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  1. MaxT1380

    Player Scav Negative Penalty

    Recently in my scav runs, I've been getting killed by other player scavs very very frequently and I feel as though there needs to be a larger penalty to the people killing fellow player scavs. I get killed by a fellow player scav in approximately 1 out of 6 to 8 scav raids. 1. I think a loss in fence rep and your overall scav karma isn't as big of a penalty. Why try to level up your own scav karma to get better gear on your scav, when you could just kill the other player scavs with good karma and take their loot? 2. Also the penalty of a high scav timer will not make these players stop the scav on scav violence because they don't really care about scav runs in the slightest, they only care about getting into a scav run and taking somebody's loot with no effort or fight back. 3. Another terrible and ineffective penalty is the higher cost for vehicle extracts. You can literally sell a basic piece of junk for the extra cost that it adds onto vehicle extracts. The price either needs to be way higher or the vehicle extract needs to be entirely removed as an extract option once you reach a low enough fence rep. 4. Once you kill a player scav, other scavs will become hostile to you. The only issue here is that scav difficulty is insanely easy and this poses no threat to the hostile player scav. I think that scav difficulty should increase to about raider level but only towards the hostile player scav. On top of this, I feel like the hostile player scav should be tagged and marked to scavs in their surrounding area, similar to if you went into a PMC raid with only your melee weapon and no other gear, but on a slightly smaller scale. This would greatly decrease the amount of hostile player scavs because it would greatly increase the amount of risk involved with killing a fellow player scav.
  2. FornikuS

    Cultist

    I had a idea for scav karma. Would it be possible to have scavs who have negative scav rep to be contacted by the cultist and by accepting some quest their scav now is dressed as a dark scav with the cultist cloths? Good scavs would see them and kill them because cultist to gain more positive scav karma points? Those scavs would get good rep for doing so. The now cultist scavs would stay in the negatives but have a chance to maybe get some limited items that only a bad cultist would have? Then of course with VOIP now... it would be possible for the scav player who is in the negative to do some good deeds to get out of the negative such has killing other cultist etc.... there is losts of room for suggestions. Or continue down the dark path with all the negatives but some unique items for doing so. (Since the cool down is increased for being bad it would make the player want to continue to scav and make scav life choices.) Thoughts?
  3. Hello, Last night I was at the factory as a scav and it dropped me by -1.07 karma for accidentally shooting one scav . My question is... Is this part of negative karma multiplayer once you reach 6.00 reputation with Fence ? The most negative karma I received before, was for killing Santa (-0.50) . I wouldn't mind this set back so much, but getting karma is very time consuming . If this in fact was some sort of bug, is it possible to get some karma rebate ? In any case I would like to know more about what happened in that raid, to avoid something like this in the future. Thanks, Happy New Year ! RAID NUMBER: 9QTEAR screenshots are attached unlisted link to the full raid. ( 2:40 min )
  4. I have a suggestion for implementation of some mechanics in relation to the scav case, scav raids, scav karma, fence; and the gear he sells. My thoughts are potentially giving scavs an incentive to remove some loot from raids and the flea market side and allow scavs to collect certain items like a daily and weekly list of items or even pmc dogtags/traitor scav kills. or possible allow scavs to leave raid at some kind of fence extract where instead of leaving raid to work with a pmc. give an option to "donate" the loot to fence to be put on his market and create a scav style flea market system. Would help reduce the overall loot bloat and how easily entire maps are cleaned out and players can easily make massive fortunes and lose interest quickly post wipe. I know a lot of us want more epic firefights and with the scav karma things can turn into a loot fest late in raids with 0 firefights to be found. I think scavs could spawn earlier with a particular goal in mind, and minimal rewards for collecting things outside of that area. I think the incentive of the scav would be to trade whatever he can find that is deemed "valuable" to the connection that can get him what he needs to survive. Scav should be their own person each time and able to decide to extract with fence(+karma, loadout bonuses for consecutive survivals) or your pmc. (Transfer scav loot to pmc stash) but I think you should have to build the scav case in the hideout before you can choose pmc extracts. Maybe the amount of money you pay for the scav run becomes his gear budget at fence? something like that. Some thought I wanted to share. Hopefully these ideas give you some inspiration. Love the progress so far!
  5. Like me, many of you must be on the same situation. I killed Santa 2x (of course by mistake). Thing is, getting back rep with fence is way too hard! So.. here´s a suggestion : Many other traders offers quests or ask for a payment to reset your bad rep from quest deliver choices , why not add a quest on Fence (or quests) to do the same? Could be just handing FIR items or paying money depending on your rep status, to the point you become neutral (0 Karma) not going further than this. Hey, just a suggestion. If you don´t like it please don´t reply with nonsense hate comments Happy new year to all!
  6. If player karma is to be a part of this game, a suggestion as to the "Cease fire" voice line being a part of the player karma system. Eg. If 2 randoms meet, and * P1* selects the "Cease fire" voice line twice, it engages a multiplier for karma. If P1 shouts "cease fire" and P2 does not. ... P1 shoots, wounds or kills P2 .... 1.5 X negative karma rate for treachery. P2 kills P1 .... No effect, he did not agree to the truce. ( If P2 shoots P1 resulting in a hit, multiplier is disengaged, allowing P1 to return fire without consequence.) Neither kill each other, both seperate and extract... 1 X multiplier each for respecting the truce. If BOTH shout the "Cease fire" line.... Any TK / wounding will result in 2 X negative Karma for the INSTIGATOR (first to call a CF). 1.5 X negative KP for the AGRESSOR. (2nd who agreed.) IF KARMA IS TO WORK...... IT HAS TO BE WORTH IT / NOT WORTH IT. Extracting in a car shouldn't give you licence to kill 24 scavs without punishment. Karma should be a cutie !
  7. I have an idea to the scav agro system in tarkov, suppose there are 2 player scavs. Player Scav A wants to kill player Scav B, but Scav A keeps missing his shots. In the current system scav b would have to wait to get shot to then be able to defend himself. Otherwise he is risking a penalty with fence. In theory if a scav shoots at you but keeps missing one should be allowed to shoot without penalty since it is a threat to survival. I propose that PlayerScavs have an always active raycast going out of their weapon, and if that raycast hits another scav's hitbox it activates a momentary trigger, lasting half a second or less, that if given scav fires a bullet during the half second timer, the "rayhit" scav is allowed to shoot back. Bringing this back to the first example, Scav A keeps missing, BUT since he was aiming at Scav B and shot withing the given time, scav b is allowed to shoot back, and not suffer a consequence for defending himself. Since Scav B life is threatened, Scav B should not have to wait unitl a bullet hits him to be able to shoot back. Ai scavs, if not agro, won't shoot at a player scav, and rarely aim in to a player for no reason ,so it cant be abused by players. I believe that this would help the karma system, because I personally come across alot of scavs who have bad aim, and i would rather shoot them then wait for them to hit me, for me to defend myself
  8. Moin ne kurze Meinung zum Scav Karma. Meiner Meinung nach ist das der absolute Krebs. Ich bin jemand der gerne mal die Raids bis zu den letzten paar mins runter spielt. Jedoch ist dies ja mittlerweile kaum noch möglich. Wenn ab ca t-25 min ein Schuss fällt öffnen sich die Tore zur Hölle und gefühlt jeder Scav auf der Map rusht in deine richtung...... dabei is es egal ob man n schalli spielt oder nicht der gegner schmeißt eine Nade und zack nach nicht mal 3 min stehen mindestens 5 scavs vor der tür die sich alle einig sind das se dich pushen wollen. Ich hab teilweise nu Raids auf customs durch wo ich zwar die pmcs fertig gemacht habe aber sich das ganze fast nich gelohnt hat da ich 20 scavs oder so fighten musste die mir einfach die munition aufgefressen haben. Mein Vorschlag dazu wenn das scav karma schon bleiben muss dann lasst doch bitte weniger scav Spieler auf die Map damit die pmcs vllt noch was anderes zu tun haben außer den ganzen raid auf scavs zu ballern. Da nu sicher wieder einige Leute hier ankommen werden nach dem Motto du pussy sag ich das mal vorweg. JA bin ich und nu ? Wers halt geil findet nen Stacheldraht umwickelten Baseball Schläger in den Arsch gerammt zu bekommen dem kann ich auch nicht mehr helfen.
  9. Hey all, Idea - I did not directly see this, but has there been any talk of making an adjustment to it, where if you lose rep in a raid (let's say you kill another scav) that you have your next scav timer balloon up? Like instead of 20 mins, excluding any decreases in time, it makes your next scav available after 40 mins? Or some time reasonable enough to function as a deterrent, but not enough to make people hate the game. Like if I where to panic and accidentally kill another scav, lose rep in a raid, I'd be okay with the longer scav cooldown, like my bad. Alternatively, you could shorten the scav cooldown as a reward for earning rep. Like make it if you kill a pmc, that positive karma boost, you can take your next scav run immediately after you finish this one. Or if you just get out with the +.01 for not harming another scav, you would get 1 minute of your cooldown. Thoughts? Maybe somebody suggested this already, but just in case this is novel, figured I would start a post about it (searched a couple of pages and didn't find this idea). Cheers, Datvi
  10. JimBOB23245

    Scav Karma

    I don't think scav Karma is a good idea or at least it should be introduced and explained somewhere when you join the game. As a beginner who sucks and keeps dying while trying to learn the ropes killing scav seems like a risk free good idea to get loot which is what I did as a beginner. Then I realised my timer was going up and searched it up and learnt about karma. I now have a long timer and whenever I go into a game there is always one dickhead scav who pretends to be friendly and just destroys me not allowing me to extract and lower my timer meaning I couldn't defend myself and I also didn't get a shorter timer. So yeah, idk it just seems poo how you can really get stuck in a rut as a beginner I think either the karma shouldn't be a thing or just having a proper explanation would be a game changer.
  11. Hey guys, I have problem with AI scavs.. my karma was +0.71 when it started. Now I'm +0.10, because they were shooting on me every run (and I had good stuff, then I killed them all) and its still continue. Everytime when I spawn as a SCAV, then every SCAV on map are near me and everyone of them is shooting on me.. is it bug or what happend actually. I can't even make a single run without shooting with AI SCAVS.. Can someone tell or help me what the fck is happening with my game?
  12. So playing as player scavs[pscavs] right now, you are given an option to play friendly, without murdering AI scavs or other pscavs, or as a rogue pscav, killing any scavs as they please. Here's my point: If you are a friendly pscav, you are on the defensive side from the rogue pscavs. You will always get shot at first, resulting in very high chance of you dying prematurely. This is especially true if the two of you are alone, since currently there is no way of telling which is a rogue pscav without having other scavs shooting at them. Which is a rare sight in itself considering how short scav gunfights can be, due to AI scav incompetancy and unlikeliness of having a good armor etc. However, lets pretend you did come across one. Basically, you are witnessing a scav fighting another scav. How can you tell which is which? With the things AI scavs do nowadays, sometimes it can be very convincing, especially in the short time span of a scav gunfight. Obviously it isn't THAT bad, you will eventually figure out which is which, but regardless, it can be a very frustrating experience. Also, the scav karma system as of currently doesn't really stand to prevent pscavs from killing other pscavs. Currently, you lose 0.02 for killing one, and gain 0.1 for killing a rogue scav. So basically, if you shoot any pscavs on sight, and if any one out of five of them were rogue, you've broke even! Plus any gear they've farmed for how long they've been in the match! So here's my suggestion: 1. If pscavs exfil without killing any scavs, they should get karma(fence rep). 2. This should scale, the more you exfil without scav aggression, the more karma you gain. 3. If you've gone rogue, you shouldn't get karma for killing other rogues. 4. If your karma is low, you shouldn't get as much karma for killing rogues (i.e. if you've crossed the line too much, your best option of redemption is to be peaceful; not aggression). I think this way, it gives some real consequences to rogue pscavs, and encourages pscavs to play as the way its intended, as a scav and NOT a pmc in scav disguise.
  13. Just an idea to help with scav on scav violence by more easily differentiating between good and bad scavs.. Maybe loyal scavs spawn in with some sort of non removeable marker from fence ( Possibly in the form of a visible shoulder patch? Front chest patches? Similar to common military decorations , maybe with different tiers? ) .. This way, good scavs can easily recognize each other and team up. Bad scavs do not receive the marker and have no access to the marker, making it easier for good scavs to work together, and hunt both pmcs and bad scavs without having to worry too much about hitting the wrong target. Also a viable option for people who do not like VOIP. Essentially, we have a ranking system for Fence to develop his own PMS operation / business ( Private Military Scav operation). Similar to what they currently have implemented, Scavs would move up and down the ranks, and receive better benefits, loadouts, and surprise loot as they progress. Maybe even new specific clothing / fatigues for high ranking scavs.. After all, Fence would probably want his top ranked scav soldiers out there working for him with higher teir kits, so his Private Military Scavs can be more effective while out on their missions. ( Missions being to hunt bad scavs, PMCs, and get juicy loot .. Maybe random Fence quests eventually.) --- Additional thought --- Maybe we can gain rep by buying and selling direct with Fence (only with Fence), as a scav, post raid .. Essentially we are provided two options at the end of our scav raid before returning to the main menu .. ( 1. ) As a scav we can sell to, and buy from fence (Only Fence) using profits from the current transaction / scav raid ( The scav's money only, not your pmc's stash ) ... ( 2. ) Transfer items to stash as usual... Rep is only gained when items are sold to Fence by his scavs. As our rank / rep increases, we should receive better prices. Eventually reaching a point where its a viable option to sell to Fence often. This profit increase only applies to scavs, post raid, based on rep / rank. We should gain rep for transacting with fence, as it helps his Private Military Scav business flourish. Any comments / thoughts / something to add ? Thanks!
  14. I'd like to start this off by saying i started playing as we got the final .10 wipe and i've been mostly actively playing since then (Last patch i stopped at 38 because honestly why play when i get kicked for trying to play with friends). I say this not as some weird flex because there are defs people that have played longer then I have and might have different opinions, im just saying i've stuck around a while and im used to the wipe experience. My first thing to grumble about is bosses. Its a weird thing. I get the idea of it, as a scav you lose karma for killing a scav boss because they are a SCAV BOSS. Fair. My issue though, which feeds into the next grumble, is that you can't defend yourself with them. Sanitar and his boys are friendly which is great, saniboi even heals you if ya damaged which is awesome. The thing though, is that he won't aggro on you for sitting in a corner where one of his guards can just see ya ass hanging out in the open. This means, i don't have to try and kill him to loot the area (His loot is a different matter which i'll touch on in suggestions). I brought up sanitar as a reason though, he won't try to fight you for existing, every other boss though? Killa with nade the duck out of you, glukar and his boys will become a firing line, reshala is the same deal as glukar and shturman... well he's normally dead and i don't scav on woods so eh. Something that bugs me is that if you have to defend yourself, you lose karma. To sum up my suggestion, either treat bosses like raiders if you don't plan on changing them or make it so bosses won't aggro on you for clearing bodies and loot spots and possibly act friendly to player scavs with high karma (i haven't reached LL2 with fence so i have no idea how they act atm). Next grumble, player scavs and karma. At the moment it's tense. I've tried being friendly with other scavs, while not just removing my armor and handing them my weapon to shoot me with, i wiggle from far away if they see me or just sprint around the area they are looting, however, people used to the old system would just see me as they see normal scavs, as walking lootboxes because we ducking are right? random generated loot, maybe we found/spawned with a key, maybe we have those annoying ducking BMP shells, maybe we have hideout loot, honestly, the only time its not worth it to shoot a scav is when you have a quest like bullshit or a annoying quest done and you just want to extract. My suggestion here is treat player scavs like raiders in regards to karma and make it so killing them doesn't remove karma and make it so that killing scav killing scavs give extra karma. This just removes the pretences of being friendly, outright ducking shoot me if ya gonna be a scav killer or don't if ya friendly. another grumble on player scavs with the current system is getting shot at. If someone has a mosin or any weapon really and they shoot at you, they are most likely doing it with the purpose of taking your loot and your life. Issue is, if they suck ass and miss every shot and if i somehow kill them, i'm the one that loses karma, you punish players for defending themselves because the other guy sucks ass. my suggestion here, make it so that if someone shoots another player scav and the bullet hits or flies by within a.. I don't know, 3 meter radius? 2? of another player scav, the shooter is regarded as both a raider regarding karma (no penalty for shooting at) and for AI scavs, treated as a scav killer. for real though, imagine clearing a fallen city for loot and some baby goes to shoot another guy because he found a working phone or something, would other scavengers just go "Oh that has nothing to do with me, its probably a joke right?" or should they go "that guy is ducking mental, shoot the baby". Thats my current grumbles about scav karma as it is now. Next i have some suggestions. This suggestion relates to boss killing as a scav. I joked above about scavs being portable lootboxes and honestly, they are. Bosses are more extreme versions of this, the boss scav might have a keycard or a valuable labs keycard, resort key or reserve key. They also have a chance of spawning with something valuable in their pocket. They also, have ducking amazing weapons and gear, 6B43 is something reshala and glukars guards may spawn with, reshala has a chance to have mags of M995 or 366 AP, a lot of guards have 7.62 BP and their weapons are normally high grade with lots of valuable parts on them that you might need for gunsmith. Not to mention with hunter boy, you need certain items from scav bosses for quests (Killa helmet, reshala's pistol that doesn't always spawn aaaaa, shturman key, you get me). As it stands, you lose 0.02 karma from killing bosses and 0.02 for each guard (I think, i haven't actually checked this, it could be more, could be less), if you scav in and you see a boss, regardless of karma, they have a chance of having amazing loot either on them or in their pocket like red keycards, keys and bitcoins, when is it not worth it to killa reshala to get his bitcoin? to kill his guards for meds and ammo and possibly 1000 USD in their bags? So my suggestion is to make it valuable not to kill bosses, i do want to say this ties into the idea of making bosses at least not aggro as much or at all to player scavs. My suggestion is this. Players with LL2 or just high karma that DON'T kill the boss, if it spawned, a random boss item from fence as a token of appreciation from the boss. My suggestion is this be ANY item the boss or his guards hold onto to make the pool diluted. maybe you'll get a grenade, maybe a guard AK with a mag of BP, maybe you'll get a golden TT or even a bitcoin, maybe you might get a killa helmet, maybe a labs keycard or a random map key, maybe you might get that ducking 6B43 that you need 2 of for a quest, who knows. Another suggestion, regarding karma. I'd like to suggest rewarding high karma players with a chance for better loot in their bags at the start. Thats it. Maybe a hideout item like some bolts and screws, maybe a light, who knows. My final suggestion, for both scavs and karma, is a few more outfits for scavs. I'd like to suggest that high karma players and Kill On Sight scavs (i'm talking negative karma scavs with like -20.00 karma or something crazy) have some different outfits and models. A example of a high karma scav looking like a family man put into a situation that he does not want to be in but has to, while a negative karma scav looking like someone the cultists would reject for being too extreme.
  15. Humble_Avenger

    Idea for expansion of Player Scav System

    After playing alot of this wipe I've particularly enjoyed the scav karma system and I am looking forward to this system being tweaked/expanded over time when possible. Today my friends and I discussed this topic and I'd like to get the community and developers in on this train of thought. The idea is creating a unlockable feature within the scav karma system. Allow players to play as raiders HOWEVER you cannot loot or extract from the map. This is meant for scav karma farming for those who get to this point to progress further AND a method for players to play/fight PMCs with no need to focus on other storage, crafting or gear systems. While adding more life to this hardcore world that has attracted so many of us. As an example at 2.0 or higher fence rep (as long as you kill no fellow scavs and use car extracts when possible we believe this is not a overly hard challenge nor is it too easy to access early in a wipe) If you unlock the system you are allowed to spawn as a raider on the maps that have raiders at the beginning of the game. Potentially slowly spawned when a raider could spawn (similar to current scav system). You are assigned a goal. As an example as Gluhars guard you are assigned to protect your VIP. If you and he stay alive you get X fence rep (should be a good bonus). Preventing the power switch from turning on in the command center or preventing access to the exit train could be player raider goals on reserve and similar goals could be assigned to raiders on other maps. prevent PMC exit at X location, protect VIP X. If you kill a PMC you should get more fence rep than you would killing a PMC as a scav and can kill non raiders with no penalty (scavs would learn to avoid raider locations like a plague and developers would need to remove player scav spawns withing raider locations or easy shot at from said locations). Player raiders should be kicked if they attempt to leave the assigned area and ideally if possible AI resumes control if they attempt to leave (this would probably not be easy/possible so instant death if you roam too far? Potential heavy scav karma loss for abandoning post and remove player raider access for X time limit) After 3.0 fence rep scav raider should have no cooldown. This would be for the crowd who hates storage, gear gathering, crafting and all the other tarkov systems but love the gameplay itself. They could focus on giving AI defences life creating a much greater challenge for all EFT players. There should be limits such as 1 player raider per map or at least per raider group. 3+ Player Raiders in Customs Dorms sounds like something I wouldn't wish on someone I hate. Also once you get past 5.0 Fence Rep or potentially higher you should be able to order other AI raiders and boss to follow or stop allowing you to create defensive positions created by a human mind. Combat AI takes over but they all won't be in neutral dumb position. Bonus points for additional orders added such as a command to attack or hold location that works during combat so you can camp or order a raider charge once you get high rep I want your opinions people. Love it or hate it I want to know cause this sounds like a blast IMO and my friends love it as well. I expect salt and yet I am waiting for mines/claymores and god I want tripewires or door mounted booby traps and methods to detect/disable and destroy so lets discuss Player Raiders
  16. WasabiLassabe

    Scav Karma Ruins Scavs

    Can we all agree that scav karma system is broken at best and utterly unplayable at worst? I have recently hopped back onto Tarkov and have found that playing scav with this new system is unplayable and shouldn’t have been released in its current state to the main servers. I have not had a single round of scav extract safely if I’ve run into another player scav. The system seems to punish the players that follow it and reward the players that don’t. 3 games I’ve even been wounded by player scavs. Left bleeding out or limping with blacked limbs and I can’t retaliate because that would ruin my karma and get me killed. It plays exactly the same as before where player scavs kill each other except now it punishes friendly scavs for defending themselves.
  17. Problem: 1. Intentionally hostile Scavs have advantage over friendly Scavs because: They know they are going to kill friendly-Scav The know friendly Scav will not shot first until he got shot They know friendly Scav is not a threat until attacked You just need to kill 1 PMC to mitigate killing 5 friendly Scavs Friendly Scavs start with better equipment, but most time without helmets so they are juicy targets and easy prey for point blank headshot 2. Starting from karma below -1.0 AI Scavs easily know this player-Scav is hostile and attack on sight, but there is no way for other friendly player-Scav identify hostile player-Scav. 3. Regardless of penalties and bonuses there always will be hostile Scavs killing everyone on sight, but it sucks for friendly Scavs to not have a clue even for most notorious Scav-killers with the lowest possible reputation unless there is an AI Scav around. Possible solution: Add Special Armbands and Proximity Audio Queue for hostile Scav: at karma below -2.0 Special Armband is added as mandatory part of Scav equipment at karma below -4.0 Proximity Audio Queue with 100m* radius is added at karma below -5.0 Proximity Audio Queue radius increased to 200m* at karma below -6.0 Proximity Audio Queue radius increased to 300m* *radius is a subject to change Clarifications: Special Armbands - an unique armband that cannot be deleted/removed/looted/replaced and which is distinct from any other armband in the game. For example: white armband with red skull or red and black vertical stripes etc. Friendly-Scavs will still have to identify whether approaching Scav is wearing that Special Armband or not, but if they noticed that armband - they know that is a hostile Scav with low karma and can be shot on sight without penalty. Proximity Audio Queue - small easy-to-miss unique sound played for other player-scavs when they have hostile Scav with low karma within radius: Sound something like wood chime bells or something similar - very distinct to other sounds and very easy to miss also should be very quiet and easy to miss when you run or if there is a gunfight close or even if you just not attentive enough to sound. Like sound that someone ADSing close with a handgun. should NOT be directional - it just gives a ahead warning that hostile Scav is close without providing any actual explicit advantage should NOT be affected by distance, headsets, skills - it is only to get warning that very low karma Scav is within 300m but can be closer that 100m Expected effect: These changes will not give friendly Scavs any explicit advantage over hostile Scavs but will provide more fair ground to defend yourself and identify hostile Scavs without need to wait to be shot at first. Also it is not immersive-breaking and will still require friendly-Scav to be careful and do visual confirmation of Special Armband presence. Note: Maybe this is not the best solution, but I feel like it is better to share not perfect suggestion that nothing at all. There is definitely a problem with current karma implementation and giving any explicit advantages or immersive-breaking visual markers is not an option, but there is a noticeable advantage even -7 karma Scav have over friendly-Scavs which makes difference in starting equipment meaningless. Also it is pointless to try to eliminate hostile Scavs - they have all right to exist if they choose so. If anyone have any better ideas - please share them too.
  18. ColonelSpace

    Karma system need rework in Group

    So this happened to me two times already . I grouped with my friends for a scav run. Another player Scav shot at my friend ,he was wounded so I shot back to help (You know, the entire meaning of grouping). And when I managed to kill that Scav, I lost my Karma, twice. So, apparently you cannot kill at a Scav that shoot at your friend? What should I do? Wait for my friend be killed and revenge him? Or wait that "bad Scav" shoot at me so I can shoot back? Then what is the purpose of running in group if you cannot help each other? IMO I think this need rework, when a player Scav shoot at a group member, all member in that group can shoot back.
  19. 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?
  20. I was just playing a raid as a Scav on Reserve. I thought - since Raiders no longer give negative reputation when shooting them - that I would try killing some. I came across 4 Raiders, but for some reason, they were friendly towards my Scav (shouldn't they be hostile?). Anyways, so I kill the first one of them, but immediately after I do that, a normal Scav (AI) starts shooting me in reaction to me killing the Raider (even though they're not supposed to be on the same faction). What really bothers me though is not the fact that the Raider and Scav was "on the same team", or that the Raiders were "friendly" towards me. It's that when I got hit by the AI Scav, and then killed it (the AI hit me before I hit it), I got a negative reputation gain for killing it in self-defense. Why is that? I mean, I know why it is (the AI thought I had killed a friendly AI and the other AI around retaliated, as they see me as the aggressor), but is it an oversight or a correct implementation? (P.S. Killing Raiders does not grant positive reputation or negative reputation. It currently seems to be a "neutral" act.)
  21. SHADOW MOON

    Karma ideas: for bad karma players

    "I just wanted to say thank you battle state you guys are the literal best keep up the good work"- just put that there cuz you guys get to much hate from rude people and leave some thing for any one on the dev team who might read this you guys are amazing and are developing one of the best games out there even though this game is not finished it plays better then most AAA games out there on the market ( just want to point out im not a dev nor do i know anything about developing let alone makeing player models so i dont know if any of this is possiable or without it looking stupid ) Actual topic: That people with bad karma end up looking like something from "The Division" the hunter guys how they kill "agents" in this case PMC's and people with bad karma would have static dog dogs on there player model whether that be on his arms, chest, leggs, i think would be the easiest way of doing it but i think the difficult thing and would understand the reasons why you would not do it is the game would know your karma status and if its bad put the dog tags on your backpack, armor, rigs so they can't be hiddin under armor and stuff but even if u cant put it over the cloth the one thing that will be a dead give away would be "jingling" whether that be piviting, leaning, runing , or even walking the dog tags would make audible noises for players to know immediately that thay are a PKer and once again thank battle state you guys fukin rock stay awesome
  22. Randoness

    Karma System

    This has probably been brought up before but it would be nice to see some form of a karma system or player rating system. In example such as a player would be put with bad karma and it would be visible in the group finder, for say spawning in and immediately killing the people they spawned in with. A player with good karma would be someone that has gone multiple group ups without killing a single grouped person, and as soon as they do, their own karma is at a net 0. I'm a new player, only level 3 and I haven't been doing well so far since I'm still trying to learn everything. Took my last rifle on my PMC and grouped up, I survived 3 seconds that group, so I turned to grouping as a SCAV and I survived a total of 44 seconds, trying to understand where everyone I grouped with was, and one of the guys I grouped with put a bullet into my head. It would be nice to see a history as well of how many group members people kill, so you can judge them by their stats in a group. Since now I can either run like a rat and scavenge on my PMC or wait till my SCAV is up again and hope I don't do something stupid to get killed. I get deception is, in a part, part of this game. However, grouping up with someone for help to have them kill you in the first minute and take your stuff isn't great and really turns off new players.
  23. Before I start my actual post: karma system for scavs? Please! Also sorry if bad english anywhere, I did my best, but it's a long text. I was reading some rumors about the addition of a karma system that would punish players for killing other members of their faction, but that doesn't make a lot of sense. They were my team when we were under the contract of the same employer, but now we are just strangers abandoned trying to survive, we just share a similar background. But I am not against the karma system, I just disagree that it should be based on factions. My suggestion related to this is karma based on groups of players. Let me explain: I know that proximity voice chat will come to the game eventually and that it will allow communication with nearby players. But it would also be nice to add a radio, which in addition to serving as long-distance communication (as Discord currently does) would allow other mechanics to be added. It would be an item that could not be lost, such as knives and safe containers, and is only available for PMCs. At the beginning of each Raid, the leader of each player group would receive a frequency (and of course each lone player would be the leader of their own group). During the raid if we make friends with one of more random PMCs, regardless of the faction, we can synchronize the radios (call them to the group). Karma would be a way of punishing players who try to take advantage of this system and betray groups. This also solves the existing random problem by creating random groups to betray them at the beginning of a raid. And it would be nice to be able to add as friends these random PMCs that you extract with in the same group at the end of a raid. To encourage this mechanic, there could be a karma bonus to form groups and extract together with random PMCs. This could also allow clans to exist, but this is other topic. Also extraction camping must be punished hardly, since not only this is toxic gameplay to extreme but it's the time where most of the betrayals would happen. Some questions and problems that may arise from my suggestion: 1-How will the game decide if a player betrayed the group or not? The punishment system could work like in most games with TK, did your friend accidentally kill you? Then after the raid forgive him. Was it on purpose? Choose the option for him to be punished and he will receive the negative karma. 2-So can you put in your group everyone you encounter? No, only PMCs and the radios must have a maximum number of frequencies synchronized at the same time (to avoid groups of 20 players). Perhaps the same limit for entering the raid? Or maybe a little bigger (5 before raid but 8 in game? Depending on map of course). 3-How will synchronization happen? Each player must be close to the leader to enter his frequency, and the latter decides whether or not to accept synchronization. One option would be for the frequency to be a number that the leader have to say and the other players must insert into their radio. Another option would be for the leader to send an invitation to nearby players (this part cannot be completely realistic, or else we will have players putting random frequencies in their radios and forcing themselves into groups). 4-This guy from our group is begin a ass* what can we do? Players can leave the group or be kicked out of it at any time, but killing one of the players who was recently part of the group (10% of raid time?) would give an expressively high karma penalty, even bigger than normal tk(so you will be desincoraged to kick someone them kill him). So you guys must follow different paths before the timer runs out. The now alone player's radio will be filled with static until he finds a new empty frequency. 4.1-What will happen if a member of my group migrates to another? If a member of your group with a modifier goes to another group, all players in both groups will become subject to that modifier. You will also get the modifier on any player that recently leaved their group. If all the players are in the same group angain the modifier disapears. All players can have ilimited modifiers by joining and leaving ilimited groups. This is to prevent most elaborated schemes to kill trustworthy players. 4.2-How do we know if we still have the modifier? It will be the same thing as medical modifiers, put them very small in some corner of the screen so that they don't break the immersion, and by pressing tab you can have sure of how much time is left. 4.3-If I kill some former member of my group with less than 10 seconds left to the modifier will I get the full karma penalty? As time goes by the amount of karma lost will decrease, maybe 1% of time will be equal to 1% less karma to lose, I think this would be just since you could just shot any stalkers that did not accept to be kicked by you and have been following you with immunity by 5 minutes straigth. 5-Can everyone hear what we talk in the radio? Of course! They can hear both you talking to the radio and what is begin told from it, so you have to choose carefully the time to communicate with your teammates. 6-Can we join groups if the leader have different extractions? I think that extractions should be synced with the leader, but even if they're not I don't see any problem in it. I will not go into much detail about the radio(range, batteries, different models etc...there other posts about it) or the punishments/benefits of the karma system(better trade values, better scav gear etc...this is up to Battlestate). My point is: your faction is your friends, regardless of them begin USEC or BEARS. The PMC you used to work for will just affect your skills and initial gear but not who are your enemies. And you also should be able to make new friends in game. This is exactly what is show in the game trailer: a BEAR and a USEC putting differences aside to survive.
  24. Scav sub-factions, AKA Scav gangs The objective of this idea is to achieve Scav teamwork between strangers and also maintain the dog-eats-dogs behavior of scavs. This introduces 3 scav gangs from Escape from Tarkov's lore. Zhilnov | Pashutin | Grizzle Zhilnov: Petty criminals, anarchists and thugs. Wearing typical leather jackets and dirt bike jackets. Pashutin: Former security guards, former Police and Blue-collar workers. Wearing industrial site uniforms and heavy duty work clothing. Grizzle: Psychopaths, drug addicts and sadists. Wearing ponchos and large trench coats. How it works When going into a raid as a scav you will randomly be assigned to a Scav gang. Zhilnov, Pashutin or Grizzle. Your scav will be dressed in the clothing unique to that gang. When doing a group raid, all players in the group will be on the same scav faction. Killing other Scavs from your faction decreases your Scav's Karma level and extracting from raids without killing player scavs from your own faction will increase your Scav's karma ('Run-throughs' will count). Killing PMCs will increase a player-scav's karma more. You can kill player-Scavs from other gangs without affecting your karma level as well as killing AI Scavs. AI scavs are factionless. Killing other player scavs from your faction in self-defense will not lower your karma. (That player from your faction must shoot and hit you first). Losing too much karma will cause you to spawn as a factionless scav in the future just like the AI scavs which means other player-scavs will see you as a betrayer and can kill you without negatively affecting their karma. Scav karma - Benefits and Punishments The Scav Karma levels below give a brief description of the benefits and punishments of each karma level. All loadouts are chance based. E.g A Scav with a karma of 7 will still have a chance of spawning with poorer loadouts but the probability is smaller. They will have 0% chance of spawning with level 8+ loadouts until that karma level is reached. Players with poor scav karma can have their karma passively return to Neutral overtime by taking a break from scav runs. If a player cannot restore their karma through their actions in-raid by killing PMCs then they can simply just take a break from scav runs and they will be neutral again over time. If a player has a good karma level then it does not passively return to Neutral when not playing. Karma levels 0. Renegade - Your scav is now factionless, you no longer spawn as a gang member. 1. Infamous - Very poor loadouds. Makarov 2. Menace - Worse loadouts. Mosin Obrez 3. Dishonorable - Poorer loadouts. AK varients without dust covers or stocks 4. Rogue - Poor loadouts. Toz and pump-action shotguns 5. Neutral (This is the starting karma level) - Average loadouts. 6. Comrade - Spawn with painkillers and medkits. 7. Honorable - Spawn with level 2 or 3 body armor. 8. Saint - Can command AI scavs and have a chance of spawning with a grenade 9. Famous - Better loadouts. Spawn with level 4 body armour. 10. Paragon - You have a chance of spawning with a suppressor for your loadout, whatever it may be. The Karma levels below give examples give a little more detail of what kind of weapons you can spawn with based on your karma level, they not limited to these weapons. Bad weapon loadouts 0 Renegade. AKM/VPO 1 Infamous. Makarov 2 Menace. Mosin Obrez 3 Dishonorable. AK variants (no dust cover/stock) 4 Rogue. Toz Neutral weapon loadouts 5 Neutral. Standard Mosin, Saiga 9, P226, Grach, Glock 17, MP-153, Saiga 12. Good loadouts 6 Comrade. Stock AK variants with 10 round mags 7 Honorable. ADAR with 10 round mags 8 Saint. Spawn with a grenade. 9 Famous. Stock AK/ADAR with 30 round mags 10 Paragon. SA-58 AUS and Vepr Hunter Affect on AI scavs In order for this whole idea to work with AI scavs. AI scav behavior would have to be changed so that AI scavs do not react agressivley to combat between different player-scav gangs. The AI scavs should only react and engage a player-scav if they shoot an AI scav. AI would have to be programmed to take cover when Scav gangs are fighting, so its as if they don't want to get involved in what seems to them to be a turf war otherwise they will just wander obliviously into the middle of a firefight. PLEASE LEAVE SOME CONSTRUCTIVE CRITICISM/FEEDBACK!
  25. I have thought long and hard about some features that could accompany the karma mechanic to make it a bit simpler to implement. I would like to share these with the BSG team and hope to share new ideas and inspiration with them. For Karma Mechanics, they should add features such as: . Exiting a raid with positive Karma Gives you Bonus XP . Exiting a raid with negative Karma gives you Negative XP . Exiting a Raid with Extremely Low Karma such as Killing multiple players from same faction makes all loot no longer found in raid and has % of the loot you extract with being lost whilst extracting. This could affect gear you took into raid or loot you found in your backpack. Also Gear lost during exfil because of low Karma would not be recoverable by insurance. . Low/Negative Karma reduces the successfulness of getting All/Any of your gear back from insurance. * Players with low Karma and Trader standing are less likely to have that traders men want to do a good job of finding all their lost gear in Raid. . Shooting at a friendly faction player first without having been shot at/received damage first from that player/their party will deal negative Karma to both you and your party. . Shooting a player/party who has incurred negative Karma in raid will not deal you negative Karma aswell. . Players in Mixed faction partys are considered Raiders and immune from the positive karma system. *Basically shooting a player in a Mixed Bear/USEC group will not deal negative Karma as they have basically betrayed their faction by teaming with the enemy and are now more akin to the Raiders than an actual USEC/BEAR soldier. . Karma levels are persistent after raids. . Exiting a raid with positive Karma, sharing loot with other players of the same faction not in your party in raid will also net you bonus positive Karma. . Exiting a raid without killing players of your same faction will earn you positive karma. . Items traded between players of the same faction in raid will only net positive karma once during the first exchange. Trading that item between other players in the party in the same raid again nets no karma change. . Incurring very low karma in raid will spawn more scavs near you and aggro all in raid scavs on you *Cursed* . Incurring very low Karma has a chance of spawning a high level Raider who will hunt you down. *For every Very low Karma player in a party alive, 1x raider will spawn. . Dieing with negative Karma will reduce the chance of your insured gear being successfully recovered in its entirety from the raid. . Having a freindly player in your party recieve very low karma in raid affects all members of that party. *Guilt by Association* . Entering a raid with very low Karma will give you the Cursed trait, have extra scavs spawn on you at some point in raid, and a chance of a High Level Raider spawning to kill you. . Killing players of the opposite faction gains you positive karma. . Killing players in Mixed faction partys gains you Karma regardless if they shoot at you first or not. . Positive Karma gives: *better RNG loot * increased helmet ricochet chance *decreased insurance prices * increased return speed on insurance * Decreased weapon failure rate * decreased weapon/gear repair costs * better prices when buying/selling at traders *Negative Karma gives you the opposite of the traits above. These are just some of my suggestions on how to implement the karma system. I would love to hear other peoples suggestions and some feedback on my ideas.
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