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  1. Intro There has been some talk about the game dying in it's player base recently. This does happen quite a bit late in the wipes, but I suppose this is slightly different when the big predators such as Pestily takes a break/leave from the game. Pestily is stating that he's seen everything and that Tarkov for him kind of becomes uniform. Tarkov has recently added daily tasks which makes it slightly more unpredictable, but I get the feeling that the daily tasks were added more for the sake of the players nearing the end game so to speak. For me, I don't really enjoy playing much anymore, and that is mainly because you have to do the same tasks in the same order to unlock traders and further on from there. It is really predictable how to level up, sure raids are different because players are different, but it's the same objective each raid each wipe. I had some ideas that could maybe change it up a bit. These ideas are pretty much the same idea but with some differences. Idea 1 What if at next wipe you start Tarkov and you look at tasks and each trader has every task he has, unlocked for you that you can choose from? Sure this could be broken in many ways, some people could for example start with the end game tasks and just yeet on from there, but it could be limited a bit. What if, BSG could code task xp and rewards to dynamically fit to your level. So for example, the first task now from Prapor gives you 4k xp if i am not mistaken? What if you had that reward coded into the player's level, so for this idea I would then be able to choose that I wanted to start with the punisher task, but since I am at the same level I would still get that 4k xp for completing said punisher task. This is a good start of my idea towards balance but it could be limited further, say for example you had the ability to choose what tasks you wanted to do with everything unlocked, but you could only accept 4-5 tasks at a time? I think this idea would change the predictability of every run, because some might start standard by going for a certain pocket watch, while others might start hunting Rechala for example. With this method you could not really predict where players would roughly be at each wipe, which could alter the game heavily, and perhaps even make people more cautious per game? Idea 2 Sorta the same principle with you being able to progress how you want without being limited to a chain but far more "dumbed down" in a way. What if you could skip a task? Say for example I just accepted delivery from the past from Prapor. What if I could talk to Prapor and choose skip current task and jump to the next one? This idea could also be kind of broken so here is my "nerf suggestions" Say for example I skipped delivery from the past, Prapor could then get angry at me, I could loose 0.5 reputation with him. You could even take it further and half all rewards for the next task I do for him. To me these ideas make sense because we are supposed to be pmcs working in Tarkov as mercs for the traders, and considering the conditions of Tarkov, I doubt Prapor as a businessman would be incapable of thinking only on one thing task related at a time, and not see into his own future. Idea 3 This is technically not a new idea but more of an alternative way of looking at the two ideas above. Sure it would not make sense that a trader hires a merc with no reputation to go and kill the big bad wolf, you could for example limit one of the two ideas so people had to do the first 2-3 tasks before they were able to choose them selves? Anyways if it's not too much effort to change, I suppose you could try it for a wipe in the future to see how people progress and what sort of tasks they do, maybe BSG might get some ideas for balancing/changing the game for the final release? hell you could even up the flea level requirement higher because at least with the first idea people would be able to choose tasks they could do, so they weren't forced to hatchet run for a key spawn to get to the customs office for example? And now for something completely different Do you think it is possible for players to sort tasks based on location, so I could click on location and then it lists all tasks for shoreline that I have accepted for example and then all the ones for customs below? I know this is contradicting to the ideas I posted above but I still felt like it's a small quality of life improvement that I wanted to mention. Anyways cheers and hope my suggestions could be useful. It's my birthday and I'm off to the pub!
  2. Skills: From 1-30 50 skill points to LVL up, 31-50 100 Skill points to LVL up. Level CAP 30 then you have to do a mission for specific trader to unlock lvl 50 CAP. Every 5 skill lvls you get 1 point to allocate into PERKs after lvl 20 every 10 points you get 1 PERK point. You can Choose from 2 perks in same Column only 1. LVL 5 - 1st point, LVL 10 2th Points.... LVL 30 5th point .... Fitness lvls up with moving, running, carrying weight. Fitness Every 5 steps 10Xp points every 100Xp points 0.1 skill point (moving overweight 0.2). PERK 1 - Endurance +20% / Carry Weight +10% PERK 2 - Sprint speed +10% / Jump Hight +20% PERK 3 - Endurance +20% / Carry Weight +10% PERK 4 - Sprint speed +10% / Jump Hight +20% PERK 5 - Fall dmg - 20% / Carry Weight +10% PERK 6 - Ergo + 5 % / Endurance + 50% PERK 7 - Removes heavy Breathing / Dropping Backpack makes no sound Tactical Movement = Covert Movement + Prone Movement + Aim Drills Tactical Movement lvls up moving in Prone, Crouch, Moving while ADS, Shooting while moving, moving slow. Every 5 steps 10Xp points every 100Xp points 0.1 skill point (moving under 2 conditions eg.: EDS and Slow(Slowest possible) movement 0.2). PERK 1 - Arm Stamina +10% / Movement sound -10% PERK 2 - Arm Stamina +10% / Movement sound -10% PERK 3 - Crouch/Prone Speed +10% / Ergo + 2,5% PERK 4 - Crouch/Prone Speed +10% / Ergo + 2,5% PERK 5 - Moving While ADS + 10% / ADS Sound - 10% PERK 6 - Arm Stamina +15% / ADS Sound - 20% PERK 7 - ON Tac device makes no sound / ADS sway with no stamina -25% Health = Vitality + Health + Metabolism Health Lvls ups by Running 1 Km, Drinking 1L Liquids, Loosing 1L of Blood you get 0.2 points.(Remove 10 Energy from Rest place upgrade) PERK 1 - Energy/Water loss -10% / Broken bone -5% PERK 2 - Energy/Water loss -10% / Broken bone -5% PERK 3 - DMG taken by blood lost - 5% / DMG taken by Starvation /Dehydration - 5% PERK 4 - DMG taken by blood lost - 5% / DMG taken by Starvation /Dehydration - 5% PERK 5 - Energy +10 / Water +10 PERK 6 - DMG taken by blood lost - 10% / DMG taken by Starvation /Dehydration - 10% PERK 7 - Tunnel Vision from Starvation or Dehydration is Delayed by 60 seconds / Pain Debuff effect is delayed by 45 seconds Looting = Attention + Search Looting Lvls up with Searching, Looting items that have XP value based on their sell value. PERK 1- 4 are automatically added as they add 10% Search Speed PERK 1 - Search Speed +10% PERK 2 - Search Speed +10% PERK 3 - Search Speed +10% PERK 4 - Search Speed +10% PERK 5 - Search Speed of Items 1x2 +20% / Search Speed of Items 2x2 +20% PERK 6 - Search Speed of all Duffle bags* + 30% / Search Speed of all Weapon boxes + 15% PERK 7 - Search Speed of Rigs + 15% / Search Speed of pockets + 30% Medic = First Aid + Surgery Medic lvls up with Healing same as now XP gain, 100XP 0,1 point to Skill. use of Meds time should be increased by 3 seconds, Stopping light bleeds should cost 50% more, heavy bleed should't be stopped with med kits. PERK 1 - Meds use - 1 sec / Meds lost of dur - 5% PERK 2 - Meds use - 1 sec / Meds lost of dur - 5% PERK 3 - Stopping bleeds cost 25% less / Surgery takes 1,5 sec less time PERK 4 - Stopping bleeds cost 25% less / Surgery takes 1,5 sec less time PERK 5 - Heavy bleed can be stopped by using whole med kit +3 sec to use / Surgery restores body part with 10 health PERK 6 - Meds use - 2 sec / Meds lost of dur - 10% PERK 7 - Heavy bleed can be stopped by using 200/400 of Salewa or 200/300 of IFAK / Grizzly Restores body parts for 500Sec Hideout = Hideout Management + Crafting - MAX LVL 30 Hideout lvls up like now PERK 1 - Craft time of Ammo -10 % / Craft time of Meds -10 % PERK 2 - Craft time of Ammo -10 % / Craft time of Meds -10 % PERK 3 - Craft time of Food -20% / Craft time of Pure Water - 10% PERK 4 - Fuel Consumption - 5% / FP-100 - 10% PERK 5 - Water collector doesn't need Filter to run but its -50% slower (you cant use Water Filter anymore) / Craft time of Moonshine -20% Stress Resistance - will be covered separately Recoil Control - Remove, Moved to mastery Throwables - Remove Mag Drills - Remove Intellect - Remove Memory - Remove Charisma - Remove Perception - Remove All the Weapon based skill move to Mastery Mastery will be in Pt 2. If you get this FAR thank you very much for reading !
  3. mrsquigls

    Improving the Game

    Improvements to tarkov This isn’t the opinion shattering review of EFT, I intend on spending 30 mins to type this up so don’t expect a masters thesis with correct grammar or the lack of personal views. This post features a few highlighted features of EFT that I believe need to be reworked. Make PvP valuable Make starting out in EFT more Friendly Make end game more engaging Side note Make PvP valuable: To incentivize PvP, I believe the dogtag mechanic implemented by BSG was the perfect idea, but fell short in their usage or price. Dogtags have very little value monetarily and have few uses outside of trading them to the therapist for money. I understand more dogtag trades were implemented recently and is a step in the right direction, but at the moment dogtags need to have their value increased. If only for the time being and for the purpose of increasing the value of PvP in the current state of the game, I suggest BSG double the value of dogtags for the player who killed them. This would incentivize PvP, while avoiding the possible exploit of people ninja looting tags or teammates taking teammate tags to deny loot to other team. PvP would become incentivized and kills become player property in a sense (currently they are but would reinforce the keep what you kill loot dividing seen in group play). Make starting out in EFT more Friendly Low level players have it the worst in this game not only because they must learn everything that comes with a new game, but because they stand the most to lose out of everyone. To a veteran, an AKM or TT pistol is worthless, but to a low-level player it may be all they have. Not to mention that they have the smallest secure container in the game, IF they didn’t pay to win for the Edge of Darkness edition that is. Secure containers should be changed, here is why: The point of the secure container is to soften the impact of death, either by allowing you to pull more valuable loot out of a raid or by making it so that you don’t lose everything you went in with. The current system has you start at the smallest container and work to the largest container. However any experienced tarkov player, id say above lvl 40, has no need for a kappa, or a gamma for that matter. The Epsilon has more than enough space to fit valuables. Currently I am very close to getting the kappa container (doing it for the achievement, not for the benefit), but honestly taking even more out of raid in an unlootable container feels wrong. I have plenty of money, I don’t need 4 more spaces to fit high value loot. I am very aware of the risk and reward of tarkov by this point, so rewarding a veteran player with the opportunity to gain more money or risk less doesn’t exactly make sense. If anything, the system should increase the risk for high level players because they are skilled, know the game mechanics, know the value of items, and usually have more than enough money to support themselves. Currently, killing a well-geared player is not profitable by the loot they are carrying. Most of the time, they aren’t carrying any at all. Most of the time, the value of a high-level player is the price that their gear will fetch on the flea market. The change I am proposing attempts to put risk and reward back on the mind of a high-level player. This change might make those chads think twice before running out in the open and dumping mags unsuppressed at some poor player scav wielding only a kedder and some pom juice. This change also means that if a well-equipped player does begin looting areas around the map and finds lots of good loot, they must reengage with the core game mechanic; extract and survive to claim your loot. Currently a high-level player with either the kappa or gamma containers will throw their loot in there and leave with very little besides the dog tags they’ve looted off of PMCs. Heres a proposed solution to how secure container progression should work: At level 1 Big Daddy Prapor(BDP) sends you a message saying “Welcome to Tarkov! To help you get on your feet, here is this container. Ill be loaning it to you for now and taking it back once I know you can handle yourself”. The container is large (Gamma container or something similar), but has more strict rules for what can be put inside (meds and ammo, weight limit, something that will encourage healthy habbits for later) so that everyone doesn’t immediately do ledx or loot runs. Once you hit level 10, daddy prapor takes back his big secure container, but as thanks for your progress gives you a smaller container (epsilon) with less restrictive rules for what you can place inside it and gives you access to the flea market. The container is taken from you, your items within it given back, and your new container sent in the mail. The reason the smaller container has less restrictions on it is because it can inherently hold less and that now you are becoming familiar with the value of items, you can decide yourself what you want inside it. Once you hit 40, you now are stuck with the alpha or something similar in size. Make End-game more engaging: The end game grind in EFT could be seen as a rank achievement or obtaining the kappa container, but as I’ve stated previously the kappa and secure container progression needs a revision. The current state of the game months post-wipe demonstrates a need to change the end-game or rather provide one. Currently, well-geared players seem to only play for kills and use the best armor and ammo. This combination makes it so that only another well equipped, kill mongering player can oppose them with the greatest chance of survival. The low-level players that are just beginning their raids in Tarkov, questing, looting, and attempting to extract with gear are forced to be in the same arena as these high-level players and stand very little chance of winning an engagement with them. Most of the time these low-level players become cannon fodder for the high-level players seeking PvP. The result is a PvP focused player leaving with a few low-level player kills culminating in little PvP enjoyment on their part and a halt to progress for the low level players; a loss for both parties. This duality is part of what makes tarkov exciting and engaging because you never know what kind of players you are put up against, however it should be curated in a way that makes the gap of gear or player capability less two sided and more well-rounded. I understand that the topic of skill based match making has already been covered and will not be implemented in the game, however it’s often not skill of the player that rewards a kill, its usually a gear vs gear situation. It would be a more rewarding experience to have a firefight akin to those depicted in your very own “raid” live action series than those that make up the majority of this game; single bullet encounters. It is here that I propose BSG implement an end-game mechanic that allows those who have completed all their quests to continue challenging themselves. They could add a second mode available past a level barrier that changes all extracts into dogtag extracts or item recovery extracts. For example all exits in every map are changed to either depositing x number or dogtags into a box or find x item in raid and deposit here to extract. The item would be similar to a quest item and cannot be brought in or out. Altering the extract mechanic would favor both the PvP centric and the Looters alike. Side note: Insurance scam of Big Daddy Prapor(BDP) In an attempt to thwart insurance scams with BDP, consider allowing the player to choose between insurance or the secure container, both should not be allowed together. If your gear is more valuable than the loot you anticipate coming out with, then pay for insurance and extract with any loot. If you anticipate focusing on loot, then extract with your gear if you want to keep it.
  4. I would like to propose to the developers a way around the strength requirement for upgrading vents to level 3. Given the current problem around leveling strength and taking so long to reach level 3, many players are very high level and still cannot upgrade their hideout because of the recent reset and the new leveling mechanic. I propose to be able to bypass the strength requirement in that particular upgrade by paying a big amount of money (let's say 6 to 10 million rubles, or equivalent in euros or dollars, even higher to not make it too easy) so that players can continue to upgrade their hideout and keep the current leveling mechanic. This would solve the issue with the hideout for the moment and keep the leveling mechanic until BSG can either continue to develop it or change it how they want. The devs could make it so we would pay the Mechanic or someone else to upgrade it for us or something like that.
  5. Hello EFT development team, I was thinking and one of my favorite aspects from some excellent games is switching firing position between left and right shoulders. This is especially useful when using dead space to cut angles on corners or cover depending on whether you are cycling to the left or to the right. I was also thinking you could add some leveling aspect to this, where you choose your dominant shoulder at character selection and then have to level each shoulder individually. The dominant shoulder you select at character creation would have a significant boost or even start at max capacity. This could also play into which way you free fire your weapon around corners with (LAlt+S). There could even be potential here to implement damaged arms having more weapon sway while ADS and make splinting fractured arms more of a priority. This is very realistic and commonly trained in elite law enforcement and military, so I feel it would compliment Escape From Tarkov's unique mil-sim, RPG gameplay. I hope that you all enjoy this idea also and your consideration is appreciated in advance! P.S. I am not aware if this concept has been submitted prior to me but I can understand the likelihood, thank you anyways if this is old news! Best Regards, Flowmotion Fx
  6. Shredlock78

    Traders not recording transactions

    Anyone else having the problem of traders not keeping track of the money you spend. Prapor seems to work fine but the rest of my traders I spend money, leave do a raid, come back and it says I have spent 0 dollars. As I approach level 10 I'm getting a bit worried that I'm not gonna be able to level up. Yes I have refreshed the traders. Any suggestions? If needed I can record the problem and upload if it will help.

    Quests should not be obligatory

    Let´s just not talk about how some of the quest are stupid that could be a whole new thread about this. My point is why have to be quests obligatory if you want level up traders ? I think it´s really stupid idea to force players to go through these fetch quests. It would be much better if player could simply level up trader with only money like it used to be before and there was a voluntary option to just level traders faster by these quests or just reputation in general would work like in other games that they would gave you only a discount on they gear with bigger rep. Last I checked hardcore doesn´t mean that game have to give you frustration and hatred towards it which some of the quest surely give me.
  8. How do i fix this? Its been its like this for days
  9. Kaddahn

    Strength leveling

    I would think that strength should lvl-up by melee attacks, especialy due to melee kills.
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