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Found 13 results

  1. IzSumTingWong

    Make labs free again.

    Hey. I liked the idea of charging to get into labs for cash & all. Can you please do that, upon finished said game. Not in the bloody beta? Aren't we here to test things? Not waste time or diddle daddle around the question. We paid, for a semi finished product to test it's durability, handling & features. So instead of restricting all those hard working people who own your game. Who probably don't have so much time to play it, just let them enjoy & TEST this product/game you guys are presenting. Your testing would probably go 10x better, with no loyalty needed for traders, just level caps. More loot, like more of the stuff you want to test, For eg... Grenades with no sound,. no muzzle flash, suppressor making no sound. I'm 110% for you guys & for a small dev team. You guys rock! Will continue to do so & bend the rules on FPS gaming.. But can you bloody let the players test the god damn game? We are NOT here to do stupid quests which result in us NOT keeping the gear. Piece of advice.... Weekly events, daily challenges & ways to interact with other players. So we don't have to kill hatchlings... I enjoy seeing a friendly scav player & we take down players & share loot... That experience ROCKS!!!
  2. Friends of Tarkov! After exploring the wiki I came across some interesting info regarding TerraGroup, most notably TerraGroup Labs PLC, and their activities within the Norvinsk region. I decided to dig a little deeper... So, what do we know? "The notorious Terra Group international corporation, is one of the many foreign companies responsible for the illegal activities and research within Norvinsk, and one of the key players in the scandal that turned the prosperous frontier into a collapsed war-zone. ...Officially deals in scientific research concerned with biotechnology applied in agribusiness industry and farming and is strongly implicated in illicit activities across Norvinsk and Tarkov. So, TG are up to some shady business, right? Lets have a look into how biotechnology is applied in agriculture... Keywords: Genetic engineering Vaccines Modify living organisms (including animals AKA humans?) Trans-species modification / trait transference Further evidence of human experimentation in-game can be observed via the numerous 'Combat Stimulants', many of which are acquired on location at the Lab itself. So what does this mean? What are/were TG actually up to? There is a substance named Blue Ice which can be found throughout the different maps, for example within the warehouse next to shortcut in the Customs location; here there are barrels upon barrels branding the label. If this substance is found, in bulk, at the region's primary import/export depot, this suggests shipping across the world... But who is buying and why? It could be argued that TerraGroup are/were illegally experimenting on humans with a focus on improving combat capability; genetically engineered soldiers. We already know the Labs Raiders have more 'health' compared with their player-controlled PMC counterparts (715 vs 435) - whether this is canonically accurate or merely a game design decision is yet to be answered. It could be that the Raiders were the first 'successful' subjects, however it is stated in their lore that they have some level of responsibility for the initial downfall of Tarkov. From their description: "Shady group of armed people, according to rumors, consisting of former PMC operators, local residents and others with obvious combat and tactical training. ...They are active in the Lab and are the starters of the chaos which is destroying Tarkov." So, what do you think? USEC were being paid good money to keep TG's activities under wraps, so there's definitely something fishy going on. Would love to hear your thoughts!
  3. GhostSpartan117

    How do the Labs Keycards work?

    Trying to get into labs requires a keycard now and I'm curious if everyone in your squad needs one or if just one player needs it. I'm pretty sure Nikita said somewhere only one player needs the keycard and it works for your whole team but looking at the UI I'm not sure how that would work since you need the keycard to get into the lobby to invite people. I don't want to spend the 100k to find out so if anyone else knows can you please explain how this works/ if it works at all?
  4. gen2face

    Labs levelcap 20

    just make labs levelcap 20 and a lot of hackers are gone in labs... more than 50% of my runs i run into a hacker in labs... i think labs is too easy to make money so a levelcap would change a lot.
  5. For anyone who is lucky enough to find a Red Keycard for Labs, I have been running Arsenal a bunch and have found a glitch (and working around for that glitch). On the top of the arsenal storage shelf there is a spawn for a ProKill necklace, which is worth 116k roubles. With the spawn on the 2nd to top shelf, you aren't tall enough to grab it, but I found a workaround. This works best if you have low weight, like 20 kg. If you hover over the shelf you almost can reach and a white square appears in the middle of the screen, then the ProKill necklace is there. Close the cage door, open the bottom filing cabinet, close the search window and immediately sprint and jump on the filing cabinet. This will let u on top of the filing cabinet and you can lean over to grab it. Hope this helps anyone who has Red Keycard / or gets it in the future. Good luck!
  6. Ok so after a good few raids last night i laid down and tried to head off to sleep but had a vary interesting idea. The Scav Raiders seem quite intent on Tera group labs, There is something in there they want but what is it? Well then thats when the idea hit me how do they know about it? Raider faction. It is quite clear these raiders are not part of any of the basic scav gangs, I have been thinking about how they would react to the other scavs. The reason i say this is i think it would be a stellar idea if there was a chance that the Raiders could spawn in locations were Teragroup lab information could be found. Places such as Customs Dorms, the power pylon for customs over looking new gas, Shoreline resort, and even the bunkers on woods. I am sure there are more locations i am missing but im sure you guys could fill me in on that. As far as the raiders as far as we know they do not have any connection for deal maker's gang or killa's gang, so it is reasonable to think that if confronted by other scavs or even the cultists when they are added the raiders would engage them like they would player scav's or pmc's Why are they spawning at these locations? so well to put it plainly, they are trying to get in to labs just like we are, so why would they not spawn at these locations looking for key cards, access codes, and other information about teragroup labs. So why wouldn't we see them spawning in these locations? Scav on Scav violance How would they interact with other scavs? It has been said by the devs they do plan to add faction play to the npc's in the game when they get closer to the end of the game and i think the idea of raiders, and scavs having a fire fight and players getting suck in the middle could be an interesting twist. I have played stalker for a long time and i loved that you could be looting in a building and a fight between stalkers and bandits could just erupt around you and you could chose to help ether side. The same could be said about the raider scavs and say Deal maker's scavs im more then sure deal maker would not take too kindly to these raiders coming on to his turf and would give them or at least try to give them a right ass kicking. with could lead to players finding dead raiders or even deal maker scavs, or just scavs in general with were too unlucky to spawn near dorms and wander in. Equipment Since These raiders are not located with in the labs location, i think it would be safe to say that the devs could give them some less modified weapons, and perhaps some lower teir armor, after all these are the scouts looking for information rather then the assault force with is assaulting teragroups lab. Lets say lvl4 at best armor, with some weapons with are modded out much like say deal maker's guards. This would give another way for players to find lab access keys as well by killing these scout raiders. Ai behavior. This is the tricky one the question is how tough should these guys be out side of labs, as they are not the main assault force but more so a recon scout should they be as weak as normal scavs or should they be just above that of deal makers boys? With this question in mind, would we also see them posted up diffrently then normal scavs say we have one at the sand bags on dorms looking over the court yard another two on the ground floor with two on the second floor when they spawn looking between the two dorms. The same question could be asked about Resort, sould we see some of thes Raiders perched up on the roofs with six or seven of their raider buddies looking through the resort trying to find clues about Teragroup labs? I think yes to both questions, they sould be alittle more advanced then normal scavs but nowhere near that of the lab raiders, but also i think it would be intresting to have the chance of them spawning at these locations much like you would deal maker or killa on those same maps. Why have them spawn at all? well the thing is I don't feel that players should be able to buy or trade for the Tera group labs access key from the traders, It dose not feel organic and when players can afford to buy these things again and again and again it dose not matter how many times you go in to labs you are most likely going to be going in to a full lobby any one becouse anyone and their grandmother can buy one. I have found 4 lab keys since i have played since this wipe, and i have only bought 1 from the marketplace. The reason to have them spawn is to seed the world with lab keys allowing players to fight more then just deal maker, or killa to find these key cards. as well as add more danger to some of these maps with can at times feel like a cake walk, But with the restriction of the key cards no longer being able to be bought or traded for from traders This would make finding one of them more meaning full and lower the number of people with are crowding the labs for loot and xp.
  7. sgt_leprachaun

    Late into raids

    Hi, I was just wondering why when i join labs, I am always 5 mins late at least? I have the game on an SSD and i am never late on any other map apart from labs. I have been trying to do loot runs on labs for a couple days now and it is legitimately impossible as i am always late for some reason and all the good loot is gone. I know other people getting the same issue too and it isnt fair on a map where you have to pay 115,000 rubles just to get in only to have no chance of finding good loot and players to already be set up in advantageous positions.
  8. This is a suggestion I made elsewhere, thought I'd repost it here as well so others in the community can provide feedback and ideas too. For those may not have heard, the Labs map will eventually be accessible only from within the Streets of Tarkov map. This means players will need to make a “two part” raid. This raid within a raid idea, got me thinking: How could EFT set up a situation where a team of players would want one or two teammates to stay in the Streets of Tarkov map and provide cover to a Labs entrance/exit, while another set of teammates goes into Labs? One of those situations where the teammates, before loading into Labs, tells the others, “Okay, we’re going in. We’ll try to exit from one of the elevators. We’ll radio when we approach for extract. If you don’t hear from us in 35 minutes, that means we’ve been killed.” At this point, the “stay behind” team would position themselves on Streets of Tarkov to overwatch near the locations where the elevator extractions feed into. How might this be accomplished? Here are some thoughts… NOTE: I talk about the use of ingame VOIP and radios throughout (both planned), but most of the ideas will work even if you choose to use a third-party program like Discord. 1. Link the server instances together When a player exits Streets of Tarkov and enters into Labs, this new server instance for Labs will then become shared by every other player who is joining from the previous Streets of Tarkov server instance. So let’s say there are 12 PMC’s playing on Streets of Tarkov. Two players make it to a Labs entrance, and enter into Labs. Ten minutes later, another squad of two players that was on the same Streets of Tarkov instance, also makes it to a Labs entrance. Whenever that squad enters into Labs, they will enter onto the same Labs instance that the previous two players entered into. This will create a sort of staggered spawn situation where another PMC team could already be moving through Labs. Perhaps each squads gets its own ~40 minute timer upon entering Labs? For those squadmates who stayed behind in Streets of Tarkov, perhaps they too get an additional 50 minutes added to their timer? 2. Labs entrance locations on Streets of Tarkov correspond to spawn points within Labs Similar to how players could previously choose their spawn points using Maps, what if a team could choose to enter into Labs from the sewer by entering at a specific location on Streets of Tarkov? This could provide further incentive to have a “stay behind” team on Streets of Tarkov to scout out the different entrance locations and let the Labs team know what’s going on through radios (once they get added). “Labs crew, be advised, we see two PMC’s approaching the stairwell. You might have company coming from that direction, over” \*cshh\* 3a. Teammates in Labs can provide situation reports Picture this scenario… The first Labs strike team enters through the sewers, the fallback team starts moving through Streets of Tarkov to provide overwatch. Not too long after the first team entered, they hear on their radios, “Guys, I had to back out, it was too hot in there! We lost Rob and Herbert…” Stayback team: “Okay, hang tight. We’ll come back to you, we’ve got meds. Once we get you stabilized, we’ll set you up in a window to provide cover and we’ll try to go into Labs to recover their gear. We’ll try to make it quick.” Same as before, once the “new” team enters into Labs, they’ll get a fresh 40 min timer on the same Labs instance while the one guy that stayed back in Streets of Tarkov gets another ~50 minutes tacked on to his raid instance. This same type of information sharing could be used in other ways too. Labs team: “We’re taking heavy fire from the NW, could you guys come in near that entrance?” Streets of Tarkov Team: “Roger that, heading that way… [several minutes later] Okay we’re in position, coming into Labs now…” From there, they coordinate their attacks in Labs from different angles. 3b. Radio signals between Streets of Tarkov and Labs are “lost” within certain areas of the Labs map What if certain high value areas on Labs distorts or loses radio communication to the Streets of Tarkov team? Streets of Tarkov team: “Labs crew, you’re breaking up, repeat last…” Labs team: \*static\* with bits of words coming through Streets of Tarkov team: “Hmm… They must be near the dome area right now…” The same situation can work in reverse too. If the Streets cover team radios in to let the Labs team know they're being overrun, to NOT come out of a certain Labs exit point... The Labs team is left wondering, "Uh oh, that didn't sound good. I think I heard him say tunnel. Does that mean we should extract from tunnel or were they trying to warn us that another squad is entering in through tunnel?" 4. Extract from Labs, also need to extract from Streets of Tarkov This may already be implied by what Nikita was saying, but if not, this could really bring the whole dynamic together. If you go into Labs as a full five man, what’s the best way to get out? Should you all risk using the same extraction point, leading to the same place on Streets of Tarkov? Or do you split up? Also, if you did *NOT* choose to have someone stay back to cover your exit, how do you know it’s clear? What if an enemy squad on Streets of Tarkov is watching that Labs exit route? If you split up your escapes, maybe at least one of your groups will make it out successfully? 5. Radios can be stolen from downed players Say you're the Labs team that just extracted and you're trying to radio your cover team that stayed behind on Streets of Tarkov. Labs team: "Okay, we're out! We're approaching the street corner. Is it clear?" Streets of Tarkov team: <silence> Labs team: "Guys, are you there? Do you copy?" At this point the labs team is worried that either the stay behind team got overrun and/or another team is currently listening in to their radio traffic and now knows where they are. Or another situation, though it likely won't play out very well since people can "cheat" with other voice comm software like Discord... Let's say another squad has "captured" the Labs team and is leading them to an exit by gunpoint. Once they surface, they "force" the Labs team to tell them where the stayback team is overwatching from and has them radio the all clear to their teammates. Same could take place from the other side with the stayback team as hostage. ------------------------------------------------------- There are probably many more dynamics something like could introduce. Expanding this "raid within a raid" idea further may introduce some really neat and interesting gameplay situations within EFT. Thoughts? Improvements?
  9. For those may not have heard, the Labs maps will eventually be accessible only from within the Streets of Tarkov map. This means players will need to make a “two part” raid. This raid within a raid idea, got me thinking: How could EFT set up a situation where a team of players would want one or two teammates to stay in the Streets of Tarkov map and provide cover to a Labs entrance/exit, while another set of teammates goes into Labs? One of those situations where the teammates, before loading into Labs, tells the others, “Okay, we’re going in. We’ll try to exit from one of the elevators. We’ll radio when we approach for extract. If you don’t hear from us in 35 minutes, that means we’ve been killed.” At this point, the “stay behind” team would position themselves on Streets of Tarkov to overwatch near the locations where the elevator extractions feed into. How might this be accomplished? Here are some thoughts… 1. Link the server instances together When a player exits Streets of Tarkov and enters into Labs, this new server instance for Labs will then become shared by every other player who is joining from the previous Streets of Tarkov server instance. So let’s say there are 12 PMC’s playing on Streets of Tarkov. Two players make it to a Labs entrance, and enter into Labs. Ten minutes later, another squad of two players that was on the same Streets of Tarkov instance, also makes it to a Labs entrance. Whenever that squad enters into Labs, they will enter onto the same Labs instance that the previous two players entered into. This will create a sort of staggered spawn situation where another PMC team could already be moving through Labs. Perhaps each squads gets its own ~40 minute timer upon entering Labs? For those squadmates who stayed behind in Streets of Tarkov, perhaps they too get an additional 50 minutes added to their timer? 2. Labs entrance locations on Streets of Tarkov correspond to spawn points within Labs Similar to how players could previously choose their spawn points using Maps, what if a team could choose to enter into Labs from the sewer by entering at a specific location on Streets of Tarkov? This could provide further incentive to have a “stay behind” team on Streets of Tarkov to scout out the different entrance locations and let the Labs team know what’s going on through radios (once they get added). “Labs crew, be advised, we see two PMC’s approaching the stairwell. You might have company coming from that direction, over” \*cshh\* 3a. Teammates in Labs can provide situation reports Picture this scenario… The first Labs strike team enters through the sewers, the fallback team starts moving through Streets of Tarkov to provide overwatch. Not too long after the first team entered, they hear on their radios, “Guys, I had to back out, it was too hot in there! We lost Rob and Herbert…” Stayback team: “Okay, hang tight. We’ll come back to you, we’ve got meds. Once we get you stabilized, we’ll set you up in a window to provide cover and we’ll try to go into Labs to recover their gear. We’ll try to make it quick.” Same as before, once the “new” team enters into Labs, they’ll get a fresh 40 min timer on the same Labs instance while the one guy that stayed back in Streets of Tarkov gets another ~50 minutes tacked on to his raid instance. This same type of information sharing could be used in other ways too. Labs team: “We’re taking heavy fire from the NW, could you guys come in near that entrance?” Streets of Tarkov Team: “Roger that, heading that way… [several minutes later] Okay we’re in position, coming into Labs now…” From there, they coordinate their attacks in Labs from different angles. 3b. Radio signals between Streets of Tarkov and Labs are “lost” within certain areas of the Labs map What if certain high value areas on Labs distorts or loses radio communication to the Streets of Tarkov team? Streets of Tarkov team: “Labs crew, you’re breaking up, repeat last…” Labs team: \*static\* with bits of words coming through Streets of Tarkov team: “Hmm… They must be near the dome area right now…” 4. Extract from Labs, also need to extract from Streets of Tarkov This may already be implied by what Nikita was saying, but if not, this could really bring the whole dynamic together. If you go into Labs as a full five man, what’s the best way to get out? Should you all risk using the same extraction point, leading to the same place on Streets of Tarkov? Or do you split up? Also, if you did *NOT* choose to have someone stay back to cover your exit, how do you know it’s clear? What if an enemy squad on Streets of Tarkov is watching that Labs exit route? If you split up your escapes, maybe at least one of your groups will make it out successfully? 5. Radios can be stolen from downed players Say you're the Labs team that just extracted and you're trying to radio your cover team that stayed behind on Streets of Tarkov. Labs team: "Okay, we're out! We're approaching the street corner. Is it clear?" Streets of Tarkov team: <silence> Labs team: "Guys, are you there? Do you copy?" At this point the labs team is worried that either the stay behind team got overrun and/or another team is currently listening in to their radio traffic and now knows where they are. Or another situation, though it likely won't play out very well since people can "cheat" with other voice comm software like Discord... Let's say another squad has "captured" the Labs team and is leading them to an exit by gunpoint. Once they surface, they "force" the Labs team to tell them where the stayback team is overwatching from and has them radio the all clear to their teammates. Same could take place from the other side with the stayback team as hostage. ------------------------------------------------------- There are probably many more dynamics something like could introduce. Expanding this "raid within a raid" idea further may introduce some really neat and interesting gameplay situations within EFT. Thoughts? Improvements?
  10. Kennedy

    Labs Adjustment

    While labs is great, it by far made the economy unstable, and made end game tier loot just too common since people make a lot of money or get the end game loot. The maps is amazing, but to make it more balanced my suggestions are: 1. Make the player pay a certain amount. For example i make around 200-300 k per raid on labs, when running as a naked with a pistol, if the fine for example was 100 k rubles this would make the layer more cautious in labs, thus improving the tactical experience. 2. The second way i can see this issue resolved is by adding a timer for raid, like 20 mins , so people can't spam and farm in labs. This way there will be almost no naked people and they will more likely take better gear to profit the most. This would increase the endgame value of labs and the fact that you can't farm from it constantly. 3. Third option is to make a keycard to enter labs, for example like a quest. You go to lets say for this example Shoreline Health Resort, you go to room like 214 or something and you find a terra group card. You get it, you survive, now you have the option to put the keycard in the of raid items, thus not being able to access labs, but having it in your quest items allows you to do a raid in labs. This would just make labs and even more so End Game place, making sense that items can't be recovered by insurance and etc. Oh and if you die, you lose the card, so you gotta go get it again. This is a minor fix for a major issue in my opinion, cause while it is fun to run with a fort ant altyn, the gear becomes less and less worth due to this. These are just ideas, and hopefully valid ones Have a good day, Reader -James Kennedy
  11. Okay. This was my setup. I got insta dinked. Bullet buypassed my armour. Come around the corner & bang. DEAD. Don't give me the get good. I'm pretty freaking good at this game. Especially solo. Nowwww... I wasn't killed by anything. The rest follows. Idk how i'm even dead. He went prone, mid air shot 1 bullet that one tapped me through a down visor & i'm dead. Can you please make it so these stupid scavs DON'T DO THAT!!! Simple. Don't let them go prone.. Somehow...
  12. DrSnackCake5

    Possible insurance in labs

    This is a unique idea... as we all know insurance doesn't work in the labs. What if as an alternative we could bribe a scav raider. The way it would work is you pay an upfront cost (like 150,000 R) to cover every item. If you die and your gear isn't taken. Every item has a 25% chance of it being "stolen" by the raider. While the rest is given back like regular insurance.
  13. Escapers, hier haben wir ein paar neue Screenshots der Map TerraGroup Labs was mit 0.11.x kommen wird. Es werden im laufe der Zeit auch noch einmal die bereits veröffentlichen Screenshot der Map hier drin zu sehen sein. Bereits bekannte Screenshots:
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