill the gear fear for backpacks (The ever so vital first step,) and it would motivate them to fight and kill AI units. Granting them extra goodies would be a secondary motivational effect. Lastly one of the early game maps, be it sububs, the streets of tarkov, or perhaps the several few first maps should have a lower number of PMC spawns per square kilometer, but a higher scavanger population. Why? Having high PvE in the early game would give players some chance to learn, stock up on a variety of basic weapons, and experiment with the game in a healthy fashion. The Second Step: More realistic running. Another part of the hatchet problem is that running in tarkov is very fluid, and your turning radius is just as good as it is when you are walking. This is often fine in other shooters, which is why such fluid sprinting mechanics are common. After all, in other shooters, it is common for all players to have standard issue shooty shoots. But in tarkov, this has made it so sprinting forward in silly patterns to bug out the netcode with a high damage melee weapon has made a shockingly lasting mark on the games metagame. After all, its free. Its silent. It doesn't betray you. Simply put, make it so your turning radius while you are sprinting is smaller, and make it so sustained sharp turns eat up speed and stamina equally well. Suddenly, zig-zagging squirrels no longer need a high capacity magazine to counter them, as their movement will be much less erratic. The third step: Adjusting the markets. I am going to divide the weapons into tiers here, for the sake of ease of explanation. Tier 0: Melee weapons (Rock bottom.) Tier 0.5: Obsolete weapons (Weapons that should be better then melee, if just barely, the TOZ and the like. It takes a good deal of skill for this to be preferable to a melee weapon.) Tier 1: Civilian and law enforcment weapons of the Non-AP variety (Good for PVE, bad for PVP.) Tier 2: Hunting weaponry (Slower firing weapons with the ability to beat armor with the right ammo.) Tier 2.5: Specialized Military grade weapons (BASR, and the like.) Tier 3: Assault rifles and Semi-Auto DMR's (Essentially, the best anti-armor weapons.) Of these tiers, Tier 2 (Vepr->OP SKS,) and Tier 0.5(Makarov-TOZ) are both reasonably priced. The Tier 1 fits the range of weapons from (The Saiga-9/MR-133->AKS-74U,) and aside from just the AKS-74U, these weapons are grossly overpriced (Basically most other weapons in this weight class should cost less then the AKSU variants, barring a few obviously very high class weapon variants like the MPX.) These weapons are the weapons which I would think would be the bare minimum for busting a player out of the complacency of not trusting guns, so their availability should be increased. This shouldn't be too controversial of a change: After all, its not like a Saiga-9's going to pierce a FAST-MT and cost you a full set of gear. Tier 2.5 is rarer then it should be, and I hope the game can be tuned so more of the Tier 3 weapon playerbase would be interested in using them. The 3rd tier of firearms may be more common then it should be, since their firepower is completely overwhelming, and almost completely out of reach of the players we need to motivate to "get gud," it may be wise to make it more difficult to make their use be profitable. After all, being faced with a completely overwhelming forces is part of the pie that causes new players to become complacent. Yet this step isn't mandatory. Solving the hatchling plague isn't best done through punishing the strongest players, or the newest players, its making the next few rungs on the ladder up from hatchling a bit more intuitive to reach.
  10. Disco-jo

    No hatchet

    Hi guys, Just a quick question from me, I have the EOD edition of EFT and I no longer have a hatchet, I just have a black knife, is this normal? Thanks in advance guys
  11. Ikari-Kun

    How to End Hatch-lings for Good

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


    Come on.. i have now tryed serval times where i have Armor + helmet to get one shottet by a stupid Hatchet! Its keeps happening.! Its way to overpowered.. And ive also just died to a hatchet, i shoot him with a shotgun and he "stops" for half a sec, while it loads next round as they do.. he then sprint again and hit me on 4m distance!? cause of the sprint/lag/bug whatever it is.. Fix this already!!!!!!!!!!!!!!!!
  13. kyrb

    Ideas to limit hatchet-runs

    At current stage of the game, we can see 2 main types of players. Ones, who do hatchet-runs to not risk with anything and gather as much valuables as possible and the others, who actually want to play the game. It wouldn't bother me if I'd see an hatchling once in 5 matches, but seeing alot of them every game is disturbing. It's painfun to watch, how careless they are and it's ruining the Tarkov environment for me and probably for many of us. This kind of meta just doesnt fit into this game. So, here come the ideas (which are not meant to work together, just giving some options you can choose from): Make it impossible to put things into safe container during the raid, so you can only use keys/meds or whatever there is in your container, but not to insert anything there. Tax for using safe container - So pretty much like insuring your items, you pay for example 5000r per raid to bring safe container to the raid. Refine the safe-container system - Make the container system sort of, more realistic. Make some "hiding place" slots instead of containers, so the loot that is put into these slots are lootable, but there is only 1-5% chance per looter to find this stuff. Also, hiding your stuff during raid should take time as well as mag loading does. You can also link the looting skill with it so the more corpses you loot, the more possible it is for you to find that hidden stuff. Since the hidden stuff is lootable, you can't get your hidden items back instantly after you day. You should have to wait like an hour or two before prapor comes back with his dogs and your stuff . It would not only make hatchlings more careful, but it also makes gameplay/looting more exciting since you can find important items from player corpses too. So the new meta would be: No raid is safe
  14. DaLexi


    Eins vorweg, meine Kommentare sind prinzipiell bissiger gehalten. Ein kleiner Tip für gewisse Leute. Hatte gerade wieder die lustige Situation das wie so gut wie immer alles was in Customs versperrt ist schon offen war bevor ich ankam, bewegte mich normal aber zügig über die Map. Natürlich liegt wieder mal irgendwo im Wald ein Hatchling herum, beim Zelt (Duffle) lag ein Stick und jetzt kommt's, 114 war offen, alles ausgeräumt aber der Vollhonk hat es versäumt auch nur eine Sekunde auf den PC zu glotzen. Jaja, da steckte wieder mal ein Stick drinnen (sehe ich öfter). Das sind wahrscheinlich die selben Personen die stundenlang auf Woods "rumhatchen" nur um die Sticks zu bekommen. Seit dem Patch habe ich 7 (SIEBEN) Sticks einfach nur so beim "normalen" Spielen bekommen. BTW: Marked Key, Keybar, Docscase fehlt mir noch immer, ich könnte heulen.
  15. KreatureOfHaviQ

    Hatchet hit radius?

    Genuinely curious, I've been hit by several single swings of the hatchet from what seems to be about 3+ meters away, a very good distance longer than a human arm should/can swing a hand tool (arm and tool length combined). I am very noob, but can survive at least one hit from such an odd distance let alone, being hit? lol (I had a damn vepr and only got a few shots off which connected, but didn't drop him) I wasn't hit in the face either by this hatchet. Is this a netcode issue?
  16. I'm well aware that a makarov even is often enough to take out a naked hatchling. But that doesn't mean its fun to run around and see one or two guys with actual gear, and a horde of people with nothing but a hatchet, with nothing to lose. Absolutely no enjoyment is to be gained from slowly clearing a building, just to be rushed by some dork with a pointy stick and lose all of your gear. We already have the scav system in case a player loses absolutely everything, they always have the ability to get more free loot by just running to the exit every 30 minutes. I personally think it should not be allowed to enter a raid with just a hatchet. Not sure how that would be enforced; maybe a point value attributed to every piece of gear, and you need to have a certain number of points in your loadout, not counting your safe case, in order to join a raid. Maybe you would need to at least have a firearm of some kind, and be unable to enter without one. I understand its still early in development, but at least by final release something needs to be done about this. Especially when you consider that you don't lose melee weapons or really have ANY penalty for dying as a hatchling. And yes, before anyone asks, I am really salty right now about losing to a pair of lucky hatchlings. But that doesn't make my argument any less valid. Thoughts?
  17. LukaTheSlav

    Hatchling possible solution.

    Okay, I think all of us are aware that hatchlings do exist and that hatchet running is highly effective and that it needs a rebalance/fix. My idea/solution is not uniqe because I thought of it thanks to a comment on YouTube. Other people may have already suggested this, and if soo I apologize for repeating or spamming. Idea: Adding a PMC cooldown to the game for when you do not bring any primary or secondary weaopns, soo if you have a cooldown on your PMC you can simply remove it bt bringing atleast a TOZ - 106 or PM pistol, and like that they atleast have to risk something. Or if we want more drastic changes maybe add a bottom limit of how much the weapon has to be worth to remove the cooldown, like a Saiga 9 or a Vepr. The cooldown could be up to like 6-7 minutes maximum.
  18. carthagelost

    On Hatchetlings & Response

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

    Knives and hatchets throwable?

    Anyone else think it could potentially be cool if you were able to throw the hatchet and maybe the knives? i feel like it could work really well with the weapon mastery deal. I'm not exactly sure how the weapon mastery works but i assume its self explanatory.
  20. ShadowSlimeYT

    KOS bei Hatchet Runnern

    ist das auch öfter bei euch das Problem, das ihr direkt von Richtig gut equipten Spielern beschossen werdet?
  21. bj24edrftcv


    I personally have observed that the hatchets and the people who come completely ungeared with them only.... are unstoppable murder machines, especially on factory... HERE I AM, Basic AVS with 4 30 round 5.45 mags with an ak-47n with nice scope set to full auto. I take this loadout onto factory to encounter hatchlings EVERYWHERE. I run into one on the stairs to office... he died fast.... lucky me... a second later another one pops up so I bolt out in hopes I get a full mag... I turn and dump 30 ROUNDS INTO HIS CHEST WHEN HE HAS NO ARMOR... he keeps running... so I bolt again reloading once more... TO TURN AROUND AND DUMP 25 MORE INTO HIM BEFORE HE 2 HITS ME WITH HIS FLIMSY CHOPPER!... I mean seriously why use expensive/nice gear when I can just HATCHET it up? HATCHETS NEED A NERF OR make it so hatchets are lost on death!!!
  22. When you die during the raid, let the price of your lost dog tag be deducted from the amount of money you have. That way your death would always incur a loss, so you would have a better incentive to take at least a gun into a raid, and possibly some armor and meds to increase your chances of survival.
  23. PoliteStranger

    EFT Summed Up In One Picture

    If this doesn't represent the beautiful balance of Escape From Tarkov I don't know what will
  24. Sharpie

    End Hachet runs

    Hatchet runs are killing the game. They break the realism and atmosphere being created and will ruin the economy of the game. It has become so prolific now that most games have at 50% hatchlings which is spoiling the game for all. Hatchlings are also seen as an easy way to achieve quests at no risk which is surely contrary to what the devs intended. Maybe a penalty should be implemented if a minimum kit is not taken into a rain and the secure containers not available?

    Hatchling/ Hatchet runs

    I always wonder why people go hatchet runs all the f..king time. I get it where there was a wipe and you just want firstly full your stash and then start playing after but it´s like few days or week most. Also I get it when you want to do sometimes like a challenge sometimes when you go always full gear runs and just want to chill I guess but really amount of melee warriors here is bigger than in Chivalry or Mount & Blade sometimes (little bit of exaggeration there fanboyzzzzzz please get over it). I would just like to know why would you go for hatchet runs whole time where is the fun in that. I know that gear fear it´s for some people really big problem but really this is the main point of the game that you lose poo just finally get over it people. In other way I don´t see another reason I think that just exploiting the game mechanics to get more gear is kind of pathetic and the worst reason is that you are ruining the other people game experience and also yours (but who cares do what you need to do ...) Don´t forget to cry when a wipe will come when you don´t even be able to lose your poo for that amount of time.
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