Search the Community

Showing results for tags 'level'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Emissaries
    • Общий раздел
    • General Discussion
  • Russian speaking forum
    • Правила форума
    • Новости проекта
    • Игровой форум
    • Оружейный департамент
    • Разработчикам
    • Поддержка сайта и форума
    • Свободный раздел
  • English speaking forum
    • Forum rules
    • Project news
    • General game forum
    • Weapons department
    • For developers
    • Website and forum support
    • Off-topic
  • Deutschsprachiges Forum
    • Forumregeln
    • Projektnachrichten
    • Allgemeines Spielforum
    • Off-Themen
  • Multilingual forum
    • Multilingual forum

Found 6 results

  1. Hi alle, hier eine Auflistung, welche Gegenstände und Waffen welcher Händler bei den jeweiligen Leveln freischaltet. Die Angaben unten sind gezielt für Anfänger gedacht. Da ich erst Level 24 bin, kann ich die höchste Stufe noch nicht Screenshotten, mache ich dann asap, wenn ich den jeweiligen Level freigeschaltet habe. Randinfo: Fence kann derzeit nicht gelevelt werden: dieser Händler bietet fast nur die Sachen an, die andere Spieler ihm verkaufen, daher sind viele Dinge schneller weg, als man klicken kann: Es gibt trotz anderer Angabe oben rechts keine Möglichkeit, mehr Items/Level freizuschalten. (Stand Januar 2018 ;)). Skier: Peacemaker Fence ...geht nicht, siehe oben. Prapor Therapist Ab Level 3 könnt ihr die Saliva-Packs hochleveln. Also seid doch eifnach nett zu Anfängern und verteilt die Dinger wie Sand am Mehr, kosten fast nix und machen es neuen Spielern leichter. Bei Fragen einfach hier posten.
  2. Some content question.

    Hello all! First off... Let's try to keep this as civil as possible. As I know how forums can get. Thank you! Okay. So I have a few question for EfT. On its current state of the game. Yes, I know it is currently a beta, and still little ways away from any sort of launch. As in, it has a way to go. So take anything that is considered "criticism" to be, constructive suggestive criticism, as I am not in any intent to insult or demean any comment, suggestion, question, or response in general! 1. So, I have a large group of friends that I talk with through steam. EfT came up. And a few were in the 7-day trial. As was i. But I got the EoD pack after realizing what kind of game this was. It seems to be a survival of the fittest game. Meaning for some people, if they are not high enough level or have level equipment such as a Fort and/or AR w/ silencer. what not, a "geared up player". then you will not survive long. vs. those who do. The concerns that we came down to is if there will be any sort of tier or level matching system in the game. This is due to that I myself being armed with an AKS-74U was able to defend myself from a level 2 player with the same weapon, I myself being level 10 at the time. Taking into account that the higher your level the most likely of that you would have better-progressed skills such as health, endurance, weapon handling, ect. over those who are below your level. I understand that the skills only give you a slim fraction most the time of what it improves, or negates from its endorsed effects from that skills level. But it does help in ways more than most. iv killed a level 22 player. but not after he popped my stomach, took my leg, and my chest. while I had to shoot him in the head, which this is a default win button when the character is not wearing a helmet. So my question to this is, Will there be level restrictions or groupings for players in any sort of form of matchmaking? 2. Timers. I have several friends recently complain that there is no longer a 10min warning counter in the game as of current game build/version. I had no idea such a thing existed as I was always checking my times, and have escaped with less than 4 min left on the clock before. So, I myself have not experienced such a warning before. Also about timing, is there a specific time that a Scav CAN enter a raid? Because it has been before when a Scav would enter a raid, and have no time to do much at all, while its only exits would be on the other side of the map. Shoreline for example. A good way to fix this is to add server browsers. Most would say that would conflict with the above statement, but locking servers are generally what a level restriction would do. So. What happens to the 10min warning counter and will there be a better way to bring Scavs into a raid? 3. Equipment, game modes, general tier system. This question sort of goes along with the first question, but more on equipment. Will there ever be some sort of indicator, or general tier system for players if the first statement of a level system, doesn't work? Because levels and skills don't do much, but a guy with an AK to kill scavs is going to lose a fight with a well-geared player 80% of the time. This goes to say, there are also grouped players, players that enter a raid of 5 people in all. taking shoreline as another example of this, 8-13 people. 5 people would be grouped together vs the rest. Though this doesn't happen all the time, it is a bit more difficult for anyone to survive that comes across such groups of players. As it is part of the "survival of the fittest" game style this game presents itself as. I'd suggests a tier system for this, run the tier system by the average tiers unlocked from the traders. that way those who don't have access to this equipment, in general, aren't penalized to go up vs. those who do have access to the equipment from traders. ... nothing ruins a persons day more, then running down the line with full storage taken up, to the extract, just to be killed by a camper by the exit with a silenced weapon, that you don't have access to, or don't have a gun you can get for the said silencers that you do have. This can also be fixed with a "king of the hill", "battle royal", "Deathmatch", or "Last man/group standing" style(s) game mode as well, of course, the game mode(s) would be separate from the current standard raids we have now. The mode(s) would generally be a 'higher-risk' system for players that are supposed to fully-kit-out in. with larger winnings/losses. Designed for hunting other players/NPCs instead of the current scavenging/raiding survival system. This system would not require any sort of level or tier system limits, as the players would know what they would be getting into, or it could be, depending on how such a demographic would respond to this system. To implement this in a more balanced way, current raids would have to have player kills reduced, and NPC kills raided in exp received. As you are raiding a location controlled by Scavs, not players. In general, the addition of a game mode designed just for killing, would put more emphasis on the current raid game mode to prevent 'player-hunters' that kill just to kill other players. not for their equipment or tags. So, Will there ever be a system or way to reduce 'player-hunters' in the game without actually penalizing them, or will such a thing have to be looked at after the USEC vs. BEAR system is actually implemented? == TLDR: 1.Will there be level restrictions or groupings for players in any sort of form of matchmaking? 2.What happens to the 10min warning counter and will there be a better way to bring Scavs into a raid? 3.Will there ever be a system or way to reduce 'player-hunters' in the game without actually penalizing them, or will such a thing have to be looked at after the USEC vs. BEAR system is actually implemented?
  3. Compilation of my suggestions

    These are some of the suggestions I have come up with. I will add more to this thread as I think of them or see something that can be improved upon through gameplay. Dynamic Loot Spawn: Right now, many people know of the location of good crates and loot through the maps. I propose a a more dynamic loot spawn system, where crates, guns, attachments, and other goodies, can all spawn dynamically through out the map and the loot experience is rarely the same. Other loot and fight games already use dynamic loot spawns (ex. DayZ, the BR games, and various other survival games). I don't think that static loot spawns should be entirely removed, I just think that maybe there should be fewer of them possibly. The static spawns give players a good guaranteed chance to loot something of use, relying less on RNG, while the dynamic spawns would encourage exploration and lead to more fights in less obvious areas. This might also spread the population out through the maps rather than having everyone congregate to singular points which would increase the tension when walking through virtually every square foot of a map. Right now with only static spawns, there are sections of the raids where I have virtually no fear of any fight because there's virtually nothing of use on those parts of the map, lets add some more possibilities. Level Restricted Matchmaking: This is something I DON'T think should be implemented during the betas until right near release only to test out bugs in implementing the matchmaking system (most likely a week or two needed to test this is all). A matchmaking system that restricts you based on a level range I think will be a great QOL change to the game upon release that will ease the barrier for entry to new players, create a more balanced game play in raids, and help overall player retention in my opinion. Have it so that players can only be in a raid with other players within a given level range. These ranged don't have to be set in stone either and can change with balance patches and metrics collected by the dev team. My example for these ranges I've thought of would be lvl 1-25, 26-35, 36-50, and so on and so on. At some point (and I'm not sure when), you can remove the restrictions from a certain level and on because those players will be here to stay anyway, and any queue time increase at implementing restrictions at that point would do little more than to frustrate higher level players. I think this restriction will serve to allow players around similar levels to have more fair and balanced fights and not constantly feel like it's impossible to progress. It will also allow the devs to scale down which scavs can spawn in certain level restriction brackets so certain loot becomes unobtainable in the early levels. By keeping the ranges rather large early on, it also doesn't reduce the chance for a level 1 player to come across someone fairly well geared so the danger element still exists, also the opportunity for a well played kill rewarding a new player with some good stuff as well. This would obviously take some time after implementation in the game to iron out the level brackets and which ranges work best. With adding new guns, balance would have to be looked at which is why i propose that these brackets be dynamic and easy to change by the devs on the fly based on metrics collected by the devs. You wouldn't even have to tell the playerbase what the brackets are or when they change, it would simply be there in the back end keeping our play experience at an optimal level. Vaulting and Weapon Resting: These are features I assume are already planned and i assume have already been discussed, so I won't go into detail, I will simply state what they are, and they are pretty self explanatory. UI QOL Changes: This is a pretty broad category and can constantly be changing as development continues but I will give one example of something I feel needs to be addressed. I can not think of a single good reason why we can't simply click, and hit a purchase button on something we want to buy from a trader instead of using the fill command. I understand that money is a physical item in the game, and you need to tell the game that you want to use some of a physical stack of money to make a purchase, but I feel like on the server side, this can be easily condensed into a single button. Outside of the actual game play, I think less tedium should exist in the UI prior to joining a raid. Keep the more realistic touches to game play, where time equals risk, but limit it when no player interaction is possible. These are my suggestions thus far. I'm sure I will think of more as time goes on and I will update this thread as needed. Feel free to comment on, or add to any of my points.
  4. Skier not levelling up

    Hello, If anyone can shine some light on this I would appreciate it. I am level 24 and have spent over 4 million on Skier but I am still only at level 1. Is there some problem with this trader or is that I have to complete some tasks with this trader now in order to level up with him>? Cheers in advance for any feedback.
  5. I reached level 59 a couple of days ago and now every raid puts me at a negative score. Is that what's supposed to happen?
  6. Underground Combat

    So I was wondering how the underground combat and exploration would be like in Escape from Tarkov. I do hope that there might be a kind of Underground Railway System, although I have some doubts after reading the setting of the city. In the trailers and stuff we have seen small snippets of underground sewage systems and pipes under factories (I think?) but it looks a bit boring. I wonder if we will have proper tunnels, catacombs and installations that have atmosphere. Take metro for example: Another Creepy Picture: Underground would also make a great place for black markets with traders and factions bases. Example again: