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  1. HelloMateHere

    Optimization Ideas.

    Hello, Pretty much,we all know that Tarkov is in Beta and that it isn't supposed to be the most optimized game or most polished,but How is one supposed to enjoy the game that they love,and support by paying early access and giving feedback,when it has performance issues all the time? I know that developing and optimization is a hard topic when including the Unity engine,I've seen games who run off it struggle a lot with optimization,even simple ones,but most of those had only one developer behind them so it is forgivable. However,you guys,Battlestate Games,can't? I mean,yes,Unity is a very bad performance wise option when choosing to make such a complex game,but I feel like there are things that can be done to optimize the game,I've noticed plenty of things that can be optimized in Tarkov to increase performance and reduce load on the computer,I'll list some here : Map Culling,I've realized that even though render distance exists,the game could have specific areas unloaded while in another which could heavily increase performance,examples : While inside Internchange's Mart,the outside could be completely unloaded except the things that can be seen while standing by the exits,or not unloaded but be made less detailed if that proves to be hard to make. The MAJOR Memory leak in Tarkov is insane! Even if you run the same map in Tarkov,it will load it again into the memory,which creates a major memory leak and may use so much memory it can crash your computer. The "Automatic Ram Cleaner" option in settings is poorly made too and will unload things even infront of you 99% of the time making the game stutter A LOT,even in menus,you cannot let this go,it is a major issue and has to be fixed,no game should have this problem. Scopes. Please make a "Cheap Scope" Option. As far as I know on how scopes work in Tarkov,it has to render the entire scene twice so you can have the scope illusion. However,it would be nice that if you could go in options and have a "Cheap Scope" option. This could be done by downscaling the quality of the scope while aiming through it,which could reduce the performance impact. That's the only solution I have for that but I bet if you guys spend some time you can for sure come up with a different solution. Low detail versions of weapons in Third Person. That's it. I know this may require weapons being made twice,so it could be made only for the most detailed weapons in the game. Please,just,please,remove the shaders that Tarkov uses,or make it optional. I can't exactly put my finger on the names of it but Tarkov seems to be using Vignette and some shader that makes everything dynamically dark and the over exaggerated bloom in the game. I never heard of anybody liking those things,in fact,I've seen a lot of people complaining about it,especially the "Dynamic dark" that I've mentioned sometimes making players completely impossible to see during foggy or rainy days. Hope BSG Sees this and considers some of the things I've mentioned here! I mentioned,I am not a game developer,but these are some of the things that could be used to make Tarkov run better on any system considering even beefy computers have trouble running this game.
  2. Since usec is bunch mercenaries using their own equipment be nice see a 357 magnum revolver. Like colt python, or M&P R8 or S&W 627 pro performance. something with more oomf and doesnt look retarded like the rhino revolver everyone keeps requesting for some reason. and wouldnt need many exotic rounds due to its stopping power hollow points/jacket hallow points/wadcutters/spire point/ect basic all with some kind benefit but not exotic, but a 357 magnum revolver be nice with speedloaders or just hand loading be nice, id rock that every round instead constantly dying to heavy guys and clans acting like rats itll give us guys who works jobs for living better chance of surviving a round because 9mm over pens and even if it doesnt doesnt have much stopping power. also be nice see a 50 beowulf ar upper or full ar 15 variant for those who want stopping power, dont want spend a fortune on exotic bullets, its already has balance to it its restricted to 10 round mag max and is only a medium range rifle an weighs quite a bit just another gun give the little guy who doesnt play every day of every hour like most the community does a chance to make it out alive. as last night pumped an un armored scav ai with 3 lead slugs and im the one who dies.
  3. I was thinking about how cool it would be if you could pile up loot in the extraction zone of your choice, like as many stacked backpacks as you want, and then extract, and be given that loot in some way. I realize that with tarkov having a party system, sharing would be an issue for the loot screen portion of the idea. Then I wondered if it would be cool as an event, when the bagged loot, or loose loot, gets divided evenly amongst the people extracting, but in message form, like when we complete event quests or get insurance notifications etc. Use the message system as like a cool lottery type event where all the sweaty pmcs are enticed to gather the best stuff, have some guys stay back to guard the bags, while 3 others go back to grab the other bags. Meanwhile anyone else extracting is aware of the event, and is either going to fight for piles of loot, or die contributing to the freaking pile. How cool would that be as an event? Maybe not permanent, but could be a great test event idea if it's possible. I do want to clarify that each pmc or scav extracting gets their personal loot like normal, and would not be a part of the message lottery event idea. So all the rest is the same, but you have the option play crazy, risk it big, and make it out with more than anyone ever has 🤷 just an idea I felt might be worth sharing
  4. que tal si cuando un player scav es malo es marcado visualmente de alguna manera como una venda roja en la cabeza o algo asi alguna manera de saber, porque me meto a factory a proteger scavs y cuando escucho disparos voy a ayudar, a veces la pelea ya termino cuando llego y a veces termino matando un scav bueno y pierdo karma cuando lo que busco es lo contrario
  5. oLordOfMoney

    Continuation of Scav Karma

    I like the idea. Its a slight move forward and something is always better than nothing. I understand toxic people who just love to shoot on sight and would see this game as yet another brainless shooter game - however the friendly scav was in my mind even before I bought this game, based on the articles on the internet. I attended in real life "staged survival" both prepared as a corporate event in urban and also by "green brains - aka military" in remote woods and there were similarities ie. you dont shoot people on sight, you avoid contact, you have a group of women/kids/VIPs or injured and really work your way through as much silently as possible to a point of exfil. Cooperation, communication, squad movement, breaks. Nobody was really running around and gunning everyone on sight. Even that stupid airsoft thing some of us were armed could be heard for quite a distance and could threaten the entire operation. Now to the continuation: 1) Scav karma should be deducted couple moments after a scav player aggresor hurts a scav whatever way. (gun, grenade, etc.) by -0.2 and all AI should consider aggresor as hostile for the duration of current raid. 2) Aggresor scav karma should be deducted if the agressor overcome a victim by -0.5 3) Scav karma of the aggresor cannot be improved by any means for current raid and at least next ten raids after a kill of friendly scav, I call it a testing period. And this should increment 5-10 times if the agressor kils yet another friendly scav in a "testing period". Evil doers could be somehow marked, but I think Nikita mentioned that yesterday. 4) Scav karma should consider a perimeter around friendly scav which is pretty much mentioned in every post on this forum. 5) If the aggresor is defeated or the friendly scav manage tu run away, he would receive a "survival boost" or a "bonus". Think about it as the adrenaline if you survive such encounter. I certainly experienced that in real life. 6) if friendly scavs manages to "not kill" any agressor and leave a raid without hurting any friendly scav, he will receive +0.1 karma I dont think that all people will really respect karma and stop doing scav shooting scavs on sight. But at least it would improve and build foundation for playing scavs and enjoying all that emotions that comes when you challenge a PMCs. At the same time, I imagine there could be a single map where the "scav war" event would be running 24/7 without affecting scav karma. Maybe the lighthouse?
  6. burlgoat69

    Ideas to break Meta

    Just a place to post ideas that could change the META ****WITHOUT JUST NERFING GUNS**** To break Meta – I would use a product recall. To choose what bullet to recall Nikita and friends look at the stats and say 70% of kills with 'x' calibre are using ‘y’ bullet. Then traders notify the player base “defective ‘x’ Calibre bullets believed to be causing and increase in gun jams(increase Gun jams to 20 – 30 % therefore discouraging but not stopping players from using the bullets) or mislabelled as wrong ammo type please be advised replacement stock will be redistributed via Fence who will be getting replacement stock in x amount of days.” So this allows casual players to immediately swap the ammo when they load the game once a week, but forces some fun alternatives to the meta for the chads/regular players during the week. You could apply this to any item in the game.
  7. graliv111

    Some thoughts / Suggestions

    Just stuff that's trotted through my head just want to get them out if you understand me: No complaints in fact far from it. Perfect! Would be good if a player (or team) receive an announcement or klaxon when all un-friendly PMC's have been killed (or exited) a map, its hard to justify (realism) but could generate an interesting change in player behaviour. Note: This could of course be one of a number of game mode options that could split players into smaller pools for map allocation. Love the sort option in the inventory. Would be good for the lazy gamer if we could have a max stack option within money case and ammo box's to combine same items and also for early game in main. Are other items things that can stack? (Intrinsically smaller objects like for example: Flash Drives in to 3's, CPU's or many others. Also while I am on inventory, Ever considered having 4 smaller slots within a larger box, for those smaller items like keys (if 1 smaller slot is taken up then a larger item will not fit obviously). Ever considered Phosphorus Heat grenades, these put out a lot of heat in a 5-10 Meter radius and allow an individual to hide from thermals for 30 seconds wonderful thing to see spheres of heat in woods when scanning for bodies for example. Also potentially could cause fires if its possible to designate objects in the code as flammable and extend heat emission times . Additional Currencies Like Yen, Australian Doller, GB Pounds that would exchange for roubles. Variable exchange rates between currencies linked to real world stock exchange rates daily (obviously this then creates an economy of sorts and exchange rates can be ruinous in a war zone, cant they?) Certain valuable objects could exchange only to new currencies and have to be converted. Anyway, will post again if anything occurs.
  8. gNecrOz

    Adding Uniqueness to PMCs

    TL;DR: The Points are the key information of my suggestions. I have been doing some thinking, and I am not sure if anything like this has been officially suggested yet. I have talked with my friends and people of a couple discord servers and I have kind of come up with a way to spice up and change the way PMCs are looked at. So, when we do the quests so many of them just give us things like money, which is all well and good, but these things could be modified. We were given the option to change our clothes in the game. This is what sparked my thoughts of this. What if we could change our pockets? What if we could have special Holsters or Special equipment? Now these things would be permanent changes to the PMC and these things would have to be balanced as well. The idea comes from SCAV Bosses that have 1x2 pockets, now yes, I understand that they do not have rigs, for the most part. Humor me for a second, you complete a quest for say Ragman and this quest is something that usually gives you money. What if we had a choice? Say 3 choices plus say the money default if we do not want any of these three choices. What if we had the option to say change our pockets from four 1x1’s into something like a single 2x2 or three 1x2 or we get an additional two 1x1 slots? These choices would be permanent and could not be changed once selected. This adds a uniqueness to the PMCs and each person, depending on what they prefer would pick what they feel suits them best. You like to loot; you will probably grab the extra 1x1s. If you like to run light, you might take the three 1x2 slots. If you are one to use larger mags, you might take the 2x2 or even justifies more profound use of a Grizzly outside of having a large secure container. Now these are just pocket suggestions. These are not just the “end all be all,” of the suggestions for the pockets on the PMC nor is it the end of what I feel could make PMCs more unique. By that I mean, specialized storage on PMCs or even Upgrades to existing spaces on PMCs or upgrades to, what we would consider gear, for PMCs. What do I mean by this? Let’s look at the first, Specialized Storage on PMCs. Missions where they ask you do something and then another vendor tries to get you to give it to them, we will use this for example. Take the Supply Plans for Therapist and then Skier bumps in with Kind of Sabotage. What if this mission would have a special reward from both instead of 70,000 Roubles vs 180,000 Roubles. This could be something like helping therapist would give you a “Stim Container” this contain would be just three 1x1 spaces that only allow stimulate injectors and the container would be represented by a new object on the PMC, something on the arm maybe? If you help Skier, maybe he gives you a “Grenade Bandolier” something that shows up across the PMC chest that gives you a 1x2 space and two 1x1 spaces that only allow grenades in them. In the second example, I am referring to the “On Sling”, “On Back”, “Holster”, and “Scabbard” spaces on the character. What if we have the option from quests to add bonuses to these spaces? Say the choice between making a weapon lighter or the ability to change the weapons more quickly. Simple things like that could allow people to work on making these PMCs feel more like how we want them to play. Combine this with the skills and mastery and we have a recipe for interesting and unique characters. The final thing that this would work off of, which is similar in idea and feel to the previous style of suggestion would be thing like, Belts, Gloves, Boots, etc. These are not places of things that are representing in the player inventory over view, but they do exist on our characters. It would stand to reason that we could in theory adjust them. I would not say we should do this in the quests, because I really do not want to flood the quests too much with this, but it could be added into the hideout. Something additional to the workbench. You could make permanent adjustments to your passive gear. This one, I admit, is pushing a little tight into the skills territory, but I feel like it could be done in such a way that it is plausible to mix them both well. All of these features help to bring that idea of a Hardcore FPS Survival RPG feel, something if I understand is what Nakita was kind of looking to make. Now yes I say a lot this would add a unique vibe and feel to the game and it allows us the ability to try and make our characters that we spend so much time on, feel like how we want to play. However, I am not naïve to the idea that “Meta” will reel its ugly head, and there will always be these players that seek to min max and choose the most optimal and perfect things to make the most out of any game. They exist already in EFT and they exist across the spectrum of games. I just do not feel like we should have to tow the line to them though, people should be able to have and make their own choices without the need of following some Meta guide, and in that it comes to the player to make those choices. If you made it this far, thank you and I hope you enjoyed the suggestions and I am excited to read what things you like or dislike about them. I am open to just general discussion and I will never look at you and say your thoughts and feelings are bad or wrong, that is the great thing about games, we can all have these ideas. We also have to remember that at the end of the day, we may be playing the game; but this is Nakita’s vision and we should respect that. It is okay to give thoughts and suggestions but it is never okay to try and sling hate because something is not how we want it to be.
  9. Giga249

    A couple of ideas

    Now originally I posted some thing like this in the suggestions forum. But I'm throwing these ideas here since this is where most people are posting. Zestava m92 carbine: Current generation version M92 and 5.56*45mm M85 carbines in original factory configuration These are essentially serbian/yugo versions of the Aks-74u. I think that two versions should be available in game from prapor level 1 and 2. For roubles and barter. One, to diversify the options low level players have for main weapons. Two, to also expand the number of 7.62*39 Ak variants in game. 20 round AK mags: Hungarian akm tanker mags 20 round type 56/63 mags Kci 20 round mag Magpul 20 round pmag for Akm Now yes some people may have concerns. But I feel that prapor and peacekeeper level 1 and 2 could benefit from having 20 round Ak mags for money and barter. Of course Ak al.20 and custom 20 round ak mags could be crafted at a 2:1 ratio. So thoughts?
  10. MSD_Zacattack

    Gas Grenades Idea

    I think gas grenades would be a great addition to the game to counter campers. If you have a gas mask on it won’t affect you but if you don’t then the grenade will do 1-2 ticks of damage to your chest. The grenade takes 2-3 seconds to detonate.
  11. JohnDevelopsUK

    My Game Suggestions

    I love the game and have every faith in BSG's direction. While playing I occasionally think of things that might be cool to add, thought it was time to write them down and offer my feedback; QOL Improvements: Pre Set Equipment -> Id love to be able to save and equipe/purchase a pre set loadout for my PMC as well as the existing gun pre set menu. Magazine Pre Set Ammo Types -> Allow us to set pre sets for ammo in magazines making it quick and easy to load mags with an array of ammo types. Hideout Overview -> allowing you to config each of the hideout areas without moving to each one via the menu or in-person. Maybe with a favorite build item for each to quickly hit a button to repeatedly build items etc. New Features: Hideout Medical Bay Upgrade or DIY Lab Hideout addition -> Make your own street grade stims, less duration, more side effects but cheaper to make. I.E. Home made amphetamines. Taking several stims could have additional side effects (mixing drugs) -> I love in game stims but sometimes it feels like the side effects when taking multiple are not as sevear as they should be verses the benefit they give. It would be cool to take several stims and then start seeing things, like a flash of a pmc/raider for the user under the effect. Maybe even rarely making your team mate look like an enemy for a moment. Hear voices that are not there for example - could be similar to what the cultists do when they poison you? Allow player scavs with friendly scav status to trade with AI/player scavs during the round. Maybe approach said scav, trigger emote to initiate trade, select item on scav you would like and the scav highlights the item(s) on you that they would trade for it (if any). Random scav weapon/ammo caches protected by a group of scavs or raiders. Imagine 4/5 stashes and a couple of weapons boxes that have the potential to spawn in a random location together on appropriate maps that are like mini-bosses/events. Provides more randomisation, difficulty and unknown potential value of any given round. This could go as far as a chance of a broken down vehicle transporting some Scavs that they are now protecting etc. In addition, Im sure this has been said before and may even be on the road map however in the interest of how much I would love to see this in game, an after-round debreif of player movements etc. Interactive replay or map etc. It could also be used to help find and report cheaters/glitchers.
  12. Hi All, I have an idea which I think might be beneficial to everyone, for someone like me who loots so much my stash is not as organize as it should be I try to sell it every after raid but I just decided to sell everything by the end of my Tarkov Sesh. So I was thinking maybe if you by chance accidentally sell a high valuable item like red keycard tarkov will prompt you a warning like eg; "You nut head why are you selling a high valuable item" or maybe a feature like you can have a secure locked case/vault? where all items in that vault cannot be sold unless taken out and it's a password protected vault, numeric type like "vault". This vault maybe can be 1 of the reward finishing a quest something similar to punisher quest. I know its not necessary but I think a lot of players will love to have something similar to this. I am not sure if someone already had this kind of idea but its kinda cool to have something like this that you can rely on.
  13. Koda-

    Defibrillator Spawns

    Why are defibrillators so rare? Not in the occurrence of their spawning, but in terms of the number of places they can be found? Only two maps and four spawns if I recall correctly for an item that seems like it should be apart of the loot pool like ophthalmoscopes. I just find it weird there are no spawns for it on shoreline or any maps besides interchange and labs. And before anyone replies saying I'm just salty because I can't complete the Ambulance task, I have a Kappa and I actually collect the defibs just because it makes my friends mad. Input is appreciated.
  14. GraveyardDoctor

    Extracting when time runs out

    I recently had a very good run on factory, time was running out so I headed to my extract and took two seconds too long to clear it. I was only two seconds away from full extracting when the gametime ran out. My question and suggestion is, if the game time runs out when someone is in the extraction zone, count it as an extraction. It was frustrating to have played all my cards right only to lose everything because of a two second difference. This is a fantastic game and I think that this change will only make it better.
  15. DaveeJon3s

    When VOIP is added.

    I had a good idea on VOIP so vote or comment yours
  16. _Primetheus_

    Suggestions from a fellow developer

    Hi BSG Devs. First of all, you guys have created an amazing game here. You inspire me, I hope you are all keeping safe during this pandemic. I have a suggestion that, if you think about it could possibly have several benefits to EFT, with hardly any drawbacks. Please know that I'm not being critical of what we have , I die a lot and I love this game so very much still. My thoughts are principally based on the mentality of the players that cheat... they don't want to screw people over, they just want the nice guns and gear. Right now getting that would mean having to be a better player, which is perfectly fair, but cheaters don't think that learning the game and increasing skills is worth the pain and suffering. I think the other type of cheater is the people doing RMT and trying to profit IRL. They lose their ability to profit if players with real world money have other options besides paying for RMT to get ahead or facing certain death due to playing time constraints etc. Your idea about tracking the found in raid items is great, and seems to be making a difference. 1) My principal suggestion is that you allow each player account to have multiple PMC's --------------------------------------------------------------------------------------- 1.1) Starting with 2 PMC slots for a standard account, adding potentially more for people that have EOD for example. 1.2) When you create your PMC you must choose... a) Hardcore PVP PMC (Current PMC) b) Permadeath PVP PMC (like the name says, only a choice for the mentally ill - hell I don't think anyone would choose this... but you never know.) c) Hardcore PVE PMC (Same as current PMC, except no VS multiplayer, only co-op) d) Permadeath PVE PMC (As above, except with permadeath) 1.3) Fleamarket abuse is a concern so there is no flea market in the PVE modes! 1.4) PVE PMC's need to follow the quests and unlock access to higher tier items the usual way. 1.5) You cannot transfer anything between your PMC's ever! 1.6) PVP then becomes the endgame META for the game, and if that's boring for the pro-streamers ... there's always perma-death mode. 1.7) The idea of this is to increase the numbers of people who first of all buy the game which is good for the dev team, but it also eases the matching process, by having more players online. 1.8) Scav runs are ALWAYS multiplayer, however you choose which of your PMC characters you want to give your items to, not a mix of characters, one only. pick... 2) Add a player tiering system. --------------------------------------------------------------------------------------- 2.1) When players reach max level, they get offered a promotion quest, on completion of the promotion quest the PMC Tier is increased +1, This applies to PVE and PVP PMC characters. 2.2) Game matching is based on player tier or match players based on level | 1-10 | 11-20 | 21-30 and so on... 2.3) New tiers can give something of cosmetic value, I'm sure you can some up with a plan here on how to reward higher tier players. 2.4) Add minimum gear point requirement for higher tier matches, cannot enter with cheap / lower lvl guns ie: moisins etc. this prevents endgame players from being punished. (may not work) Notes: - PVE should still run "online" via BSG servers, not offline whatsoever, as we want to avoid decompilation of netcode etc. - Allowing players more options or gameplay modes will put everyone in their box, and should reduce the number of people cheating. - Cheaters suck at the game, so forcing them to play against better opponents encourages their cheating behaviour... now if they want to cheat, they only cheat themselves and are less able to ruing the game for other people. - These new modes will give that element of the player base other options, so they don't feel justified doing it. 3) Implementation costs and issues --------------------------------------------------------------------------------------- 3.1) It will drastically reduce cheaters, but not eliminate them completely. 3.2) It will probably mean more costs in terms of servers, but hopefully the increased player numbers will drive profits at the same time. 3.3) I know micro-transactions are not ideal, but there could be specific tier rewards for multiplayer. 3.4) This would not effect the core gameplay of tarkov, other than AI driven PMC's for offline mode, and scav runs and selecting PMC for transfer and selecting PMC screen will need more that 2 options. Will need naming PMC's obviously. 3.5) This also allows EOD players to replay and enjoy low level play with a new PMC. Just some ideas guys, again I hope this helps in some small way I love the game, if my ideas are dogsh_t, then thats cool also just know they're posted with the best intentions. Peace.
  17. Hey guys, I absolutely love the realism and gritty asymmetric combat this game entices, however i found it is VERY hard to initially get and KEEP a wave of new players in EFT. I suggest expanding many of the already strong PVE aspects in EFT and allow for more content to also benefit experienced competitive players. In the gaming community there is a large consensus in the gaming community seems to be that EFT is a game you buy once, but only really play a dozen times, and is sort of a waste of money despite being really good. A wide consensus of many owners is its "Awesome to watch, but painful to play as a new player (or have a very good team to play with)". In my experience, like many others saw pro-gamers playing with full maxed out kits and thermals, and said "Wow, i want do that". I got into my first match and finished loading, then wrecked by a high level player who i never had a hope in hell of killing. despite one or two sneaky extractions this was a repetitive and frustrating experience that characterized the game. I then did a few more poo games, ran out of gear, did some scav runs, got killed by player scavs, and left EFT for a long time. The game was basically inaccessible to me as a new player with a job and family as I can't afford to waste days of time alone in offline mode to stand a small chance of survival. I only returned when i found a 5 man stack with VERY skilled players with excessive amounts of gear. Many of my other friends abandoned the game for the SAME reasons and even with a team were reluctant to rejoin the game. I strongly suggest expanding on already existing content - PVE elements and revamping offline mode into a PVE rookie mode for new players with other players to develop skills in a meaningful way and maintain new player who buy the game, and play with friends without constantly being crushed by experienced players in unwinnable firefights. This mode would not have friendly fire, and dead friendly players would be un-lootable, but players would be placed in a squad of randoms from their region/server, and work towards objectives. the objective modes could also be used in competitive PVP and have bounties and caches of random high tier loot attached to their successful competition. Rookie (PVE) mode progress would be a separate Rookie beginner mode, intended as a starting platform for new players. Players would gain exp, loot and tasks separate to Competitive, so players can actually learn. The mode would also have a chat and push to talk system. players spawn with maps. Pro players can play competitive full blown mode with a separate tracked progression and stats, and a separate PVE mode without friendly fire and being unable to loot dead friendlies. If they die they lose their gear, they get exp, they can loot, and do tasks separately. Basically this would be a learning environment, but with the incentive for players to eventually leave and play Competitive PVP once they meet some friendly team mates to team up with. In this mode there could be additional objective modes that could be also brought to competitive: Overrun - Scavs attacking players held up in a structure, players automatically extract if they survive long enough - say 15-30 minutes. Siege - capture a structure and retrieve some documents inside (and a key to open the extract inside the structure) then extract Bounty hunt - team up in a squad (no FF) attacking a fortified location in a hostile region to kill a heavily guarded boss character or two and extract for a large bounty, (in competitive this could also include scavs, but the scavs cant loot and get a elimination bounty if they kill a PMC and or if all PMC in the squad die. Hostage extraction - similar to the above, but one player must carry the hostage limiting them to only a pistol and being unable to sprint. Possibly also causing extra exhaustion requiring players to swap over in extracting them, while fighting scavs to a extraction point. VERY hard, but VERY good rewards Scavenge rush - a mode where players go in with just a pistol, theres a small area of the map full of loot (possibly a plane crash) with many lightly armed scavs spawning in, and in higher numbers over time. Good way to get gear, but decent chance of death if you stay too long. These objective modes could also have a skull rating system - high rating higher risk and reward! One skull means enemies have poo scav gear, three means theres still some poo geared scavs, but more enemies, and enemies with better gear with a few with high tier loot. The rewards would be both currency and loot, players would earn some cash for killing the targets, but would get far more if they extract. I appreciate hardcore competitive players may grip as there will be less poorly equipped noobs to stomp, but as there progression in Rookie mode/ PVE will be separate to Competitive, plus these new modes will revitalise the game for pro-players who feel the games getting a bit stale.


    I think it would be great if after a scav run you could sell all items straight from the escape screen rather than discard them if you don't have room in your inventory.Does any one know if this will be an option in the future?.
  19. Decided to list out some gameplay ideas to the public that i have been keeping to myself. Its basically a text file on my desktop with various strings that i have found to be really cool ideas, ill elaborate on them as i go through them. Ill just get straight to it. Raiders randomly spawning to the maps via helicopter or URAL entrances. Not my idea, i found this in a subreddit, so don't praise me for that. But do praise the original author of the idea, since this is one of those things that i think everybody would love to see. It would make the gameplay and the maps tons more dynamic. You're playing customs and a helicopter starts dropping raiders via rope onto the roof of the building. It just sounds too excellent. Perhaps something has to be done to balance the possible gear gained from this, since raiders are more often than not easy money. It could also give RPG's and more weaponry that isn't yet implemented more use, you could shoot down that heli for example. Enemy hits on cardboard targets. The title is confusing without proper elaboration, ill try to be as concise as possible. What if there was a service from whatever dealer that allows you to see where exactly you hit your enemies on the end screen? What if they were represented to us via a cardboard target? Left click on a player on the deathscreen and it would pop out. Max Payne 3 had it, it was a cool idea. Hey, maybe show where you yourself were shot when you died, on another cardboard target? To the left is a picture on how Max Payne 3 implemented it. And do ignore the tag in the upper left, i couldnt crop it out. Scavs and raiders with completely custom animation sets and behavior On this one, i think this is already in production. There has been footage of scavs having completely custom animations that players don't have. But I'm thinking deeper onto it, what if all scavs were'nt as disciplined in weaponry and tactics? Maybe if they fired guns from their hips, perhaps while even running, having very inconsistent grouping but looking quite cool in the process? (And i don't mean point firing, i mean literal hip firing.) It would give them a lot more character and style that this game would need, and it could even make sense in some way. Maybe some scavs are touching a gun for the first time? Maybe some are just idiots? Now on the raiders, what if they performed some really cool tactical moves that players could'nt do? Like two of them clearing a hallway with their backs to each other, or doing a combat slide to cover? The slide could even be realistic if the floor would be slippery enough. Which i believe it could be in labs. Weapons needing less parts to be functional. Partially not my idea, someone had the opportunity of getting my head around the topic. But the thing is this, weapons like the as val, vss technically dont need a suppressor to function. It is absolutely not feasible to do so, but it would be functional in the very least, and if it is possible in real life, why not? Maybe a possiblity for a scav loadout? And why stop there, AK's definitely do not need handguards to function. You can just grip a gun by the magazine. I'm thinking there are possibly even more combinations, such as no gas block for an m4, but it would probably break after one shot. But it would still be a single functional shot. Don't quote me on the latter though, that part I'm just guessing. Quests that have specific scavs you need to kill/more quest freedom/quest cutscenes That last part alone is probably going to piss people off, but I'm not thinking of the kind of cutscene you think. Cutscenes, as in the sense of that one group of scavs you need to blast just having a specific animation set during some key moments, maybe even specific dialogue. Not the kind of cutscene to grab the control from the player and play you a cinematic. More quest freedom, as in that one quest where you have to place a camera to overlook KIBA, what if you could place it anywhere as long as the cam had a decent line of sight with a good overview of KIBA, and as long as the distance wasn't too large? It would be more freedom for pretty much the same task. Specific scavs you need to kill, as in some quests where you would need to kill a scav with a specific character. And by that i mean: exclusive clothing, different voice lines and behaviors and different locations. Maybe make the scav only spawn when you have the quest enabled, so it wouldn't interfere with normal gameplay. Maybe there is a possibility of making an escort mission within it? Holding down your healing hotkey to select a specific body part. I'm not gonna post a picture here, because the picture is not mine, but ill try to explain the best i can. You know how you can hold down R and then scroll with the mouse wheel to select a specific magazine? Now do that with healing, hold the button down to select a specific body part to heal. Simple idea really. That's all for this post, quite an essay. Hope that i have spread some good ideas. As always, criticism is very welcome and so is discussion. I might update this list more.
  20. Hi Guys! My first post on forum, yadda yadda, sorry for my bad english in advance, because I'm not a native english speaker. But to the topic: I've been playing with MP5 a lot lately, and idea struck me - why not have two or three types of ammo in my mag? MP5 got a burst fire, so in every burst I can shoot (9x19mm perspective) An AP, then Luger(or tracer) and RIP. In theory, at least I can penetrate some of armor, or score lucky shot that will do a lot of damage (flex_tape_commercial.mp4). Then I bought three mags and 30pcs of ammo I mentioned before and I started loading mags...Split to one piece, load that in order, split again, load... damn! Wrong bullet...unload... load... My god, that took me five minutes to load that mags. Then I got into raid and hot headshoted after maybe 3 minutes. So, a "Load Ammo" option would be a nice QOL thing. In separate window, you can choose a type and amount of ammo you wish to load (set a pattern in other words) than your mag will be loaded with it. Why? To save some time - shooting and looting, and running for your life is fun. Loading mags - not fun. Why (but for ULTRA HARDCORE REALISM people)? Is that real thing? I belive yes. I remeber my dad told me about it. To stay on target, every fifth bullet in belt was tracer (he was MG operator in some kind of vehicle). But if some of military guys can confirm (or deny) it , i'll be glad to hear it. My dad story is older than me. Anyway, it's an idea I would like to discuss.
  21. Zolty47

    Dead letter boxes, stash boxes

    Hello everyone, I had recently the idea about dead letter boxes. Every trader has some dead letter boxes on maps ( not every map ). In these you could put your gear to extract it, if its insured. You can also put loot in it, but it will cost you 50 % of its value to buy it from him back. Has to be bought back immediately after raid, otherwise you loose the ownership on it. The dead letter boxes are marked with the symbol of the owning trader. Every map has some dead letter boxes, but not of every trader. Only 4 dead letter boxes per map. Labs has 2. Factory has 1. Second idea: buriable stash boxes Dont be worried, I take load times into the account, and other details. 1. Can be aquired via quests, and bought for much money 2. Sizes: - 2x3 fields, weight: 2 kg, takes 6 fields in backpack - 3x3 fields, weight: 4 kg, takes 9 fields in backpack - 3x4 fields, weight: 6 kg takes 12 fields in backpack 3. Is like a hamster bag, can be buried or hidden somewhere on the map, can be looted from other players. But they are hard to find. 4. Good for hatchlings, against exit campers 5. Take the loot from the buried stash box if you feel safe making it out of the map alive (bc you are heavily armoured and gunned) 6. Its like your own treasure box, you should remember its position or make an in-game treasure map. 7. Looting this treasure map from a corpse makes you a treasure hunter! 8. Buring this stash box and unbury it is only possible with the shovel. Its a melee weapon with an unique ability. I am excited about your feedback. The stash box is intended for loot, the secure container could be changed to "owned gear" only, not anymore for loot. Stash boxes, spawn mechanic: A. Your stash box spawns only on your game session. So on a map where 12 PMCs spawn can only be 12 stash boxes for example. The wont be loading problems. Maybe more than 100.000 people play this game. But only your stash box and your opponents stash boxes will get spawned, so on a max 12 PMC raid map, only 12 stash boxes can spawn. I hope that was precisely enough discribed. I am excited about your feedback!
  22. Grrrrrrh

    Some random ideas

    Dear devs, watching the last few vodcasts with steamer and nikita i had some ideas that didnt came up. 1. With the seperation of stamina, i think it would be reasonable to correlate lower stamina with endurance and upper stamina with strength. I would rename them as well. 1.1. Firmness influences the amount of stamina and the rate of exhaustion while running or jumping. Firmness allows you to jump higher, sprint faster and carry more weight. Max Level: +150% Lower Stamina Leveled though Sprinting, Jumping, Walking with 0 Stamina. 1.2 Force allows you to throw farther, hit harder, carry more weight, as well as holding and restoring breath. Max Level: -500% breath recovery time Leveled though Throwing Nades, Melee attacks, Aiming, Holding Breath. If firmness and force are max level: Only backpack weight is counted. 2. A Ghillie suit was also suggested in some steams and youtube vids. A Ghillie suit would be OP, if it would just be an addition to the 'normal' loadout. So there have to be some harsh retributions. 2.1. Ghillie suit Type: Armored chest rig Slot: Chest rig Weight: 5 kg Grid Size: 4x8 Material: Burlap Armorclass: 0 Armorzones: Head, Thorax, Stomach, Arms and Legs Durability: 30 Bonus: If prone and undetected, detection radius from raiders and scavs is (significantly) reduced. Penalties: -15% movement speed, -8% turning speed Blocks Armor chest: Yes Blocks Backpack slot: Yes Blocks on Back slot: Yes Inventory: 6 Slots (2*1x2, 2*1x1) 2.2. A Ghillie Suit can only be created in the hideout. This raw Ghillie Suit must be combined with mapspecific items, such as leafs and twigs from Woods, Customs, Reserve and Shoreline, Iron Oxide, Cobalt Aluminate, Dust and Cloth for Factory, Labs and Steets of Tarkov. 2.3. If a Ghillie Suit exists then camouflage for your weapon should exist as well. 2.4. With the footage of new prone movements, there could be leaning onto a wall and similar 'hiding' prone movements. 2.5. Talking about camouflage: ToYown Camo Face Paint. (Cosmetic) 3. Everything PVP related needs a counter measurement: Thinking about Thermals. 3.1. Jel Zel Stunt Gel Type: Gel Weight: 0.5 kg Grid Size 2x1 Sold by Therapist LL4 Barter (6 Grizzly or so) Use time: 10s Effect: Buffs: Adds 'Its ducking Cold' for 240 seconds (reduces Body Surface Tempature to 12° C), Debuffs: Duration 240s Decreases Metabolism (-20) Delay 250s: Duration 120s Decreases Hydration (-1.2/s), Energy (-0.2/s) Looting 50 Examine 25 4. Passive and Active Skill improvement. Right now its all passive. In the X-Mas Vodcast Nikita revealed, that there are ideas for an active Skillsystem as well. Great. 4.1. Implementation in Quests I suggest that Questlines should be excluding each other to some capacity. Right now everyone can do every quest. It would be great to see specialization in some areas. For Example: There are basic quests that everyone can do. Like all the quests before lvl 10 or 20. Each dealer then has some amount of quests that everyone can do, but there are Questlines that focus on different combat skills and practical skills. there exclude each other. As rewards the player can unlock one additional Elite Perk in the related combat skill and practical skill. Meaningful variation would be: 1. Sniper Rifles and Pistols, Prone and Sniping 2. Sub Machine Guns and Melee, Silent Operations and Night Operations 3. Assault Rifles and Underbarrel Launcher, Heavy Vests and Weapon Modding 4. Designated Marksman Rifle and Trowables, Clean Operations and Weapon Maintenace 5. Light Machine guns and Sub Machine guns, First aid and Field medicine 6. Revolver and Shotguns, Advanced Modding and light vests, 7. Launcher and Heavy machine guns, Heavy Vests and Weapon Maintenance. That would cover all seven dealers. All the other practical skills like auction, Lockpicking, Covert movement are passive like all mental and physical skills. If not via the skill system this could be determine the survivor class. (there is something like that in the overview i believe) 4.2. General Implementations Too complex systems suck. Just give each ten level on Point for each Physical, Mental, Combat and Practical skill. For people like me, who like to do other poo, cheesing is not an option. Stay healthy.
  23. METAKON2434

    Key drop Ideas

    I'm not good at English, but I came up with an idea, so let me suggest it. As the title says, it's about dropping keys. Currently, there is a problem that only the key room opened and stole by the knife runner. So, What about killing someone unlocking the door and turning it into a system that drops the key in there? By doing so, I think fewer people will see only the key room without securing the surroundings.
  24. 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.
  25. -Will-

    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?
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