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  1. I've been playing Escape from Tarkov for some time now and some minor things have really being frustrating me when it comes to the quality of life of the game. Also there are some other general things I would like to suggest and discuss to see if they would be suitable to be seen ingame. Being able to see the PMC Inventory/loadout included in the scav loot transfer screen for direct loot transferal onto your PMC. Allowing barter/hideout items be "Put in" into the selected hideout upgrades instead of them just sitting in your stash and taking up space, same with barter trades perhaps? Consider while having existing equipment on your PMC while in the character/stash screen, allow chest rigs/backpacks/armor be able to be dragged onto the player's body and replaced/swapped with the slot space on the stash (this is only possible if the items can fit within the space, do this for weapons too). Quick sell items in the scav loot transfer screen? (perhaps link this to the hideout scav box) Have a skill or service that merges two or more of the same half used meds, or perhaps make pills individual items within their packaging which can be transferred only between other pill packagings? Please continue making more of the existing stocks foldable when they should be. A screen where you can both buy and sell items to vendors instead of having them as separate tabs, a quality of life upgrade. Currency conversion service? Implement the medical service screen for therapist when visiting the vendor for treatment when missed the opportunity to heal post raid. A request to have a mannequin "container" or something that can hold one primary weapon(on sling) and sidearm while displaying a loadout complete with head and body armor, rigs , vanity accessories, and backpacks etc.
  2. JohnDevelopsUK

    My Game Suggestions

    I love the game and have every faith in BSG's direction. While playing I occasionally think of things that might be cool to add, thought it was time to write them down and offer my feedback; QOL Improvements: Pre Set Equipment -> Id love to be able to save and equipe/purchase a pre set loadout for my PMC as well as the existing gun pre set menu. Magazine Pre Set Ammo Types -> Allow us to set pre sets for ammo in magazines making it quick and easy to load mags with an array of ammo types. Hideout Overview -> allowing you to config each of the hideout areas without moving to each one via the menu or in-person. Maybe with a favorite build item for each to quickly hit a button to repeatedly build items etc. New Features: Hideout Medical Bay Upgrade or DIY Lab Hideout addition -> Make your own street grade stims, less duration, more side effects but cheaper to make. I.E. Home made amphetamines. Taking several stims could have additional side effects (mixing drugs) -> I love in game stims but sometimes it feels like the side effects when taking multiple are not as sevear as they should be verses the benefit they give. It would be cool to take several stims and then start seeing things, like a flash of a pmc/raider for the user under the effect. Maybe even rarely making your team mate look like an enemy for a moment. Hear voices that are not there for example - could be similar to what the cultists do when they poison you? Allow player scavs with friendly scav status to trade with AI/player scavs during the round. Maybe approach said scav, trigger emote to initiate trade, select item on scav you would like and the scav highlights the item(s) on you that they would trade for it (if any). Random scav weapon/ammo caches protected by a group of scavs or raiders. Imagine 4/5 stashes and a couple of weapons boxes that have the potential to spawn in a random location together on appropriate maps that are like mini-bosses/events. Provides more randomisation, difficulty and unknown potential value of any given round. This could go as far as a chance of a broken down vehicle transporting some Scavs that they are now protecting etc. In addition, Im sure this has been said before and may even be on the road map however in the interest of how much I would love to see this in game, an after-round debreif of player movements etc. Interactive replay or map etc. It could also be used to help find and report cheaters/glitchers.
  3. Wouldn't it be fair to get a notification in the bottom right, when unlocking a door, of which key you unlock it with? The character sure knows what key he is using, so I don't think it would ruin the immersion at all. Also, when someone is making a youtube guide, he/she wouldn't have to tell which key is used on what door, as it would appear in the video. What I do not suggest here, is information on what key is required, if the player do not have the key. That information is to be hidden, of course.
  4. SubaruFan

    Quest weapon visual indicator

    Guys, Could you add a visual indicator to a weapon if it is ready for a quest? Let's think about some quests which require a modded weapon. For example: Wet Job Part. 1. You must add a silencer, but not all are suitable. There is no in-game information that the weapon will pass the quest requirement or not. I ended up shooting a few Scavs and then realized that the ADAR I have built has an incorrect suppressor. A checkmark like the one used for quest items would be a good addition to the game. Then, mouse hover could trigger a pop-up with the quest name. Cheers, SubaruFan
  5. I would like to start this off simply by introducing myself. I want to give people who read this some context to me as a person.. as well as a gamer. Let me start this off with the following facts about myself. I have been gaming since pong, through arcade, into consoles, and landing in PC master race. I have gone to numerous schools of varying degrees, for various different degrees, that would categorically fall within game development and planning. A lot of this falling under the conceptual development and think tanking if you will. As I always wanted to see how far game development could be pushed via game and simulation programming through current/future tech advancements. I have also played in my fair share of competitive games, and so on. With this being said. I absolutely LOVE the game. In my younger years, I had always wanted to setup a game that was as realistic as possible, down to even manufacturing your own bullets real time by hand, and having a chance to over pack a round with gunpowder and more. I have been hooked since I first started, and I don't know everything about the game. I won't attempt to even claim I even know a majority of it. I do however, see the exponential potential that lies within the realism and the base of what you have built. I have to congratulate the team on a job already so well done, and very well executed considering what is needed to make this work. The 20 Thoughts of a Bearded Q Ball 1. Something I would love to see possible, is the ability to do real world survival tactics in a bush warfare or even urban warfare situation. A good example of this would be say picking up a rock near your foot and tossing it to hit something away from you as a distraction. This could make for a getaway or a quick ambush. I could see this being VERY interesting if used by players, let alone say... scav players? POSSIBLE even scavs? With it possible to pick up a rock or an item to potentially throw, this could open the ability to say even throw your melee weapon. Which could open the door for potential expansions within the melee sector. Say throwing knives ect. Which again pure concept of course. 2. A base font change. I'd love to see a cleaner to read font used within the game. I find there are times where the names run a little together. This could be based on of course the output device you would be using. That, coupled with settings for the display as well as the game. This would also give a nicer look to the stashes and descriptions as well. Having something a little easier to read, can make sorting/trading a bit easier. Especially for new players still learning items. 3. I'd love to see the experience you get on your scav actually equate to something of value. Currently it has no real use that I can tell, which is a lost opportunity. Could say even 10% if you make it out towards PMC. That, or potentially say experience equates to rubles even. May not be much but, however gives the experience a use until a further system can be adapted for the use of the experience to expand on the scav play. 4. I'd like to see a little more from the scavs as far as unpredictability. Making it a little harder to tell scav AI from scav players. This would be interesting to see coupled with the karma system. Say... if you have bad karma, the "friendly scavs" when you play as a scav be more apt to shooting you. Out of "fear for life" scenario. Anybody who has a bad reputation for killing friends are bound to get shot sooner or later. Also, AI controlled scavs, I could see a "fight or flight" scenario being implemented for the scav AI when aiming at them or looking at them as a fellow scav. Even more so depending on what you current karma may be. Better karma could mean more trust and support from a scav in the vicinity? 5. As we are able to "Turn In" quest items to open up inventory space. The ability to take items that we already posses for current hideout upgrades, and put them in toward the current upgrade to open free space would be really nice. I find myself selling quite a few things needed for upgrades, simply due to the lack of stash space. This would also make it easier for keeping track of what you have left to obtain for said upgrade. Maybe with the possibility of tracking? 6. I know this one may be a long shot however. An update to the database for barter items to show in the description who they barter to. This could help out some newer players, as well as even those moments where you can't remember for the life of you. This could also make it a little easier trying to decide whether or not it's a barter item you may be grinding for a particular trader. 7. Ability to map the middle mouse button for searching and identifying to another key within the actual key binds. I'd rather use one of my side mouse buttons for these tasks, freeing up the middle mouse for other binds. A good example of this? I would change over my current bind for a side mouse button on checking ammo for example. This allows me a little more keyboard control, and not having to spread finger to check, or bind to other keys in general. Comes in VERY handy with a mouse that has multiple side buttons. 8. While I love being able to hold a mouse button and look left and right while running. Realistically a person can turn their head at least 90 degrees to either side WITHOUT moving a shoulder. Being able to see to my right and left a bit more can make those field runs a little more comfortable. I don't know about anyone else. I personally can look behind me fairly easily while running. Which is another thing I wouldn't mind seeing maybe implemented. Being able to (depending on helmet) look back real quick for any creepers or bush wookies. Would be great especially if you happen to look back and see a flash if they have no flash hider. 9. I personally wouldn't mind seeing scope reflectivity due to sun angle. As we do know that scopes due to lenses will reflect life giving away ones position. This would be a rather big game changer for those who use snipers. This would mean they would have to manage how they are carrying themselves within game. As a wrong peek down a scope could mean your position was compromised. 10. I am pretty sure I am not the only one on this. Being able to heal a friendly would be GREAT, and quicker as well. While also bringing a chance of danger due to close proximity. This would relieve having to throw down supplies for a friend, and lessen the amount of objects on the ground going back and forth as well. Decreasing overall usage of resources for the game itself. 11. Instead of letting people in groups who have insured their items grab friendly items and hide them in a bush or hiding spot. Have a specific set of spots to take the items to "deposit them" for maybe even an "early return" and maybe a cost cut or no cost return with insurance still intact. This could create more points of interest on a given map, fix these issues, give solo players a chance at high value targets, and tie into karma systems later as well. This could have a MAJOR expansion rate. (originally someone in the forum named "HermanJnr" brought up the containers. Absolutely great idea for more points of interest, and a little more PvP and risk versus reward. 12. Something else I was thinking about. I'm sure it has been brought up before. As far as when items are returned via insurance. It would be amazing if we had an overall "collection stash" for items that are waiting to be picked up from vendors. A place that holds from all vendors ect for up X amount of days. 13. I did see that some barter items look as though they have a green boarder when it comes to the person you can barter it to, as far as a barter that you may actively complete, or almost complete. I think it would be great to see a little more of that boarder for the different dealers as far as outlining, a little bit of quality of life improvement. Say outlining quest items that are needed at that time for a vendor in say light blue, or another color to signify that it is an ACTIVE quest item. I know there are the little check marks in the corner. However, a color boarder around current say MP-133 shotgun so you know that shotgun is the one you need. (As sometimes 133/153 can look very similar.) Also, this could help with locating the correct items. A good example of this is the white armor and TOZ turn in for skier. Having these two items outlined in blue or another color, would make it a little easier identifying questing items. 14. Something I wouldn't mind seeing in the game sooner rather than later?.. LOCK PICKS! I think it would be interesting to see with a low lock picking skill attempt to pick a lock, all while making noise trying to pick it. I could see this being rather interesting. However, I would also ensure that high value points of interests like marked room, remain pretty much untouchable without a key. The reason for this is to keep as much balance and value to the keys that are used for high value points of interest already. It would also be interesting to see the results of being able to lock a door you close behind yourself. Forcing an incoming player to have no choice BUT to breach the door to get in. This could also open up a few more areas. A good example of this would be say maps that have sheds that have locks on the handles. Being able to pick those locks for say a chance at some decent loot? This could allow for some inner building expansion, as well as interesting additions later. The skill base is already apparently there, and is planned for the future. 15. I wouldn't mind some leader boards! Would be a REALLY great addition. Say for different stats, survival rates, accuracy, kills, ect. This could also help in the fight against any cheaters as their statistics would end up reflecting any "not so natural" gameplay. Not to say that people can not maintain high records. However, it does provide another tool for the location of those who would destroy a beautiful work of art. (smh when you have to download skills) A good example of this would be the cross reference of say accuracy for example. If a player statistically has close to a 100% accuracy. I'm pretty sure it's safe to say they may be cheating. Especially if it is a newer account. 16. Now I am sure this has been mentioned before. When looting a scav or another pmc. It would be great if the alt or ctrl and clicking system would work in reverse as it does for the player. What I mean by this is as follows. You can alt + click say a bag or helmet and equip it to your open slot. However, you can not do this in reverse for player scavs. Same applies with picking up items off the bodies. If you were able to ctrl + click and move items quicker than dragging them back over. Just a quality of life improvement idea. 17. I will admit that I wouldn't mind seeing matchmaking choose groups based upon their level. Now, the reason I say this is for the following. A lot of new players are going to have an extreme learning curve to adapt to. Giving them a raid with say others 1-9 until you hit 10, then moving that bracket to say 10-30, and moving the next bracket to 30+. Something along these lines could help create a much more stable and more enjoyable matchmaking. This would also help new players try and accomplish tasks against others who are in the same boat. Creating a more dynamic and natural fight situation. A fight for a needed resource. The reason I say this is due to the limitations on what level 10 players can buy versus those who have yet to hit that level. Then higher levels with the traders allows for barters and more with a much higher survival rate in raid. 18. I would say as a new player. You should HAVE to go through at LEAST 1 OFFLINE RAID to get used to controls and gun play with the scavs. This could be an opportunity as well to use that first raid as a time to throw up a couple windows with information on controlling your character. This is more to help those who jump into raids then complain about being killed. This would also help get some good information for starters to their eyes as soon as they start. Again, this is more of one of those personal opinions. I personally enjoyed being tossed right into the fray. 19. I did hear something about vaulting, which would be a great thing to have. I can't count how many times I said "Damn outta stam!" or not had enough height to make it over a fence about stomach height. However, I don't recall hearing anything about a bracing system or "mounting" system if you will. What I mean by this is the following. Stabilizing the weapon on a crate, wall corner, window sill, ect. 20. Seeing as the community is extremely active in map creation. I wouldn't mind seeing the old maps traded out for perhaps some of the community made maps. Would definitely bring use to the map system in the game again. I wouldn't mind seeing a map in my inventory I can actively pull out to say mark where I have been ect. This could in turn, turn into intel on where players have been and what they have looted. In the stream, there were mentions of a GPS system possibility? Maybe this could help tie into it for say bigger map like streets later for voice communications and working with others. While I have many many other ideas, as well as things I could see really changing the game in ways the could be ground breaking and never heard of in games that have been put out thus far. While some of the ideas may be great, not all are great in every ones eyes. People still must understand too, this game is based on trying to maintain that sense of realism and immersion. On a side note pertaining to the market. I personally think if it were to be taken out. Fence could be turned essentially into the market. As items sold to him would be sold to others for what they sold it to him for. That, or turning Jaeger into the guy for the job. This could leave room for possible a specific vendor for that as well. Just an idea on it. Feel free to leave feedback, ideas, ect. Just remember, these are just thoughts and ideas from one person's perspective. It only reflects what I THINK not what everyone thinks or what should be law. So don't be that person if you know what I mean. Aside from that? Keep your socks dry and bags full! = This is a repost of the original. I wanted to put it all together as one, and make it easier to read. Rather than reading through comments a plenty. My apologies for any grammatical errors. Doing this on very little sleep, and while engaged in quite a bit at one time.
  6. Accidentally bumped the escape key and left my low level friend stranded & killed on customs. Escape key shouldn't even activate the leave game button in my opinion... especially when you are teaming with someone an "are you sure you want to leave" prompt is very essential
  7. I wanted to make a mega QoL/UI thread of things that could be improved usability Market 1) “Add offer” covers prices of items https://i.imgur.com/knwDgDE.png 2) When you “Filter by item” search for an item on the market, and then “add offer” you should attempt to sell the similar item in your inventory https://i.imgur.com/0gDOyiC.png 3) When sending a captcha to block bots, send it AFTER the purchase not before. Often an item will be purchased if you get the captcha. 4) I am not sure what the MIN. is when you “add offer” on an item but it never makes sense to me. Can the MIN. be the lowest current offer? https://i.imgur.com/t0oJEuR.png UI 1) When I throw money/ammo/??? into a container, docs case, SICC, wallet etc. it should automatically stack instead of manually needing to be manually stacked. https://i.imgur.com/5YZhBoL.png The only issue I can see with this is Found in raid but then you can stack similar objects and I don’t think there is any reason why you need found in raid money. 2) Allow us to rotate an object with middle mouse button if it has been picked up. 3) When I open an container (or the top selected container if multiple are open), that object should be the location of where things get sent if I ctrl + click 4) Allow us to click on a dropdown menu on a slot of gears on our body to show us a list of all acceptable gear for that slot https://i.imgur.com/dOhGwAM.png Gun Management 1) While a gun is in my hands on the character screen, I should be able to right click on the gun and select “Find magazines” which brings up a list of all your mags. Currently the only way to do this is by taking the weapon off your character, select mod, select the last mag, unload mag and do that for how many mags you need. Seeing the modding window’s list, we know that this is do-able https://i.imgur.com/TZlw07E.png 2) While right clicking on a gun we should be able to select “Find ammo” which brings up a list of all the ammo that will fit in the gun. 3) Warn the user when they are about to depart with a weapon that has its stock not extended. Hideout (oh god so many) 1) The module bar along the bottom should be changed to a vertical menu (like how the market is designed) for better readability and visibility 2) The modules could be broken up into groups, crafting, (Booze generator, medstation) and utility (Illumination, heating) . 3) The top left should have a countdown for how much fuel is left in the generator. 4) The shooting range has VERY poor lighting, it is not far enough, there is no way to refresh the targets/bullet holes and if you stray away from it AT ALL then you can’t shoot. 5) Honestly, I am unsure why the hideout is even 3d generated. There is nothing to do in it expect the shooting range. It could more quickly be rendered without the 3d environment and could just be redesigned as a shooting range when you need it. 6) Make the crafting lists menu a static list instead of being randomized every time on load-in. https://i.imgur.com/2oJcQkc.png / https://i.imgur.com/HACwIup.png 7) Make completed crafted goods be at the top of the list when finished. 8 ) Any finished hideout modules (max level) that don’t craft anything should go to the bottom of the list
  8. Itz_MAGp13__

    freelook is trash.

    make the fov more like arma/dayz where you can actually look behind yourself using freelook, and make it so you actually lower your gun when your not aiming. i hate the disgusting cod style 1pp. anyone who has ever held a gun knows that you don't walk around with your gun in your face everywhere you go.
  9. When there is 10 minutes or less left in a raid the timer pops up in the top-right corner and displays the time in red. I think it would be a nice QoL improvement to have a toggle option, perhaps under Game in the Options, that allows a user to have their extractions drop into view as well when the timer appears, but then disappear as normal leaving behind just the timer. Often after 30+ minutes in raid, or if you're a Scav, it might be hard for some to remember all their extractions. It seems like often the timer popping up in red triggers the idea "what are my extractions again?" and saving the users from having to trigger the extraction drop-down might be a nice QoL improvement. There is a section that's not yet available in beta labeled 'Interface Edit' under Game in Options. Perhaps this would be a feature of that. Depending on other's desire for this enhancement it could potentially come before that more robust configuration menu since seemingly all the components would be in place today and could maybe just be pieced together. I realize I'm making a lot of assumptions here though. It may not be, and often isn't, just "as easy as that". Thanks for your time.
  10. This useless prompt is forcing me to zigzag between the PURCHASE and OK buttons when trying to purchase anything popular. I'm going to get a carpal tunnel before I get all my hoses built. Is it too much to ask for this prompt to be dismissible by keyboard? While you're at it, Y/N are pretty terrible hotkeys considering the context. Everyone is clawing the poo out of their mouse trying to hit the the PURCHASE button and Y at the same time. Enter for yes and backspace for no would be more ergonomical and would also work better for lefties. Enter could dismiss the prompt, since there's nothing to do but click OK.
  11. Scarlett_Jack

    150 Ping limit too low

    First post to the forum so be gentle. For context I live in South Africa and the closest servers would be European if I'm not mistaken. As far as I understand it the ping limit for manually selecting a server region is 150ms. Would it be possible to raise this limit to 200? Or even 180? My lowest ping seems to be around 160 odd but this defaults me to American servers (according to the launcher). So my suggestion would be to just raise this limit a tiny bit so players in unfortunately distant areas can at least select the lowest possible ping servers. Thanks for the time Jack
  12. This may be one of the nitpickiest suggestions here on this sub, but i digress, i really would like to see some QoL on this subject, because the game is literally unplayable at this state. Here is a SA-58 Australian. This is the weapon variant version, it changes name after you mod it with certain parts. This here is apparently another SA-58 Australian. Except the fact that it is not. This changed name after making a weapon preset with this specific name. What's my nitpick about this? Weapon variants felt special in my opinion, as in after modifying your weapon in a very specific way, your weapon would change its name as a cool little detail. The namechange detail is lost with the new weapon presets, as whatever name you choose is put as the new weapon name. Predefined weapon variants dont stand out anymore. How would i fix this? By having the variant text stay the same, but changing where the preset names would occur. Perhaps something like this, although not ideal. It does sound a little dumb making a thread about such a small issue, but this teensy tiny thing was on my mind for some time.
  13. Legolander

    Alternative/Advanced Insurance System

    Suggestion for OPTIONAL insurance system to help with "gear fear" and other related issues; Replacement gear delivered in return for a hefty "tax" for all item sales plus a "service fee". For example: - Flat 50% tax on ALL items SOLD, cutting potential profits in half. - 30%-40% service fee (from items price) for item replaced. (- loose access to playing as scav while items are insured / time delay)? + Get replacement gear identical to ones you lost when you died, once the "service fee" has been paid. Why? To help with those of us with tendency towards what many refer to as "gear fear" aka fear of loosing valuable gear or gear that one has gotten attached into AND help lessen the frustrations related to replacing gear, at a price. Also it helps with a little personal problem of mine. You see, I like to have a certain look for my character, a look that is lost every time I die. Yes, I could buy yet another pair of sunglasses, but that starts to get tedious after a while. That, and feel that I'm obligated to bring the absolute cheapest gear possible with me every single time I play online. The current insurance system is not that great, and knowing that you will get your stuff back is at least for me worth a really hefty price. Yes, I know that there will be point in a game where one has enough money to not worry about price of replacing their gear, but that's not a point most players reach (having a job, hobbies ect...) and even then that's only part of the problem. Look, I'm not asking for you to add a glowing aura on mags we accidentally drop or anything like that. Risk of making that kind of mistakes and loosing your half full mag in the grass is part of the reason many of us got into this game. But I feel that the game currently kicks you while you are down a little too much. Some players do not care about losing all their gear and that's why these kinds of things should be optional (and come at a price) but for one or more reason for some of us that aspect of the game kicks way harder than for others. And before someone offers the advise of "gid gud", I would like to ask how do you "gid gud" against a dude that sprints at soundspeed above the treeline instagibbing everything? poo happens, and as the game says when you first launch it "you will die a lot" but I feel that for scaredy cats like me the game punishes dying a little too hard considering how easy it is to get yourself killed. I'm not asking for a freebie either, the "tax" is there to counter the lessened risk for those that want to use this service. Less potential risk = Less potential rewards. Also the "service fee" is there that there is still some feeling of imminent loss for bringing the most expensive gear possible with you. (wouldn't want that lvl3 noob that looted your fancy stuff having too much fun now would we Not sure if devs read this sort of things but I thought to just put it in here just in case. "Gear fear" is very real and a main reason I hesitated for so long before finally getting into this game, and it's rather deterring for many others it seems.
  14. I would like to apologize if this post is a little bit all over the place. I have some criticism (of course, I wouldn't be making this post otherwise) and some QoL features I would like to see with the current progress of the ping limits. The current ping limit (as of today, 155ms) is too low for 100% use and the discrepancy between the launcher reported pings and actual pings you get ingame make it worse. I live in Finland and I can select probably 6 US servers but I can actually only play on maybe 2 of them. If a strict limit like this is made in a game like Tarkov, there should be some protections for the players too. If I try to load in to a server where already at the map loading screen I'm over the limit, then tell me that I cannot join that server so I don't spawn in just to lose all my gear because I get disconnected every 10 seconds after connection/reconnection. If possible I think a solution regarding the servers is to give both sides what they want. I don't see why it has to be just one or the other. Have a set of servers that will only allow <100 ping and another set of servers that allow <200 as I think that 200ms is a good cutoff point. Give the players the option to choose if they want to play on <100 or <200 servers either by having specific server locations allowing only specific ping or making this an option in the game or launcher settings that allows you to connect to the types of servers you want. Depending on the utilization of this you could adjust it so that 30% of server instances at a given locations are 200ms servers and 70% are sub 100ms servers or any other ratio you find more reflective of the amounts needed. Another issue that might arise with this is that now we will be back on the problem of "infinite matching times". If I can maybe play on 1 or 2 servers with my friends, then we will be waiting in queue for 20-40 minutes again on peak traffic times. I play 95% of my time with my friends because I suck at playing alone and all those friends are US based and I'm from the EU. The current limit has just made the game unplayable for me and my friends too because of the 155ms limit. I am 100% fine with a solution that gives advantage to people with lower pings as long as I can play with my friends. If I cannot play with my friends that means I cannot play and that both saddens and angers me. Tarkov is a very special game and you are making ripples throughout the whole FPS genre with it. I can already see many features that I've first seen only in Tarkov being implemented in other games because those features are just so much better than what we had before. Hell, even Star Citizen copied the changing movement speed with mouse scroll feature and multiple other FPS games in development are clearly copying features from Tarkov that I haven't seen in other games before. The ping counter colors should be changed I think from the current green (good) - yellow (medium) - red (bad, but still maybe okay?) where you don't actually get a visual indication on when you're over the limit to something like green (ok - <80ms) - yellow (medium 81ms - 120ms) - orange (danger 121ms - 155ms or the limit) - red (over the limit). I know you guys are under a lot of pressure from the huge amounts of popularity you have gained in the last year but sometimes you also need to take a moment to breathe and think if the changes you are making are necessary to implement that fast and without more considerations of how it will affect the players and what you can do to make those changes easier to the players. And if you know you are making a change that will have a big effect on players, like the current ping limit, have solutions already available like those intermediate servers that were mentioned in your tweets. I currently feel totally disheartened by the fact that I simply have no reason to play anymore. But I've been with you guys since 2017 and I know you can find a solution that allows me to play with my friends again and the sooner the better. I'm just sad that we are a couple of weeks deep in a new wipe and now it all comes to an abrupt stop for me.
  15. If someone's ping is on average going to be too high to stay on the server and will be auto-kicked, then that person should not be allowed to join the server in the first place. If the person is playing solo it should keep matching looking for a server that is within the acceptable latency. If they are in a group across other areas it should also do this. If no acceptable server can be found, then the player should be prompted and returned to the Menu screen after a certain amount of time as well as with a notification saying it was due to being unable to find a server with an adequate connection. As a personal example, I'm an American living in Japan. Because of that fact, I'm generally restricted to the Asia servers. Originally when I played with my friends or family in America and joined American-side server I could play with a 120-140 ping presumably on West Coast servers. As of late, it's really hit and miss to find any server that I can play with them on currently. However, sometimes I get brought in with a ping that is constantly changing. Something to this effect: 120, 160, 120, 140, 220, 170, 120, 210, ... Now why there is so much variation in the ping I'm not sure, but that's a recent change with the last 2 updates. In any case, there are times where I am connected to a game with one of them and the ping is already over 200. First, I don't wish to play in a game with that high of a ping. And secondly, the game almost always immediately kicks me as I load in and I am unable to load back in without being immediately kicked again. I know I cannot be the only person that wants to play with friends in different locations and not have to worry about just donating all our gear to the server because we were placed in a high latency server above the threshold and automatically kicked.
  16. I might not have many hours, but it doesn't take many to see that the inventory (specifically the stash) just feels awful to interact with. #1 Selling items out of a container at a Trader's. This has honestly been bugging me from the very beginning. Interacting and bartering with the traders is an integral core part of the game it seems, but for some reason doing so is made incredibly tedious. Why are items unable to be sold out of a container? Even if you take the item you wish to sell out of the container it was in, it still registers as unsellable. You have to back out of the trading screen and back in again for the item to become sellable. It's absurd and gets especially annoying when it's large amount of small junk items and kind of goes against the purpose of specific item containers. Changing this would be a huge improvement for future trader interactions. 2# Items exchanging their positions I can understand why an autosorting feature might not be a priority, some people, including me, enjoy the manual sorting aspect of the inventory to optimize item storage. But that's why at the very least moving and sorting items by hand should be made more convenient. For example, dragging a 1x1 item over to another 1x1 item (assuming they can't combine like bullets into a mag) would make them swap places, would speed up manual sorting and avoid the hassle over constantly dragging items from cell to cell for simple actions like swapping an item for another. It could even apply for variable item sizes (1x1 swapping with 3x1) if the sufficient space is available. #3 Selecting and interacting with multiple items Dragging items one by one is tedious. It should be possible to select and drag a group of items. Something like a 1x4 row of 1x1 being selected, and dragged while remaining a 1x4 row whereever it is desired. Furthermore, if two items that aren't in any way adjacent (like a bunch of items sitting in separate corners of the stash) are selected and dragged, they would snap into a formation that would be the most compact (4 separate 1x1 items would snap into a 2x2 formation and so on). If a context action is shared by all the selected items then that action is performed on all the selected items ('Fold' is performed on multiple weapons that are foldable, multiple mags can be unloaded at the same time etc.). It would also be helpful when comparing weapons, as selecting the 'Inspect' action while having two guns selected would open both inspect windows side by side for comparsion. #4 Easier and more convenient ammo, mod and magazine management A huge pain is usually loading up magazines with ammo and then loading said mags into the respective weapons. Lets start with ammo. A huge positive change would be the ability to more easily see what caliber of ammunition one is working with. For weapons, their compatible caliber is displayed on the item itself, but the same is not true for ammunition. Displaying instead a variety of names and classifications that don't help at all. Right now the only way to view a bullet's caliber is by hovering over it and waiting until the tooltip displays the full item name or by inspecting it. With an ammo case full with a variety of bullets this is timeconsuming and awfully tedious. The caliber should be visible just like it is on the weapons. Possibly via a holding/toggling a hotkey. Next up is a change that would not only benefit the above issue but items that have combinable interactions in general (mostly mods and mags with weapons) While dragging a mod, bullet or magazine, holding a specific hotkey will grey out all items the selected one is incompatible with. For Ammo this would highlight the magazines it can be loaded into or seperate stacks of the same ammo that it can be combined with. For Mags and mods this would highlight the compatible weapons they can be used on. There's probably plenty more QoL that can be listed but for now this four are issues that annoy me the most while playing. Of course this would only apply to the stash, not the in-raid inventory.
  17. So, I was getting super confused by the insurance a couple of days ago. Since insurance always runs a random amount of time, it's often really hard to understand which insurance returns are coming from which raid. Not all of the Insurance Return messages from the NPCs have both, time AND date of the raid it came from. And older messages only show the date, not the time you received them. So matching the "Here's your stuff back" messages to the correct "I'm looking for your stuff" messages is baseline impossible, and I never know which raid I got my stuff back from and which one is still searching. So I thought I would really love to see a list of all of my ongoing (and maybe past?) insurances. It does not need to show how much time is remaining. That is irrelevant. Just who I insured it with, which raid it was, and if it's still ongoing or already delivered my stuff back to me. I have made a mock-up interface showing what I mean. What do you guys think?
  18. WindXTastesFine

    Hotkeys for containers in Stash

    I think adding a hotkey function for stashes would be awesome, and maybe add it for the current window that's open. For example, you can press T for a items case or something, then press A to open a money case or ammo case (whatever you set the "A" hotkey to) Just a quicker way to access common/important containers without having to scroll down in your stash (and have your stash still tidy)!
  19. xgent3

    Player Scav Names

    When getting killed by a player scav it was very confusing for me when the player's name was not listed. The Scav name was displayed instead and I was incredibly confused for a long time. If we could use player names when playing as a scav, there would be less confusion. This is just a small quality of life suggestion. Perhaps even keep the scav name and have the player name in parentheses. E.g. Anatoly Zaitsev (BoldFacedJoke)
  20. nanoPhobe

    EFT UX & Optimizations

    Hi It is possible you have planned for this to be included later. I’m also not familiar with exact details / reasons UX feels stupid slow yet. These are my attempt to help, obviously would be cool if I knew more technical details. Little about myself: Been a gamer all my life. Been working as developer many years back for 5 years. Been in tech support for 15 years. I’m the guy that finds anomalies, deep dives what others gave up on. I have no limits or filters, if you have hidden / forgotten something I’ll find it. Strap in, visor down: Launchers, only able to log a call via launcher is bad, not closing my game relaunching another launcher while game runs already allow me to report a bug. All honesty, not a fan of the launchers, as much as I despise web interface “applications”. We know games run better full screen, because most games lack content we use back end wiki lookup or walk through guides. This can be part of a discovery process at least for some of us that would rather not alt + tab (windowed just makes that easier). I like the handbook, but it would be much better if the handbook could have some interaction: Game wiki with in game style / skin. Think how many would actually read useful info and learn on an item and possibly find a few links to other uses related to the same item. Your wiki work already forms the links and updates, integrate those would score some good reviews in my opinion, really how much work is that seeing as everyone must be connected anyway. Option to bypass Launcher if you save your credentials. Unless you are trying to generate hype on a splash. Don’t, do the basics right and functional and hype is inevitable. Game UX, wtf is taking so long to load from SSD? So, I know rust also uses Unity, and is crap slow to get to the interface / menu. Killing players relentlessly is 100%, that menu load speed will have most play anything else faster responsive, even rage quit took me 2 min… LOL! If it’s about loading the data from file to a more accessible interface, it can run in the back end, while allowing menu interaction giving users the feel that it’s faster. Circular “progress” bars an invention from web interfaces (see point 1) is like promising “draggable progress” bars. No, it’s not cute to see it make another circle, ask anyone. Rather show us the hard truth taking long to load files and it’s because your disks are old, fragmented or full. It’s ok to have us murdered by everyone but we shouldn’t let them see this detail? Think of actual progress bar, just one showing object count to load and where it is in that count. Show off a little, display object detail per object as it loads like FPS on screen display, it it’s too fast to read, users feel WOW, if it’s slow they will upgrade until they feel WOW, thus your game will have hype from there as it does what no game company focus on anymore. Menu interface... Save yourself a lot of rework: simplify. I mentioned wiki type handbook with links to other items in the handbook? Keep it hidden until your user reads something then clicks on a link adding low key discovery feels. That alone will wow the user base with a wiki in the game, less alt + tab meaning less chance they click on the pornhub advert and disappear for an hour or more. Path of exile comes to mind where I can click on an item and see a short info clip for what this skill gem does when combined with another. Not saying store that local, I click to see it, stream it in game from your choice of used ECM solution. Normalize data structure. Optimize segmented structures. My assumption is that it loads a lot of data every time I need the menu about every 5-10min (I die a lot in game, this menu slows me down), and it doesn’t need everything, identify subset required for menu and load that only. This will maybe take 2 or 3 seconds longer per menu interaction, but your user base will mostly notice they didn’t wait 5 minutes just to click on character but only 10 seconds for example. i. VOTE on this: from death to respawn clicked should be around 10 seconds if I choose to bypass details of my demise. Now go record data on how many users actually ready the data, meaning spend around 5 seconds looking at how many shots fired, we care a great deal only when we suspect foul play, so good for recording once but not saving? ii. Big data, use it, save it, make it available in analytics as I see you have some of those links already. iii. Segment data, I don’t care for anything but what I click on, is honest truth. My CDO (corrected sequence) has mini hissy fits every time I enter market. a. Ammo subset should have at least sortable column for Calibre, use this for group by to look like: -ammo +[7.62x54R] -[7.62x51] -[armor pen.] -[SNB] -[7N1] -[range] -[LRG] +[5.56x45] b. Allow mags to be tagged like containers for colored coded ammo pre-set will aid in ammo being used more efficiently or diabolically. Example I want to stack my heavy killer 10 round mag with (the sequence ammo leaves the mag) [2x Armor Piercing], [1x green tracer], [2x Armor Piercing], [1x blue tracer], [2x Armor Piercing], [1x red tracer], [1x Hollow point]. c. My other pre-set is like (the sequence ammo leaves the mag) 2x [Training rounds], 1x [green tracer], 1x [Training rounds], 1x [green tracer], 3x [US], [1x red tracer], [1x Hollow point] d. I’d could use the tracers as indicators in fire fight where to aim: try hit same Armor up to red tracer then HP should do maximum damage as the Armor should be broken. Could spark trends to use correct ammo for the job, currently it’s rush loot, stack AP and auto spray it seems to me. Imagine one guy able to drop heavies like that and costing him less than a fraction of spraying down, how would that affect planning? happy to answer questions, or even provide mockup Yes this was intended to be a mail at first, companies block forum and all non work related sites.
  21. drisk328

    Ambient Wind

    Hi BSG, I also made a reddit post on this very topic, but figured I should also drop my suggestion here as well. All my mates (and myself included) are reallllly hoping this can be taken into consideration. Seems like it could be an easy fix as well! Either way, thanks for your time and consideration. Just going to copy and paste my reddit post to save some time (hope that's okay): Want to start by saying I think BSG has been doing an AMAZING job with the game. Every patch that comes out not only drops a poo load of new content, and tons of QOL improvements. Having said that... this has been something that's been bugging me since day one. The ambient wind!! Every raid on every map (besides factory) it sounds like we're in a wind tunnel. It would be nice to have some raids where all you hear is the birds chirping and then GUN SHOTS. Otherwise mostly silence. When I go outside IRL I don't hear wind every day that sounds like a storm is on the horizon. Don't get me wrong, I'm not saying to do away with it completely. Maybe treat the loud wind the same as you do with the rain effects in the game. Some raids it's drizzling, other raids its a down pour. Maybe if you plan on having it storm in the game, have the wind pick up first... or something to that effect. Either way. Loving the game, would just be really cool to not be ear raped by wind every so often. Thanks!
  22. TTomcio

    Modding screen buy mods QoL

    What if we could buy mods directly from modding screen? It would greatly decrease time needed to find that one rail or adapter you are looking for. I posted it on reddit and most people liked the idea too. Reddit post: https://www.reddit.com/r/EscapefromTarkov/comments/9v24bk/modding_screen_qol/
  23. Tarkov_Ghost

    QoL Adjustment - Scroll Bar Change

    I was wondering if it was possible to make the scroll bar in the inventory thicker, and flush with the right side of the screen. I find if I try to use the scroll bar that It is easy to overshoot it. Here is a comparison of what I mean :
  24. Brodney

    Quality of life improvements

    Hello developers, I have a set of few, what I believe to be important, quality of life improvements to the game. 1. A posibility to unload magazine from weapon with the R+mousewheel shortcut. 2. A posibility to reserve a slot inside a container that will remain empty, so that when we loot a random item doesn't obstruct the slot and when we reload we don't lose magazines. 3. An automatic use of "shoot-from-behind-the-cover" feature, when player is behind cover close enough to not be able to point their gun straight, aims at the edge of cover, and then the aiming stance will transition to the specific shooting stance, depending on if the edge is horizontal/vertical, left/right. The first one is quick and easy solution to a situation, when person has only one mag (they lost the other one, or decided to not take any) so that instead of having to go to inventory, have to click unload on mag, wait for the animation to play and then reload the ammo and reload the mag, we would be able to do this with the shortcut, so we won't waste more time than necessary and die, because we're locked in inventory menu instead of moving around. The second one is a long term solution for the problem of losing magazines, since we wouldn't randomly lose them because we decided to loot a mag from crate and didn't notice that it went inside our chestrig instead of bag. The third one is a little more complicated, but it would improve the usability of shoot-from-behind-the-cover feature immensely. Right now it's too long and complicated to find the right spot a click the specific key combination to use this feature and this change would make it much more seamless and usable in actual gameplay. Thanks for reading this and good luck in future improvements to this awesome game. Brodney
  25. JWiley

    Weapon Purchasing Profiles

    One quality of life improvement I'd like to see: fast weapon purchasing and modding. Background: My friends and I spend 7-15 minutes purchasing mods and weapons. We replace almost every part to make the weapon the perfect killing tool. We spawn in a map and through a series of unfortunate events, we perish. We must now repeat the same process (assuming we have not built multiple guns). Suggestion. I would like to be able to create a load-out profile. My naked PMS self. I click "Profile 1" in my character screen. It prompts me with a price confirmation (This will cost you 200,000 Roubles, do you accept?) The load-out profile will allow me to buy armor, helmet, backpack, tact rig, and weapon. All pre-selected from vendors I have access to. What makes this more inviting is that I'll be able to customize the gun. Example: Profile 1 Kiver Helm Paca Armor Tri-zip BP AVS Rig Normal AK 74 but with mod selection - RK3 Grip, Recoil Pad, silencer, handguard, grip, sight mount, and sight. ... In one click gives me back 10 minutes of time. Time to enjoy this game. It also prevents the frustration of dying in 2 minutes on factory. I can just 1-click and be ready to go again. This benefits everyone. As a company you can limit the amount of profiles depending on the package purchased and give more incentive for someone to upgrade. I hope these suggestions don't fall on deaf ears! Loving this game, -w
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