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  1. 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.
  2. beartheninja

    Gun range?

    I realize that this may be something added way down the line, but it would be helpful to have it sooner. Would it be possible to add a gun range option to the game? Maybe something similar to the Training mode in PUBG?
  3. Escapers! Der Grund warum Escape From Tarkov so beliebt ist und sich ständig erweitert seid Ihr, die Community. BSG setzt sehr viel Wert auf die Zusammenarbeit mit der Community und benötigt euer Feedback und sogar Ideen. Diesmal stark verzögert aus bestimmten Gründen. Der Thread wird bis zum 08.03. offen bleiben Wie wird das ablaufen? Zum Ende eines jeden Monats wird solch ein Thread erstellt und steht euch zur Verfügung. Dieser Schließt dann immer am 01. jedes Monats um 0 Uhr. Ich werde NICHT das Forum durchsuchen, wenn hier nichts gepostet wird, wird auch nichts reported Was können unsere Posts enthalten? Nun, sowohl Feedback (positiv & negativ) als auch Ideen zu Waffen, Waffenteilen, Anpassungen an Karten, Gear, Bewegungen usw. (keine Grenzen) Wie muss das aussehen? Feedback klar sachlich und konstruktiv (kein Hate) Es kann hier auch Feedback zu 0.10.x gegeben werden Ideen einfach beschreiben Denk bitte daran keine großen Romane zu schreiben und sachlich zu bleiben. Wir müssen eure posts dann nämlich aufbereiten und auch noch übersetzen Wenn es schon jemand gepostet hat, dann macht eine Spoiler Nachricht und schreibt +1 darunter. Auch bereits gepostete Ideen aus einem älteren Monat sollen nicht im nächsten Monat nochmals gepostet werden. Danke und Gruß Hummz PS.: Bitte keine Diskussionen starten hier, es geht hier "nur" um Feedback zum Spiel und Ideen für das Spiel. Haut in die Tasten
  4. addbow

    Operation: Gun Suggestion

    So I was really bored today so I thought I'd make a list of the weapons I WOULD like to see in the game, I do not expect any of this to happen but I thought it would make a fun thread! Make sure to add any gun/weapon YOU want to see that you didn't notice in the list. What do you Think about this list, is it good or bad! Cheers, see you all on Factory///DiCaprio AEK-971 Russian AK platform Tavor TAR-21 bullpop Steyr AUG A1 9A-91 MK-14 Semi-automatic marksman rifle SMG K7 Honey Badger PP-19 BIZON (iknow we have the vityaz but I Think this is a better looking version) UZI CheyTac Intervention Walther WA-2000 AA-12 G36E Remington ACR Kriss Vector UMP-9 P-90 These are the guns I'd like to see in the future, there are a few more but there is a reason I didn't add them, take care and I hope you enjoyed!
  5. Nothing fancy here, just a series of ideas I think would improve the game. 1) Helmets I know this has been a big one lately, videos of helmets eating entire magazines worth of rifle rounds and especially when combined with visors turn players into bullet sponges. It doesn't seem particular popular, nor is it realistic. Only a very few select high end helmets are even rated to stop rifle rounds, and no visor I know of that can do rifles at all. And most wouldn't take dozens of hits to 'eat through' them. After a few shots they'd be seriously deformed or destroyed. I think a general solution here would be to reduce the level of protection provided by helmets by one level across the board. Level 3 goes to level 2 protection and so on, and some are moved around to reflect their real world effectiveness, like the Altyn being moved down to only level 2 protection. On top of that, probably even bigger, is that their durability should be dramatically reduced. Lots of helmets, especially when combined with visors, will have well over 60 durability. I think that even helmets like the Altyn and FAST with visors should only have at max something like 25 durability so that it will take far less hits and reflect it's real world performance more. Also, an idea would also be to have a distinction between soft armor and hard plate armor for some ammo types, such as slugs. Slugs could do a lot of blunt damage for someone wearing soft armor, but nowhere near as much deformation and damage for someone with a steel rifle plate for example. 2) Medical and Health- Healing over Time Right now, people have their meds tied to their hotkeys so that they can heal on the move and during fights for added advantage. Several patches ago, you could also instantly reload magazines and do it very quickly, and even during combat until they introduced reloading. I know they're going to come out with medical animations, but in the mean time as a place holder, I think it would be better to have something similar with meds that was done with ammo. Have meds only be able to be applied while in menu, and give them a timer so that they'll 'reload' your health the same way loose ammo 'reloads' your magazine. It'll stop people from regenerating like wolverine, add a nice amount of realism, as well as requring more thinking about how to approach a fight and what to do post fight since you'd have to find some place quiet and out of the way to try to patch yourself up instead of doing it on the run. And this would go for fixing certain debuffs as well. Painkillers should take time before you feel their effects as they work into your system. Bandaging should take longer to apply. On top of this, I also like the idea that you shouldn't be able to recover to max health. Only a certain fraction of health can be regained by meds when your shot, it shouldn't heal you all the way back to 100%. Only being able to regain 50% or 25% of health lost I think would better reflect the impact of trauma on the body and the lasting consequences from fire fights, meaning you'd need to think more before engaging, and the same with broken/blacked legs. Painkillers or splints would only be able to partially restore mobility, but not completely like you're on a brand new pair of legs. Only like 30% of mobility restored. Enough to stand on, but you're not running or jumping on a leg that's more buckshot than meat. 3)All key racks should have chance to spawn all but the most rare of keys (factory, kiba, ect) , might help break up the monotony of the set spawn locations by giving them a chance to spawn in key racks. 4) Locked safes should give out better loot than unlocked safes instead of just being regular safes. Same with the registers. And locked rooms, Kiba store, ect. If you need to go get a key, or two keys in Kiba's case, it seems like because it has the extra security around it, and limited access, it should have more behind it than just readily open rooms in the Resort, Interchange, or in the Logger's camp. Kiba is pointless if you can just hit Resort with no keys and get more out of it, or hit one of the dorms in customs. But I think that if anything loot generally should be buffed and spread out so that it isn't so concentrated to centralized locations. 5) And last just to finish this out, but I think that items should across the board should be as realistically priced as possible, and also that how much is up for bartering either should be generally reduced, or simply maxed out traders will allow you to buy any item for just currency. Once you've got the maximum amount of loyalty level, I think they know you're good for the money so it doesn't make sense to have them continue to need bartering for you. As I said, just thoughts lately about the game at this point in time.
  6. Foxracing

    Weapon Ideas and Additions

    Lets test this out my American friends. As we all can see there are quite a few different guns in the game that are common in places within the Russian territory. Think of the SKS and how many civilians use the gun. Id like to bring into attention a multitude of different caliber equipment and the possibility of modifications on these (i.e. packing your own rounds, or controlling your weapons recoil and drop patterns). The united states is home to some of the best created equipment known today, and the multitude of weapon mods and calibers we have is phenomenal. Be creative, and be precise. To get a forum like this noted we need to do our homework!
  7. Electric_Tiger

    Forums Banner

    Hey, developers! Right now lots of details are by word-of-mouth and along the lines of "I just heard that.." So I'm thinking that a good ol' fat banner at the top of the forums would be beneficial for everybody. You could drop a quick status report on a patch taking a little too long, or even hot new announcements with a link to the announcement embedded in the banner itself. This could cover anything from Reddit and Twitter announcements, to Twitch streams involving developers and even things that are note-worth inside the forums themselves. I honestly think this idea will help spread the information you want to faster, and more reliably that what is currently being done. Every informative source seems to be random and scattered across different media platforms. Having a source for all information developer-related in the home of your game, the forums, that lets us know where to look for anything we might be interested in could help eliminate this lack of information a lot of people are feeling.
  8. s3baz

    Imagine animals

    Imagine if they had small animals so that way it can be dark and one will just move inside the building your in and scare yo pants off? lol
  9. keremit

    Ideas For Vendors.

    We all know that this is a game played by many people and many more to come nevertheless most of the players are from Russia and Usa moreover there are many items/weapons in the game relevant to those country's. And I have a idea for those are from country's like French, Italy, Spain, Poland, Germany and Turkey. A supplier can come to Tarkov as an Event and can bring guns from their home country as a exchange of Russian and American weapons or money. For example Beretta rifles from Italy or Heckler or Koch weapons from Germany as well as MPT-76 from Turkey. These new events will make people want to come back to the game because of that weapon from their home country they want to play with and will make the game more interesting and fan for all people around the world who are playing this game.
  10. Beez-

    Tarkov Development Ideas

    Just a bunch of ideas that are on my mind which could be implemented to create a (I think) greater Tarkov Experience. Random S***: Magazine stickers/tape for Identifying mag types. Add Mag grips, with or without functionality. Para Flares for Night time Raids and to kill Night Vision. 2 Slot item fires into the sky and illuminates 500-1000m^2 for 45s-1min. Not too Expensive. Character: Hiring cost implemented for each PMC you use, RNG character based on ~3 tiers of Operatives with differing costs. Set number of PMC's allowed at once based on Account type: Upgrading to EOD would not only be a stash upgrade, but a BASE upgrade, allowing more PMCs on your roster at once. ***PMC's who are injured need real time to heal*** Create seperation from sets of Universal Account Skills and Specific Character Attributes to build on. Even a Low tier PMC who survives a number of raids will likely attain better stats than a higher tier PMC. Allow Scav runs whenever for free, but if you survive they will skim the best loot for themselves! (Can't build up any scav character) Medical: Change head hitbox into Head/Face/Neck regions, Where: Head only is protected by most helmets, Face shots are instant kills, (Around eyes and nose area) Neck shots (Top of chest to mouth area) cause heavy damage and Severe bleeding. (Add neck armor region on certain heavy armor?) Adrenaline: Right before you lose a limb, your adrenaline kicks in keeping the limb at 1hp for 30sec. (dmg to limb as per "blacked-out" limb for duration) Since Painkillers (~2s animation) take ~1 min to kick in, There will be a short period in which a player is vulnerable after losing a limb, unless they use morphine right away, which kicks in ~25 seconds (~2s animation), Or pre-pop meds. In order to discourage constant pill popping, each time a painkilling item is used, the next item of the same type will have a 20% reduced effect time. May also encourage players to value BOTH items ie start with pain pills and seek Morphine if staying in longer, or just use morphine when able immediately after wound. Blacked out limbs still suffer a -10% penalty to aim/speed even when on pain meds. Get rid of Stomach hitbox. Add internal bleeding (could link to fragmentation), which slowly reduces maximum hp and cannot be healed mid-raid. ALL bleeding causes dehydration. Bleeding also slowly reduces MAX hydration, while an IV bag (small increase) or *Correct* Blood bag (Max) could bring you back to strength. Dehydration to have severe negative affects on character in terms of stamina/regen etc below 25% threshold, with minor affects starting below 50%. Energy drops more quickly. (Why have food in the game if it is utterly, utterly pointless?) "ProjeKts": ProjeKt COdeSign: "Optional" karma system based on reputation where Agreed upon hand signal (very obvious) can be used to other RANDOM players within a short distance. If they respond you are both bound by "karma" penalties for betrayal and "reputation" points for succeeding together etc. (First Aid, sharing ammo/items) *Insert Tarkov backstory/Lore* ProjeKt REtraction: Secondary mission if your PMC goes down (not from a headshot) less than halfway through a raid: deploy into same raid as a covert op (pistol no backpack?) and attempt to EVAC your wounded PMC. *To be Released with compact smg's/pdw's as sidearms - DLC anyone? - *Meh Idea...* **Feel free to critique or add on any of these ideas!**
  11. Drsoldier


    Hey devs, I am a escape from tarkov player and I was wondering if you are ever going to work with discord? Thank you for supporting the game so far, sincerely One boi
  12. The Setup Just got done with a factory run. Kiver, Paca, Scav BP and a decently modded M4. I notice no one spawned on my side of the map, so I guessed there was a group of friends that spawned on the other side of fact. Sure enough I hear quit a few silenced guns as they fight Scavs. I move through blinking light hallway, as it all goes quiet. Move through the whole map, nothing but Scavs. Decide to loot the Scavs and head off. When opening the back door for the normal extraction point, three dudes unloaded silenced pistols onto me all while sitting comfortably inches away from the extraction point. No way to counter play it, without having to unload two mags of ammo to hit every corner of the room before opening the door. No way to shoot back when opening the door with the animation lock. I'm really disappointed. I normally wouldn't care to much if I had died to someone out positioning me in a fire-fight. But I get reeeaaal annoyed when I die to a bunch of little assholes friends camping a door that guarantees a free kill because of the animation time. I can replace the m4 and armor super easily, but it just sucks. They don't deserve the loot. Ideas to fix this Allow opening a door from the side Allow players to open doors without standing directly in front of the door I.E. where you're going to get shot. This could lessen the chance of being insta-killed without the ability to take cover or fire back in reasonable time. Some walls will be shootable through, like the walls in the Gate of factory, but it will certainly lessen the chance of being blown away in an animation. Not sure if this slated for addition later down the line, but if not I'd like to see it! Make the entire second room of Gate 3 an extraction zone This would give campers less of an opportunity to get the jump on players, but wouldn't entirely fix the problem only make them camp the first room, which is still a problem. However usually when opening the second set of doors, players have already let their guard down, so restricting campers to the first set would be nice. Put in some form of penalty for players who are found sitting for long periods of time within a certain radius of an extraction point. Here is a rough idea of what I mean by this. If a player is found sitting in this same radius of the extraction point, it will maybe fine the player, maybe lose a small amount of relationship with a trader? When the karma system is implemented, it could take away positive karma for camping. The Wrap up Now I know the best ways to not die to this is to play much more carefully. It is also my fault for having not farmed for the factory key yet, but I think these kinds of people are just a nuisance regardless. I rarely get upset at Tarkov, but this got me really annoyed. Any input on this idea would be greatly appreciated! Thanks for reading!
  13. First of all – I know that clans are planned and this IS NOT another "pls add clans" thread. I just want to share some ideas on how they could work and be implemented. Also, keep in mind that all the numbers (like prices) are arbitrarily selected by me. I give them as an example of an idea and how I'd do it. It does not mean that these numbers are good, perfect or should be in game. I lack statistics, insight of code, database and other things. Name – I think name "clan" or "clans" is not immersive and not lore-friendly. I suggest that name of player established groups should be called "Divisions" (like divisions of their military company). Cost – Should not be free. Should require substantial money. Let's say 20,000€. So only very wealthy players OR group of players can afford it. After all 20k divided for 5 players is only 4k each. This will also put in favor players that have Skier lvl 3 (they can buy €), so players lvl 20 and higher. Cost of establishing a division can work as a money sink which in the long run will be needed in the game. Size – Should not be infinite. Should be small at start (limit of maybe 5, 10) with possible expansion (that costs more money, let's say 1,000€ per slot). Minimum players – To establish a division, I think there should be minimum of 3 or 4 players including the founder. That should discourage players like me that would create Division only for themselves or maybe for 2-man groups. Establishing Division – in order to get Division, a player must purchase some kind of paper (like map), let's call it "Division Contract". While in-raid and close to other player, a holder of the Contract can on wheel-menu (door-like) select "Ask to sign" option. While signing, both holder and signer are in animation for 10 seconds. When holder of Contract gets signs that are at least the minimum and no more than maximum of initial size, he can turn the Contract "somewhere" and Division is created (he can choose name, logo, description and whatnot). Division Contract is destroyed in the process. If there are free slots, the founder gets that many "Invite Contracts" via Message system Inviting to Division – very similar to signing the Division Contract, but for each slot there is one Invite Contract, that candidate must sign and then a holder of contract (founder or officer) has to turn it in. Roles & Permissions – at this point I see no need for more than 4 roles: Founder / Headmaster – person who is in charge of the Division, has all the rights (and can manage rights) Officer / Manager / Executive – person of power that has some rights like invites and kicks Member – self-explanatory Recruit – someone new, at this point only as a mean to easily differentiate from full members What advantages of being in a Division could be? TAG – 2-5 character tag that's before PMCs' name. Game should not artificially add [ and ] characters. Tag should be separated from the name with a whitespace. In some cases, tags could be shown in parenthesis after the PMC's name. Chat – Division should have at least one chat channel. Possibly ability to add and manage multiple ones. Identity – no player could pose themselves as a division member if they are not one if tags are game-managed. Also, Division's reputation could affect how others see the members (like "I got killed by THAT clan. wow. And I killed two of them. That was fun!"). It would strongly help players to identify with groups and feel connected, proud or whatever, not only through Discord/TS, but also in game. Easy Lobby – Division's members should be at the top of the lobby and in different colour, in orded for easier and faster inviting Immersion – Of course not everyone pay attention to that, but requirement of in-raid signing the papers and being "tagged" can have great positive impact on immersion. There is a lot more of possible Division's advantages, like Division Storage, but that's a topic for a separate thread. Which you can read now, just click here! Thoughts? If you like that idea, give some upvote and share your thoughts in the comments. You might also want to check, comment, and maybe upvote/dislike my other suggestions: [RELATED] Division's Storage: link [HOT] UI for loading mixed ammo: link Random events (with possible loot): link Usage of batteries to power gear: link Making ammo boxes great: link Hiding HUD: link PS. 20,000€ is roughly 2 million roubles. By no means this is "impossible" cost. I'm almost sure, that almost every player could currently afford that. I gave this amount as an idea, but I don't see reason for not increasing to 50,000€ or whatever else. 1,000€ is roughly 100 000 roubles. Even if a Division requires players to pay the "limit increase" fee, this should not be an issue. Also, I think that this fee could increase with size. So at the beginning it's 1,000€ if size <= 10, then 1,500€ if size <= 15, then 2,500€ if size <= 30 etc. You get the idea. And yes, this could be of course more expensive, I just lack the aggregated data from database so I'm throwing random numbers
  14. My Freind Bought Me A Copy Of The Standard Edition But Im From The US He Bought Me The CIS Version When He Realised That He Tried To Upgrade My Game And It Didnt Work. I Then Proceded To Make Support Request And So Did He We Both Got The Same Copy Paste About Regions.... Now What.... Then I Head To Reddit About This And People Say Buy The Upgrade... When We Already Have... If I Buy The Upgrade That Means My Freind Got Scammazed. Any Suggestions On What I Should Do???
  15. So, my idea is to add a hotbar option for ammo for sniper rifles, and if possible the option to leave your bolt open after firing your last shot. There's already a really neat animation for this: I think it would be relatively easy to do, since there's already an animation. Honestly, if I could even just drag it onto the rifle (I tried in the video) it would be way easier than having to inspect and drag to a special slot.
  16. We all know it. Ammo boxes. Trash we have our stashes full of. The most discarded item ever. The single item that can mess up entire Fence's inventory. We all had it, we all hate it, it have no apparent purpose (at least that I know of). Why we hate it? It holds less ammo than a stack of "loose" ammo of the same space. You can only sell it to Fence for 1 ₽ What we know about it? Can be insured I have never tested if insured ammo box would return ammo. I assume it won't (just like mags) What can we do to make it great: Make it so traders sell ammo only as packs. So you can buy 1 box, 2 boxes, 1000 boxes. etc. Well, IRL you don't go to munition store and say "gimme 5 rounds for that 9 Para". Well, at least not where I live Make it so ammo packs have same capacity that "loose" ammo have. Buff packs or nerf stacks. Make it equal. Make it so you can insure ammo boxes (already in game), but it will return it with ammo that was inside. As I've said, I never tested it. If it's ingame already, then great! No idea if possible, but allow ammo to be packed in any box of the same caliber, so we can pack 5.45 Soviet BS into pack of 5.45 Soviet PS. No idea if possible/easy to implement, but allow to sell ammo only in boxes, not as stacks (well, maybe "ignore" ammo in gun's chamber and mag, for convenience). This would help with Peacekeeper exploit. You buy 30 rounds in a box, and you can only sell ammo in a box (any amount inside). Since you can't buy empty boxes, you can't exploit. Thoughts? If you like that idea, give some upvote and share your thoughts in the comments. You might also want to check, comment, and maybe upvote/dislike my other suggestions: Random events (with possible loot): link Usage of batteries to power gear: link UI for loading mixed ammo: link Shift-click to fast open containers in inventory: link Hiding HUD: link
  17. GDeathScythe116

    Magazine Inventory?

    I've looked around and haven't found anything, but are there any plans for there to be a magazine inventory window? I like to mix tracer rounds into my magazines and splitting them up into different stacks (although works just fine) can be a bit of a pain when doing multiple mags, and definitely a major pain while in a raid. Was just curious if anyone else felt the same way about it or not.
  18. CopperBeard

    modifiable maps

    My idea is to add option to draw on maps so players can mark for example camping spots. You can just add some pancils pens, markers, Erasers as an items in game or drawing set. My idea is you can add maps or item who allow to draw and scribble our drawings on map unlimited times (some plastic cover etc.). Old paper maps will allow to draw and scribble only 2-3 times before map will be destroyed. This feature will make maps useful. You can add option who allow to print map in good quality :).
  19. alex8xela

    My ideas for the Quests

    So I heard of the Quest missions that will be available. -I thought of my own quest missions that might be seen as a typical role playing game side quest: (Hopefully the community takes kindly to them) As entrance into Tarkov and surrounding areas has been prohibited, the press and other war photographers have not been able to take their pictures and report on the situation. So perhaps you get payed in-game currency to 'do a job' where you have to take pictures, maybe on a weekly basis. You get given a camera and you have to go out and find firefights and take pictures and film the violence. This would be quite risky, so maybe you could be given special journalist body armour. Furthermore; "Terragroup stockpiles". Surely USEC store their equipment and munitions either at their own warehouses or with Terragroup, their employers. So maybe once a while, as a USEC, you might recieve a message from a USEC boss saying something along the lines of; "If any of our contractors are able to successfully receive this message, we would like to inform you that as extended payment for your hard work in the Contract Wars and other recent missions which protected our employer Terragroup (easter egg promo code for Contract Wars in-game items could be included too I guess) we would like to gratefully reward your efforts with your paycheck and bonuses. Both of these will be found at this location; ... " (A location would be stated and the second to last line of address would say either Terminal or Streets of Tarkov or etc...) Then you as the player would have to find and locate the locked up stockpile. It would be cool to see a P.S included in the message saying where the key for the locked door could be found on the map. The location of the stockpile and its key could be randomly selected for difficulty depending on the exp level of the player. The same concept would occur for BEAR players Please tell me what you think!
  20. RTRlaser

    You know what would be cool

    This game as a WWII Stalingrad or Berlin Street to street survival/FPS like it is now. Choose either German or Russian or even as civilians caught in the cross fire in either city. This game is amazing and this style of fighting and sneaking mixed with WWII tech (mauser/nagant/etc with the occasional period correct weapon like the MG42). Finding ammo and Stripper clips... obviously having stripper clips would allow you to reload much faster... choose to entrench in a ditch, sneak behind a Tiger tank, fight door to door in Stalingrad Hatchlings out... Bayonetchargelings in... lol Just a random thought
  21. CallMeDarky

    Better options for new players

    Greetings from NA. So this game has many wonderful ideas and features, but one big thing that is difficult is the fact there is not really a tutorial of some sort, a lot is learned from experience/research. The problem with that I feel is that it does steer new people coming into this type of game away and honestly if it were not for someone adding me to an EFT discord group, I would have most likely shelved it. The game itself requires the player to do a lot of research outside of the game. Just a few examples of this: - How to escape from raids (I know it sounds dumb but I have met countless new players who do not understand this concept) - How certain mechanics work including; Bandages vs AI2, blind fire or having to manually load a magazine. - Where to have bullets in your inventory for you to be able to reload. - (Group Play) Ways to communicate with others. There are other things of course that need to be learned as well like keys and what not but I think it would really help if there were scenario type tutorials that players could go into so the can learn some of the core game elements. So far I have a little over 10 hours into the game so far and I really enjoy playing the game and am extremely grateful there are support pages and community member willing to help new players! This is just a suggestion to get some more people into the game and to make sure everyone is on an equal playing field.
  22. WackoDesperado

    A few things to make the game better.

    I've only played a few hours of this game but have already noticed a few things that I think, and hope you'll agree, would make this game better. Obviously there's better servers and desync but we all know those 1. A visual indicator of firing mode. I.E. If you press "L" to inspect your weapon a small text appears and reads "Firemode:Auto" or something like that. 2. A tutorial. There's a lot of mechanics, as well as the menus being confusing with traders. Would be helpful for newer people. 3. An upgrade for stash size. Maybe a lot of currency or even dare I say, micro transaction. Easy to see why this would be nice. 4. Something to discourage hoarding. Some say a tax for your stash, but I'd prefer a wear system, in which weapons degrade if not cared for and used often. 5. The ability to load pump shotguns without using the modding menu to take the magazine out. These are a few and I'm sure there'll be more. If you have any other ideas leave them here, and make this thread popular if you like any of the ideas. May your hatchet stay sharp -Wacko
  23. Dear BattleStateGames Development team, I live in a place that doesn't support the best internet and I believe many people also have this problem. Since my/other peoples internet isn't always good and may cause us to lag out, teleport, and or things don't register properly due to the internet not running smoothly. I have a suggestion that might help out this situation. I know you said that you weren't going to do this but, my first idea is to allow offline mode so it can just be you and the bots in any map, with the same aspects of online mode. You die, you lose it all. It could also be balanced out so that offline mode isn't as rewarding as online mode is so it keeps people online. You could also make it so that they could only do one map on offline mode so it also tries to keep people to stick with online. For the others that are reading this give out your suggestions on how this could be improved on. As always with best regards from a fellow player, PvtNoodles,
  24. Mr_P4in

    Missing features in game!

    The game is no doubt the most intensive and hardcore game i ever played. But the game is missing some important features which would be really beneficial to us. Features needed: Ping counter Ability to browse servers More Servers **South African servers are really needed** FPS counter. **Game would crash with third party FPS counter** Use game currency to increase Stash size **More realistic** More weapons Weapons skins Ability to customize character's clothes **for better recognition between player mates and enemies** Clan system These are my suggestions to the dev and i hope some of them will be considered to be in future updates. If i'm missing some features that will be really helpful, yours are most welcome!
  25. Europoor

    further motivation

    What other motivation could a player find after finishing all the main and secondary missions? I want discussion, ideas and evaluation here. Collectibles? Secrets? Easter eggs? Unlockables? Achievments? Skill maxing? Something else innovative?
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