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Found 19 results

  1. Naegrad

    Level 15 Flea Market

    Please reconsider enabling flea market at level 5. It's a very fundamental part of the game and I'm sure that most new players will stop playing the game before reaching level 15 without it. Level 15 can take more than 100h to reach, which is way too much time for a core feature like the flea market. I suggest lowering the required experience at least at level 10.
  2. Dear BSG & EFT Community, After patch 0.12, I kinda feel like the AI (Scavs & Raiders) become weaker and nerfed (especially their shooting skills). They kinda miss a lot and rarely hit me. Their respond time is also longer, when they see a threat they only scream a lot instead of shooting accurately. The only thing that are good right now is they can actually flank and move tactically. They go prone or take cover when getting shot at. Sometimes they also throw some grenades very accurately. But still they're so predictable and very easy to kill. I've tested those Scavs & Raiders at Impossible Difficulty level (mostly in offline raids though, so it could be a bug in offline raid). They really suck balls! I'd really like to have AI difficulty increased for more challenging gameplay and for preventing hatchlings in online raid. And put those scavs at loot spawns ffs! >_< Thanks in advance, -Vekongmaster-
  3. SilentSpinach

    Is there any kind of matchmaking system?

    Is there any matchmaking system in place? I’m new to the game and struggling to survive against other players. I understand this is down to multiple influences such as not knowing the maps as good as the other raiders, and not being in tune with all the controls, mechanics and physics of the game. But I also seem to find that the other players have better armour and weapons than me. I’d like to be comforted by knowing that I’m only playing against other level 5’s or similar, rather than level 60’s butchering me because they have every advantage over me.
  4. stAKato

    About Traders leveling

    Hello Escapers, dear monsieur Nikita and BSG developers, It is all about Traders (quest, item, loyalty, reputation, level) ----------------------------------------------------------- 1. There should be a task pattern influencing you max loyalty level with some traders. Based on faction (USEC, BEAR, UN peacekeepers npc), and rock, paper, scissors relations between traders. Ex: if you work for Skier, you should not be able to level max Therapist, Prapor (who supports BEAR) and Mechanic. PEACEKEEPER (who supports USEC) is OK with Mechanic and Skier but wants to get rid of Ragman and Therapist etc... Some of them are faction Neutral (Therapist, Mechanic, Ragman, Jaeger) ---------------------------------------------------------- 2. Increase the amount of loyalty levels from 4 to wathever you want but at least 5, could limit the amount of stuff you can purchase at a time and increase the interest player have to level up traders. Items would not be obsolete as fast as they are yet (in particular for weapons and mods). ----------------------------------------------------------- 3. Some quests could be randomized - both in term of place in the quest queue and requirements. Quests requiring to find some items, mark places / objects or kill SCAV/PMC are not story driven, so they can be randomized. ----------------------------------------------------------- 4. Unlocking items should be as tied to reputation as loyalty level. (today, it's more or less only tied to taks and LL, which are a merge of player level, amount of money spent and reputation) - unlocking LL reveals some "basic" content but weapons and their mods would be unlocked at a certain amount of reputation (remember you can loose rep points) Variation: rep points unlock money transactions for barter transactions only item. This way, you have to choose traders you want to work with. ----------------------------------------------------------- 5. Add contextual tasks and events that rewards reputation, money or very rare items (the harder it is, the better the reward) Ex: for every player entering the raid on Interchange in which Killah spawns, Ragman sends a message : Kill Killah, bring me back his helmet and armor. Reward: choose from 3 class 4 / 5 armor or +1,00rep or 500000rub. Another one : Spawning on Shoreline, Mechanic sends : To every PMC in the area, I found a military grade emitter in the swamp village area, could you please retrieve it for me. And then Peacekeeper calls: Bring me the emitter and you'll be rewarded with some useful keys. Rewards : +0.75rep Mech, - 0.5rep PeaceK + 2 fully modded weapons + 150000rub OR +0.9rep PeaceK, -0.4rep Mech + 1 keycard (for the lab or some military base / harbor locked container/room) + 1000$ ----------------------------------------------------------- All of these tweaks, changes and additions would make the game less redundant after wipes, more rewarding, more punishing, add a choice system, make the player use some items, develop flee market and auction systems (no one would be ever able to purchase every traders items) IMHO. Merci pour reading this post. And désolé pour mon bad English. Ask for precisions, react, share.
  5. Hi developers I would greatly suggest for you guys to create benefits and rewards for gaining level 50, level 75, and level 100,. There should be some items too rare to buy even at level 4 traders. That way people that have gained all the money they can want, and all the traders maxed out, and completed all the quests would STILL have future goals ahead of them to complete. And this is for the true hardcore Tarkov players that play more than 40 hrs a week..... And because I'm sure we're all going to be past level 40 at some time and I'm sure that we're all gonna have millions of dollars and multi millions of rubles and have all the quests completed, and not really have a reason to go in the raids anymore besides for fun obviously...... So I really suggest rewards and benefits for gaining level 50, level 75 and level a 100 because I know I will be playing this game for more than a couple years, and I want to always have some type of goal/task or mission to complete.... Love you guys at Battle state. You guys really make Triple A developers look lazy and mediocre....#LongLiveTarkov
  6. saibot0

    Level Rewarding system.

    Alright so i think we need to have something with every level up you get a little bit of roubles. lvl 1-5 you get 1000 RUB's per level, 5-10 2000 RUB's per level, 10-15 3500 RUB'S per level, 15-20 4000 RUB'S per level, 20-30 7000 RUB's per level - 30-40 10000 RUB's per level, 40-50 15000 RUB's per level, 50-60 25000 per level and so on. Would be nice to have something for lvl 40+ players
  7. qwelas

    Low level meta

    What is the current meta at low lvl/low budget? If one just stated playing what should it get into a raid with? Just any cheap gun, a expecific gun, no armor, armor with protection class "x", don't focus in PvP just focus on gathering loot spawns and getting out? Any tips like this would be apreciated. Also can you shot through cover, like wood and railing floors (if yes I figured it would depend on amoo type)?
  8. Goodnoob

    Crown everywhere

    Hello! I got the max level with all the traders, witheout doing anything. Can somebody knows why? thanks!
  9. 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.
  10. What trader to focus on first and why? Struggling with things like deciding which quest to do first. Thanks for the help.
  11. machplatt

    add gear level to dogtag

    Currently the money you get for a dogtag depends only on the level of the player the dogtag is from. I think it would be better if the price is also dependend on the level of armor and weapons the player had, so that you get a higher price if you catch a dogtag from a high gear player. This could make it less interessting for a high gear player to kill hatched or pistole only runners, which is currently happening very often and is quite anoying for players with low gear .
  12. TalRasha

    Unlimited Level

    Suggestion is simple. Make unlimited levels. So its not going to end on 59. Of course, with every level you have to get more XP than on the previous. But at least its something... Its not necessary to implement bonuses associated with levels 60+ or more expensive dogtags or anything like that, but it will be better than sitting on 59 forever. That number is a showcase of PMCs experience, why it should stop on 59. You gain knowledge/skill/experience even after you hit 59 level and continue to play.
  13. Vanhorn420

    Dual monitor and Tier system

    I have an idea for the dual monitor support or possible companion app. I think we should have the ability to look at 3-5 tabs with a customized tab that you can edit on your second screen or phone, and also place a keybinding to switch through pages(for monitor). A tab with all of your status effects and health levels would be important for in raid healing times. It could also include further explanations on what your injuries are and their status(e.g. R. Leg: Bullet wound, deep, will be infected if untreated [time till limb loss:*:** ). OFF TOPIC a med book on how to heal certain wounds for newbies would be nice too. On the other tabs you could have a map and compass, with your saved markers. On the other tab you could have missions and notes that you can make yourself like a journal page. On the last set page you could have Raid timers, you're current accuracy, near deaths, critical hits to you, shots fired, exp earned so far, and even levels that you can favourite(in case you have one in particular you're trying to level up). The other 2 pages could be extra notes and trade status or market, maybe you want to have your inventory up the whole time. If you think this is a good idea, or if theres any little ideas to make this better please comment. thank you for reading my idea for Escape from Tarkov. Happy Hunting!
  14. MulayimTers

    Traders' Level

    I got 2 of my traders' level increased to 2. However Raptor's (2Lv) level is decreased to 1 for some reason. I don't know what did i do wrong ? I don't want my other supplier to lose its level (One provides medical supply). Also I've done 2-3 quests of other NPC but It did not level up so I wonder If there is another criteria about levels of my traders.
  15. Lynnette

    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?
  16. priestizzle

    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.
  17. 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?
  18. BrapAtaC

    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.
  19. starwars5581

    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:
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