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  1. Moin zusammen! Da die meisten Maps die im Netz zu finden sind meiner Meinung nach nicht zu gebrauchen sind und man ständig mehrere Maps aufhaben muss, habe ich mir mal die Zeit genommen und eine anständige Map auf die Beine gestellt. Momentan nur für Customs aber vielleicht werden noch welche für die anderen Maps folgen. Das ganze ist nocht nicht zu 100% komplett und mit Sicherheit habe ich einige Stellen, Loots oder Schlüssel übersehen. Wenn ihr was entdeckt, wäre es erste Sahne wenn ihr mir dazu kurz die fehlenden Infos zuschießt, dann kann ich diese einbauen. Aktuell arbeite ich an den Callouts und da ein bischen Übersicht in die Sache zu bringen, auch hier sind Vorschläge gern gesehen! Was die Karte momentan bietet: Grundriss für fast alle offene Gebäude. Einige sind nicht auf den Meter genau sondern sollen nur zur schnellen Orientierung und auffinden von Loot sein Grundriss der 2-er und 3-er Dorms mit Zimmernummern inklusive betretbare und abgeschlossene Räume Übersicht aller Schlüssel die für Customs genutzt werden sowie der jeweilige Ort an dem dieser nötig ist Lootmap für Gebäude und Außengebiete. Umfasst: Waffen (Waffenkisten, lose Waffen, Teile und Waffenständer), Kisten (Munition und Waffenteile), Granatenkisten, Safes, Loses Geld und Kassen, Jacken, Taschen und Toolboxen, verschiedenes looses Loot, Computer, Schränke, Leichen sowie lose Medizin und Medizinkoffer Spawngebiete und Ausgänge für PMC's Ausgänge für SCAV's (Callouts) Im Anhang Customs Ohne Callout und Customs mit Callouts. Diese findet ihr auch hier (ohne Callouts) und hier (mit Callouts). Grüße und euch erfolgreiche runs Mit bestem Dank an Maksen für den 3D Hintergrund. Erstes Update Dank eurer Hilfe aus dem Forum und Reddit habe ich einige Lootspots geändert und hinzugefügt. In der nächsten Version werden noch die auffindbaren Schlüssel eingefügt.
  2. DarkSoldier

    Scav Extraction System

    So my suggestion for my title is revolved around a scav run I had the other day. Was a very successful scav run, managed to get high end gear from multiple night op PMC's on reserve. When I extracted my internet went out for about 1-2 minutes, this occured while moving the gear from my scav to my stash, while this happened I got an error due to my internet going out for a short time, and unfortunately lost half of the gear, wasn't able to get back to the scav screen and missed out on the gear. Very upsetting but was on my internet and not the game. MY SUGGESTION is that instead of having a screen where you drag and drop the gear I would like to see a different mechanic such as the 'insurance' system, so when completing a scav run you are sent a message in your messages section like insurance where the gear can be pulled without the issue of possibly losing it. And the gear may auto delete after 3 hours if not collected. I feel the current system can have altercations. Scenarios where someone's game crashes or other altercations would make it more enjoyable. I have had 2 situations on scav runs where I have filled my gear up with items and when extracting I have only had the initial gear I had gone in with at the end screen. A suggestion I hope a lot would agree with. Cheers
  3. After listening to Nikita and other talk about ways to counter hatchlings -- most recently in yesterday's stream -- it made me wonder... Is it possible one of the main drivers of hatchlings has to do not with gear fear, not with players being "down and out" on their luck, but instead as an "answer" to one of the game's primary incentive structures? Currently, a player knows that if he finds a certain key, he is essentially "set for life" * * Yes, some keys now have durability with a set number of uses, but let's set that aside for now Knowing the RNG nature of EFT's loot spawns, a player may reason to himself that even it takes 10-15 tries, the "reward" of eventually getting the item far outweighs the nuisance. So what do these players do? Grab a hatchet and... Sprint to loot spawn 1, pocket the item if present Sprint to loot spawn 2, pocket the item if present Sprint to loot spawn 3, pocket the item if present etc etc If they get killed a long the way, then so what? They'll just rinse and repeat and try again. For them, dying is merely the "cost of doing business" in this way and they are not put off by it at all. And this is because they know that, no matter how much they die in the process, the "reward" that comes from finally getting that key, will "set them up for life" for the remainder of the EFT wipe. Rather than gear up and fight for survival, their main objective is to play EFT as some sort of giant meta-lottery game where all they care about is amassing money and stash value. What if this sense of "permanence" is actually the heart of the matter? Right now, experienced players know that once they have a certain set of keys, from that point on, they've pretty much "arrived" in the game. A lot of the "mystery/exploration" of the game is removed because they now have access to the game's best loot pools with virtually NO risk of ever losing that access. From that point on, they can farm those areas over and over and over. Is it possible, then, that shifting the game away from "set for life" mechanics and toward "scavenging" mechanics could "fix" the hatchling issue and make the gameplay loop more rewarding? What might this look like? Maybe keys are no longer extractable and no longer secure-container-able (stick with me, hear me out!), but instead must be scavenged in-raid each and every time, and every key for the map is guaranteed to spawn in somewhere... So you want to get into Dorm room XYZ? Cool! First you gotta find the key. It could be in one of the dorm's front offices and/or in the pockets of one of the nearby roaming scavs, etc. This could also give more of a sense of progression and flow to each raid. "Okay, if we want to hit up room XYZ, first we gotta find the key. John, you clear out this wing, Bobby, you and I will go check this wing. Depending on what we find, we'll meet up here and plan our next route." This sense of a "dynamic" objective, where one action stair-steps into another, may lead to some really interesting raids and firefights between groups/solo's/etc. Maybe keys remain extractable but all have durability settings with limited uses... Realistic? Ehh, not really. But it might be a decent counter to the one-and-done mentality currently in the game. What else? The other "hidden" possibility with hatchlings is that it caters to a wholly different gameplay loop for experienced players as well In my experience, even veteran players play recklessly and overspend their budgets every single run, knowing that if they do go broke, all they have to do is complete a few "money runs" to make things right again. Learn from mistakes? Pshh, not really! Worry about dying? Nahh, no thanks! If they can always "get it back" in no time, then why worry about it? I'm speaking from experience here because I've played with a guys who do this every wipe. They're already level 40+ and know the game inside and out. And part of the reason they are so high level is because they do exactly what I describe above. Best armor, best guns, best ammo, all the time. Which means they win a good number of their firefights. And in those instances where they do lose, well guess what? They've got SO MUCH money on hand it's no problem to re-kit again, OR! if they are running low on cash, they use their "permanent" piggy bank of keys to hatchet run their stash back up to millions and millions. In their minds, they've "earned" this luxury because they've farmed for the keys over the course of dozens of hatchet runs over and over and over. Now I don't know about you, and I can't speak for others, but to me, this also runs against Nikita's vision for the "True Tarkov Experience". I understand, also, Nikita's worry about "losing" players who become too discouraged to keep playing. But for every "casual" player that EFT may loses from the True Tarkov Experience, what if it "gains" that many and more who are attracted to EFT's vision and scope? ----- Thoughts? Suggestions? Improvements? Thanks for reading! ----- PS: Everyone I play with is eagerly awaiting Nikita's True Tarkov Experience and, even though we're all adults with families and jobs, etc we welcome the more hardcore elements of the game with open arms. I know it's controversial, but we all 100% support secure-container restrictions -- and even removing them altogether. But that's just our take on it, no bully please
  4. Ich war eine halbe Stunde im Raid (SCAV), extracte, klicke einmal auf "next" und kann dann nicht weiter auf "next" (loot in den stash übertragen) klicken, somit war alles umsonst was ich im Raid gelooted habe (Habe mehrere Minuten gewartet). Gibt es derzeit noch Probleme damit?
  5. Vanelsi

    Loosing loot

    Hello, I played has scav I did a good run and when I escaped I had only my spawn stuff so literraly nothing, another thing, my friend played as a PMC he died and then loose all of the thing in his pouch : keytool, and more. That ruin our experience, I hope you can do something about it, thanks.
  6. Blackboxeq

    a consideration on secure containers.

    have you considered the ability to manually lock and unlock secure containers in raid? pretty sure I am just catching up to the general train of thought ( more on this after the -----). But consider, how terrifying it would be for some one trying to stash gear. -How loud unlocking/locking a secure container would be.. ( Keypad, fingerprint or even a briefcase dial lock. ) -How long would it take to go though the unlock/lock animation. I understand the changes for secure containers to effectively end the hatching runs in 0.12. But secure containers as a concept do give some comfort to getting killed in raid. ( which helps the sting of loss.) As a side note: not 100% sure what to think of keys and documents with this idea. On one hand it would be nice for keys&documents to have their own inherent-always-secure-character -slot ( some sort of mystical prison butt purse type thing.) but on the other hand it would also add considerable risk to unlocking a container to secure loot. ------ considering how development works I would be pretty confidant that the Tarkov team has already considered something like this, but ended up with the .12 solution after finding a problem they would want to avoid. heck, just thinking on it a bit more I imagine there would be issues with people playing in groups. it would basically make unlocking/locking as safe as it is now. it would probably screw up peoples economy more than the .12 patch would. people losing the contents of a secure container could be pretty devastating. also it would probably discourage people from keeping meds/ammo or anything they would need in a pinch in their loud hard to open ringing dinner bell of a container. how easy it is to talk myself out of posting an idea, but since I already typed it out. A, bashka bolit.. Bukhat' nado men'she
  7. GERALT-z-RIVIE

    LOOT is the only thing I care ಠ_ಠ ?

    One of the most important things in this game. But how to do it enjoyable ? I have a idea that would discouraged loot hoes and grindfest would be removed. I think the biggest problem concerning this topic is loot spawns. For a survival game with such amount of a detail in maps and very nice graphic, loot spawns are stupid thing to do because there is no one who would explore the map and enjoyed the visuals, graphic,overall atmosphere and the most important EXPLORATION in a game. Just take for example the most played map with the biggest amount of loot right now. SHORELINE, almost all fights and all players are situated on health spa area which makes a rest of the map totally irrelevant. You could just throw a ducking concrete wall around that area make some extract there( or leave scav extracts) and you got a map... Which is totally not enjoyable for me personally to have this kind of play style situated only for a loot. Deleting loot spawns and certain rooms which are OP what concerns loot would be way more enjoyable for game, add a possibility of totally random loot. For etc. you can find VSS on the ground random house, on a bed ... and not to make some lockers spawn much more powerful on loot than other, just increase RNG and delete those stupid loot spawns with a certain weapons spawns(like DVLs ... do it random). Also do woods (I don´t mean map I mean woods in general ) more enjoyable and situated for loot for etc. add some scripted dead bodies which would actually have a weapons in their hands and also some gear and make them random not a dead body that would spawn on certain place every time, NO please. Every game should position of these bodies change randomly in a whole woods area for etc also loot on them and chance of their loot of them it´s simple and much more enjoyable in my opinion. It would also prevented camping in certain loot areas because there would not be some OP place in a map, an every place would be OP. Game would be much more enjoyable when you have to listen and be on guard whole game not just only when you get to stupid loot area and extract. I think it´s a great hardcore element that would deleted some of the problems which this game currently has.
  8. babybell1984

    Loot Loot and more loot. Re work?

    What about Re working loot For more randomized loot spawns with random locations and no specific loot spawns even to the point of Safes being in random buildings/rooms meaning more exploring of buildings and locations So getting loot means spending more time in raids, which in-turn needing to equip self to deal with the longer raid times. Then Looking for loot with more random PVP encounters instead of, same time same place kinda deal With Higher value loot being in random locations letting all types of players having more chance to find loot instead of the loot runner with his hatchet or pistol
  9. pheonixcarnage

    JAG's Pug event is live.

    Ladies and Gentlemen, JAG Is hosting our second PUG (Player Unranked Games). This will pit two teams of four in a vicious fight to the death. We opened our registration on July 1st, or Canada day for all you non-Canadians. You will be pitted against another team in a sectioned off area of a map, guarded by enforcers. If you are successful in destroying the enemy, you will progress to the next round. So, go round up your three best comrades and equip them for glorious battle. You and your team will need to join the JAG discord (discord.gg/jagster) and register in #pug-event. Think of a team name, whether that is 'Insert team name' or 'Second team name'. We opened for registration on the first of July on a first come, first serve basis. We can only run with 16 teams, so grab your gear quick! We are limiting a few items of gear, such as no thermal scopes and you may not wear the same as enforcers (Don't worry, they likely won't be wearing the gear you want to run). Grenades and perfectly fine and we expect to see someone chucking frags like no tomorrow! Now for what you've been waiting for: The Prizes. We are awarding plenty of in-game loot (Plus those off your dead enemies), some Steam keys and some serious bragging rights! Come fight for gear and glory! Thank you for your time https://discord.gg/fxthc6P Disclaimer - if this is wrong place to post this event, let me know! Cheers and good luck yall !
  10. Hey there! Most of the maps for customs out there are, in my opinion, not that useful, beautiful or lacking some information so I did one on my own. Right now only for customs but maybe the others will follow. It's not 100% completed yet because I'm sure I've missed some spots. If you recognise anything missing or wrong information, just give me a shoutout and I'll change it. Also I'm working on callouts but they only exist in german right now. I'll keep you updated if I finish the english version with my map. What the map has to offer: Layout for all open buildings. Some are not that accurate with their layout because they should only give a quick overview and lootable places Layout of both 2 story and 3 story dormitories with every roomnumber, closed rooms and rooms that can be opened with a key Every outside location you need a key for Lootmap for buildings and outskirts. Includes: Weapons (weaponcrates, loose weapons and parts, weaponracks), crates and boxes (ammunition and weaponparts), grenadesboxes, safes, loose money and cash registers, jackets, bags and toolboxes, random loose loot, computers, file cabinets, dead bodys, loose medicine and medical bags Spawnpoints and exits for PMC's Exits for SCAV's (Callouts - working on it right now) Für die deutschsprachigen unter euch, hier findet ihr das ganze auf deutsch. (For a german translation, follow this link to the german post) Also a huge shoutout to maksen for his awesome 3D background. Have a nice one Lorathor
  11. 1xxKINGxx1

    Crash on Interchange (loading loot)

    When I load interchange i will get to the loading loot part my game crashes and it messes with my computer. My task manager was transparent and when i selected my windows button and it was blank. I can load woods fine and customs. I shared the crash report and other files related to the crash. i also have the launcher on my ssd and the game on a separate hard drive. Don't know if that has anything to do with it but I'm just trying to give as much info as possible. Thank you in advance. System Specs: Amd Ryzen 5 2600 Six-core processor 3.4 ghz 8 gb ram Gtx 1060 3gb vram graphics card crash.dmp error.log output_log.txt
  12. Moin zusammen, für euch die Version 1.0 der neuen Map Interchange aus der Spielversion 0.8.2.1235 Habe versucht so detailgenau wie möglich zu arbeiten, was sich aber bei einer solchen Größe der Map ziemlich schwer realisieren lässt, deshalb wird es hier und dort noch einige Abweichungen geben. Das Loot ist größtenteils am jeweiligen Ort hinterlegt wo es auch gefunden werden kann. Hier fehlen mit Sicherheit noch einige Stellen, was in meinen Sitzungen nicht gespawnt ist. Wenn ihr etwas findet und euch sicher seid, dass das Loot auch dort existiert, dürft ihr mir das gerne mitteilen und ich arbeite das dann ein. Falls ihr dann was gefunden habt, was nicht auf der Karte existiert, BITTE BITTE macht einen kurzen Screenshot der Map und zeichnet euren Fund kurz ein, damit ich nachvollziehen kann wo sich das befindet. Bei einer solchen Größe kann ich nicht selbst aus Texten herauspuzzeln wo sich etwas genau befindet Auf die deutsche Übersetzung habe ich diesmal verzichtet, aber ich glaube damit sollte man auch klar kommen Was momentan enthalten ist: - Randgebiet mit vollständigem Loot - Tiefgaragengrundriss - Erste und zweite Etage mit Loot - PMC Exits und Spawns - Kleine Zusammenfassung der Schlüssel - Einige Informationen zu IDEA, OLI und GOSHAN Was noch fehlt: - Loot in der Tiefgarage - Loot im IDEA und OLI Hauptgebäude / Lager Zu guter Letzt noch ein großes Dankeschön an den reddit user "sghf" für seine erste Ausarbeitung der Außenbezirke! https://www.reddit.com/r/EscapefromTarkov/comments/8dsne5/preliminary_interchange_map/ EDIT: bevor ich es vergesse, wenn ihr den Link öffnet, einfach einen Rechtsklick drauf und "Grafikadresse kopieren" wählen und in einem neuen Tab öffnen, damit kommt ihr an die Hochauflösende Version mit 4500x2800 px
  13. So I took some of my gear and went in customs, had a good run and then time started to run out so my buddy and I took off and wanted to exit... BUT, we could not extract neither from old gas station or ZB1012. We were on time, but we were both injured and dehydrated. Naturally we didn't make it from old gas station to another extraction point, because we spent like 10 minutes wondering around making sure we checked every last corner of the gas station in case we missed it. We lost all our brought in stuff and all the good stuff we collected during the run. And it's not the first time I wasn't able to extract, but I got so mad this time I just couldn't let it slip again. Please give me a reasonable explanation why this happens to me from time to time. I really like the game but c'mon... Hope we resolve this
  14. MoltenBlade

    Where to find LEDX?

    I'm looking LEDX skin transimmulators for quests and THICC Item cases. I'm having trouble finding them and was wondering if you guys knew. If you could add screenshots that'd be even better. Thanks in advance.
  15. the-jack

    Beverly Tarkov Hills + Bonus

    Hello Part of the game concept: "...supply chains are cut, communication with operational command is lost, and in these conditions everyone has to make his own choices of what to do and how to get out of the chaos-ridden metropolis..." Some questions before my point: - Why lots or most of average, good (including me) and best players don´t go to the Shoreline Island, port, abandoned houses, search the trunks, shacks, warehouses, church, gun boxes, rooms, go shopping, green boxes, clothes, bags, cabinets? - And what about these players that plays 5 min in a 50min raid? Easy answer: cause we are rich bitches! The easy loot system destroys the immersion and the exploration of the beautiful world the developers created. Full EOD stashes, easily acquired quest itens, "idont care losing my full mod M4.", armor drops from heaven, ammo ammo ammo (!!). Balance and restric loot system keeps the immersion and long living game. BONUS! Keys should brake!!!
  16. IzSumTingWong

    Loot Tables

    Hey, Can we up the loot or something. Went through an entire match without seeing any players as a scav, looted dorms, gas station & tarkone office. None next to minimal loot hey. Empty boxes, filling cabinets & scavs with little gear. If it's a scav run. There should be good loot to get, otherwise people just kill the scavs (Which isn't the point, right?) So no wonder i get killed by scavs players most of the time. They see another scav player with a second gun. Rip bang dead. You are dead & they take your stuff then run to exfil. Because there aint no freaking loot man. Thanks! Because i like scav runs.
  17. Y_DOE

    Golden 1g phone

    Hello everyone, I think i found a new item today. I was in the IDEA office on interchange when i found the Golden 1G Phone. I can't find it anywhere on the forums or loot lists. Just thought i would through this out there to see if anyone knows what this is meant for / if anyone wants it.
  18. So I have a question about the changes to the vendors in the recent hot fixes, mainly towards the sale of the customs key and docs case and the removal of the mr-133 from mechanic. 1. docs case and customs key. Whhhhhy, i am all for adding new things to vendors but I didnt see the need for a docs case and a customs office key. The key is fairly easy to find off a scav, and you just have to run a couple of marked rooms or woods marked circle to get a docs case. A solution to this would be to remove them from therapist and maybe make the key as part of a Prapor quest as an initial equipment and just leave the docs case as a loot only iteam 2. Mr-133. Has anyone else noticed that they removed the modded mr-133 from mechanic? To me this impeads his quest line a bit as the plastic pump grip has a 3% chance to drop, or you have to wait until skier LL3 which is level 29. Now this won't really affect anyone if the keep doing soft wipes like this last one. But if they do a full wipe that quest is gonna be a real pain in the arse. A quick solution to that would maybe have the plastic pump available through skier LL1 for say six of those red ski hats I have been seeing or what ever else is not really used for much. Let me know what you think!
  19. Bacon_Wizard

    Map customizations

    Hi, I see some good maps sometimes that the community created to map out the loot, spawns and AI spawn locations. Some community maps look really well done. May someone let me know of any good software that can make nice map mods? Ex: Icon's of loot containers such as coats, boxes, ammo boxes, weapon boxes ect.
  20. Smitty556

    Rare loot and key farming help

    So I'm decently new, haven't played too much only around 4 days worth. I'm really enjoying the games and know the map layouts of factory and customs and enjoy playing on these maps the most. So my question is what is some of the best ways to farm keys and rare items such as a keybar, doc bag, and weapons. I dont have a large gama container i just have a trashy alpha so if i could also get some info on how to get the epsilon container that would be great aswell. Thanks in advance!
  21. Da_Ru55ian

    Speed Looting - Using Grenades

    As the title suggests, I found a way to speed up looting animations in the game by simply holding a grenade. I did some calculations and figured out that looting a cash register normally takes nearly 5 secs whereas with a grenade it takes less than 3. If you are looting the goshan registers this will save you over 1 minute and as there are 2 grenade boxes at the back of the store there Is no reason not to do this.
  22. Serdariusss

    Loot balance

    It strikes me that when you look into crates like ammo-crates, sometimes you find a few bullets. Like 3 bullets for a PM handgun. I am not talking about a full box of bullets of 60. What's the point of this ?
  23. DieselCZ

    Loot Respawn

    Is it possible for lot in crates and on shelves to respawn?
  24. I just played svag and Got a M4 and a bunch of attachmemts so i went to lighthouse but nothing happend. WTF Now i Dont have a M4 which i should What is wrong with This game. Please help somehow
  25. 3rd run in Customs and i found a dead scav, looted him and found a stack of 12 bitcoins! what luck just after wipe.
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