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Found 39 results

  1. LightNing442

    "blood and gore"

    thanks to the new graphics engine will it be possible to add a touch of realism on the "gore" like leaving a trainer of blood depending on injuries. have a bullet wound corresponding to the caliber. puddles of blood under the corpses. dismounting coming with big caliber
  2. The community and devs have to come to a consensus soon on where Tarkov stands realism/gameplay wise or the game is going to lose a swath of players on either side of the debate patch to patch. POST TLDR: Tarkov's devs and community need to find a balance between playability and realism and the current/recent direction of the devs is neither. Tarkov can be semi-realisitic and still fun with the addition of certain simple mechanics surrounding gunplay, movement, and healing. For this to happen the community needs to have compromises instead of fighting that muddies the communities voice in the eyes of the devs. LIST BELOW OF RECOMMENDED IDEAS It seems that as of recent (since the Twitch Drop event) the Tarkov community has seen a widening divide between those players who want the game to be realistic and those who want it to be "more" casual. Those who despise the mosin those who see it as a firearm of the common man. I personally stand more towards the realistic/mosin man side of the divide but understand the limitation surrounding a video game, fun, and realism. That being said, we can have compromises on "realism"... right? I hope so. Tarkov will never be realistic. As realistic as playable sure, but one part of our community has to understand that Tarkov cannot go as far as Arma/Squad in gunplay and thrive/survive. The game needs some arcadesc features to make it enjoyable. On the contrary, the limitations surrounding stims, painkillers, surgery kits, etc. are just not there for the game to fulfil the semi-realistic position I think it should hold. No matter what the state of the traders, market, tasks, hideout, etc. the combat/in-raid gameplay is what all those things feed into. Without a good combat system the game is left lacking and I will add that Tarkov has one of the most robust healing/combat systems as it stands but it needs to be refined in a direction not currently being taken by the devs. Most people I know, including myself, look back to the heydays of gear fear and look back fondly. A time when your gear really mattered regardless of the state of combat you were fearful of losing it and played a certain way because of it. Not like a rat but usually smarter or more “realistic” than what has become of the game’s meta. You should be penalized for making dumb decisions in a fight and a surgery kit, stim, or painkiller should be your endless in-raid savior. Here's a list of changes I think could be made to make the game more “realistic” while not jeopardizing the fun. Body parts can only be repaired (CMS/Surv) “X” number of times a raid and or make using them take much longer where you will need to find good cover to use them. Make it so that painkillers, morphine, etc. will still allow you to run but at reduced speed (half or so of normal) and or should take a little bit after consumption to fully take effect to get to that point. Re? - Implement inertial movement to stop ADAD spam (devs have been notified by forum staff) Increase point fire recoil and general recoil and remove the full auto recoil plateau Make advantage of lasers visual only For stomach wounds, surgery will stop external blood loss but the player will still lose hydration at a slightly faster rate (decrease overall hydration/energy loss and make it so that they don’t kill you, should hinder a lot instead) Implement a system where hits to body armory decrease stam somewhat (heavy breathing for a period) Implement an adrenaline system under which you get a slight stam boost in a fight when it starts to either fight or run (harder to implement well) For every repair of blacked legs your max run speed decreases For every repair of blacked lungs your max stamina decreases Not all of these are necessary to get gameplay to a playable yet more “realistic” point. If anything if gameplay is slowed even slightly and firefights become more drawn out the game will be more enjoyable than what becomes of many firefights where the first shooter wins quickly. Players should be more fearful of losing their gear but not to the point of a Tarkonian rat infestation. To get to a good point, Tarkov's devs and its community to be able to compromise on what is best for the game regardless of our deeply held passions. If not, there is going to be a never ending battle on the issue till release and then a good portion of the playerbase may just bounce. One “Quick” Point on Quests The game's quest system is an absolute disaster for all but the original traders and their original tasks (for the most part). The addition of an abundance of FIND tasks with Mechanic/Ragman makes the grind unenjoyable. Atop that, Jaeger & other's "Kill em' from xyz with abc and mno up your a**" are just poor excuses for what could be a robust quest system that sees players interacting with the environment more often. Even as place holders, many of the current tasks or boring, tedious, or stupid. TLDR Quests don't have to be realistic but should instead be enjoyable to some extent and not have players doing outrageous acts of marksmanship or self inflicted pain, dehydration, etc. Viva la Tarkov
  3. TechoverMana

    Idea grab bag

    This is just a list of ideas I've had and putting out to others while taking a break. 1) I think there should be much more realistic pricing generally speaking. As I've said before elsewhere, I think it's extremely odd, to the point beyond what you could call realistic, for the prices of some items. Some examples are of how much fuel costs, (and using the ingame conversion of 118 rubles/dollar, and 133 rubles/Euro IRL it'd be around 70 for USD, or 80 rubles/Euro) At 89475/ 20L, which is rounded to 4474 rubles a liter for petrol, or translates to ~144 dollars per gallon of gas, or 33.64 Euros/Liter. Zimbabwe which has the worst gas prices on Earth, still clocks in at around 12 dollars per gallon by comparison. Water is even worse, .6 L of water costs 12066, 20110 per liter, which is about 151 Euros per liter, or 645 dollars per gallon. Crackers, from a combat ration somehow cost 18160 rubles, which is 153 dollars or 136 euros for what look like anywhere from 6-8 crackers. Now, this is minor, but its part of it, since it wasn't too long ago when a box of pineapple juice only was like 500 rubles rubles, or 4.23 dollars or 3.75 Euros, which seems much more realistic, and its because it is relatively inconsequential which makes it more perplexing why to set prices like this. But I think this obviously also extends to weapons, armor and ammo. Easiest example is the Mosin, which originally when it came out seemed relatively realistically priced in the 15-20k region, but now costs more than an SV98, which that weapon costs well over 2000 dollars. I know some issues can be brought up about how it is, but I can't see how a weapon in massive surplus costing in many bad areas under 100 bucks, ends up more expensive than a weapon that costs thousands of dollars, and somehow can be considered realistic. Again, it's just to illustrate, and I know there's going to be some arguments about balance and such, but I'd still say it should strive to be as real as possible (and note that many cheap, surplus Mosins have MOAs well above 2, while the SV98 is under 1, so I'd say reflect a realistic performance, and it'll help reflect the realistic pricing.) But I'd say this across the board, even if it's un-intuitive, or even counter-intuitive, such as how they've handled pistol and SMG prices to make it more viable, which I disagree with. If an MP5 IRL is on average ~30% more expensive than an M4, despite the advantages of an M4 over an MP5, I'd say that's just reflecting the harshness and reality of the world and how things are manufactured, the same way having no tags and arrows above heads, or a minimap, ect because it's not realistic. 2) Strength. I know the skill rework is coming in the next few weeks, so I won't be extensive on this since for all I know, the rework could fix all the issues with it right now. Generally speaking, strength skill makes very little sense for how it gains, and is overly restrictive, and currently, for extremely little benefit, since I think even realistically, going from say a person of intermediate strength of an average soldier to what is supposed to be elite should be significant, although not overpowering as early elite I think was something like double speed and jumping height. I'm thinking more like going from 20% now to more like 35-50% depending on category. With that, lots of suggestions abound for a home gym in the hideout. Keeping in with the Russian spirit, I'd suggest the creation of the item the Kettlebell, a large one at 2 pood , and a smaller one at 1.5 or 1 pood. Along with that, some more regular stuff for a proper home gym, a few varieties of dumb bells, and perhaps at Level 3 Home gym, stuff to make a treadmill and/or power rack with olympic bar to do strength and endurance training. Again, keeping it short, and moving on. 3)Item availability and locations I'm not sure why it is, but I don't think I've ever come across an SSD naturally, and especially not an SAS drive outside of the ones needed for Peacekeepers quest. And I have no idea why this is the case. Especially if Tarkov is in the future, you would think SSDs would be even more common. I'm not asking for them to be in every computer, but I think its weird that it's not even in the loot table for a computer, even if it was only like a 1% super rare item spawn. Same with the tech stores, shouldn't an SSD in fact be even more common than a graphics card as far as what's randomly left behind on shelves? Right now, I don't think the SSD can even be found outside of the areas where literally any item has a chance to spawn such as behind old gas, which just seems absurd to me. Especially for things like Techlight, or the White Queen on Reserve. Sort of lead me to the idea of other areas being able to have things in them. There's lots of abandoned cars around, I don't see why we shouldn't be able to pop the hood and get things like batteries, spark plugs, hoses, wires, and motors out of there, at reasonable rates, as well as be able to siphon off fuel. Currently, we can't take a fuel tank and try to refill it, but I don't see why we shouldn't from cars, the abandoned fuel trucks, the gas stations, ect. And perhaps BSG has this planned eventually, but I'd at least like to make the suggestion then. 4) Crafting times, parallel processing or making more than one and using items, additional Hideout ideas. I think some of the wait times for crafting are sort of absurd or don't make sense, and need to be adjusted. For example, it takes a pair of t-plugs, 2 wires, and a roll of tape to create a powercord in 35 minutes, but somehow taking a pair of powercord apart to get wires takes almost 2 hours when it's just stripping it down? And some items I don't think should be consumed during the crafting process depending on the items. Namely, using 4 working LCDs and a screwdriver to make 4 broken LCDs, it consumes the screwdriver. But why? How hard was the character smashing these that it shattered or bent a screwdriver? This goes for many things that consume some tools in their creation when you'd just be able to use that screwdriver for years with no problem. Same with the metal scissors, or nippers for magazine boxes or scav box. They should be usable again and again because tools just don't disappear after you're done with them, no one realistically just goes through like 5 screw drivers in a day or something. They're meant to be used for years, decades even. Perhaps this will be a skill on its own, but I also think you should be able to process more than one set at a time, or make more than one at a time. Perhaps it could be limited to x amount per station, or linked to level. So level 1 workbench, can only make 1 thing at a time. Level 2, can make more things, but also work on more than 1 item at a time, and so on. Also, I think water collector level 2 should allow you to craft .6 L bottles of water, and then you can take bottles of water over to the Nutrition area, and perhaps it'd need additional items in the game, but I think you should be able to craft a lot more drinks, such as the vita juice, pineapple juice, ect, and be able to use the Coffee Majaica to create a cup of coffee that could be similar to the Hot Rod or Max Energy in effect, or create a thermos, 1 Aquamari and one Coffee to have a Coffee thermos. Anyway, that's it for random thoughts and idea springing to mind. Understandably, the game is in beta, so for all I know all these issues and ideas get put in next patch, but it's just stuff on my mind I felt worth sharing between the rounds.
  4. Dear BSG, since realism is a huge thing for the game and of course for u developers.. i work in the security sector myself, so i wanna distribute my suggestion with you: if you have to reload while beeing in combat, you wanna remain on target while doing it. Meaning, you are still aiming though the scope, iron sights etc. you want your enemy looking in a barrel all the time.. is such a (realisic) feature planned in the game at some point? or even unlockable when leveling up? best regards, M
  5. BallzDeep69

    More realistic movements

    Two things i would like to see changed. Number one is a slower transition from prone too a standing position. Right now in the game you can get up from from prone and be standing faster then someone can stop running aim and fire. Number two is Running while reloading should not be a viable alternative until you leveled up your mag drills. Its far too easy too run and gun at full sprint without a strap how can you run with a AK full sprint and reload it properly?
  6. I am exited for the future of Tarkov especially with the leaks for the upcoming updates but I am also a little worried because currently the game play is not even close to realistic. The only thing that is realistic about tarkov is the guns models. But the damage model, recoil and the movement are anything but realistic and this is especially apparent in Factory, Labs and dorms. People are constantly sprinting and bunny-hopping then hipfire/pointshoot full auto meta guns builds extremely accurately while A D spamming. I hoped that the weight system would make the movement more realistic but all it dose is drain your stamina, plus you can still run full speed with mega thick kits on. The Devs need to revamp the movement system and add inertia so there is no more instantaneous 180 turns and A-D spamming (strafe spamming) corners instead of using the leaning mechanics (The game Squad has really good movement system IMO) . I think that would be a step in the right direction especially for a game that claims to be realistic.
  7. So I got Tarkov a few weeks ago and have been grinding away at the normal Tarkov journey when I hit a pretty hard roadblock in upgrading my stash: Vents 3, and by extension, Strength 3. I did some research and math, and it seems like the most efficient way to level my strength (it’s level 1 right now) would be to throw 553 grenades across 90 raids, which would cost at least 500k rubles. As it stands, the only other options would be tons of melee attacks or 60+ kilometers of walking overweight. I’ve studied exercise physiology since I was 15, and strength training since I was around 20, so I thought I might be uniquely qualified to share some thoughts on how Tarkov could implement a solution that is simultaneously fun, realistic, and balanced. (I’ll add a TLDR at the bottom as well) Measuring Strength The first problem we need to solve to link Tarkov to the real world is to quantify how we measure strength, and how that measurement ties into physical performance. Fortunately, that’s relatively simple. In the real world, tons of studies show that exercises like squat, deadlift, and clean and jerk are heavily correlated with both jump height, load carrying, and sprint speed. A couple links to scientific studies if interested: https://www.researchgate.net/publication/8551766_Strong_Correlation_of_Maximal_Squat_Strength_With_Sprint_Performance_and_Vertical_Jump_Height_in_Elite_Soccer_Players http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.457.9987&rep=rep1&type=pdf This is pretty much what Tarkov does: more strength = faster sprinting, higher jumping, farther throws, bigger loads carried. Strength is Tarkov would probably correspond to deadlift, squat, bench, and possibly overhead press (also likely relative to bodyweight) in a real world PMC. Pretty straightforward. Increasing Strength So Tarkov has a fairly realistic set of outputs for strength: great! How do we model growing it? I’d suggest we start by looking at the Westside Barbell method, a training method which has resulted in numerous record breaking lifts, helped me personally hit a 400lb deadlift, and fittingly enough, is HEAVILY inspired by Soviet weightlifting methodology (clearly a fit for Tarkov ;). Link to a summary of the ideas: https://www.westside-barbell.com/blogs/2007-articles/strength-training-methods Basically, strength can be trained in 3 ways (2 of which most lifters don’t know or think about). Maximal force, maximum velocity, and repitition (usually to failure). Repitition is the classic 8-12 reps to failure, maximal force is 90-105% of 1 rep max in 1-3 rep sets, maximum velocity is 40% of 1 rep max in 1-3 rep sets (cleans, jumps, and other explosive movements can do this too). What does this look like in tarkov? Strength should increase when you -Sprint or jump (anything that decreases lower body stamina) with more experience gained when going to failure. If you’re overweight or critically overweight, the experience should go up even more to a point. -Hit or aim a weapon, more experience again gained when going to failure. Grenades should drain upper body stamina if they don’t already -Walk while overweight, with a significant increase in experience gained while critical overweight (see further balancing below) A quick note that extremely explosive movement (jumps/throws/sprints) from full stamina should be significantly more powerful than movement at low stamina since force output is at maximum, AND should also generate more strength experience than movement in the mid-range because the velocity is higher. A cue might be required to help players be consistent with grenade throws. Balancing this in Tarkov So how do you balance this in Tarkov? From what I’ve heard (before my time), streamers found ways to quickly level strength to max using sprinting/jumping and other means. It sounds like the response was removing some ways of gaining strength experience (not good) and the addition of diminishing returns on skill experience in raid (very good). I’d propose the answer to this problem is really simple: why can’t someone become super strong super fast in real life? The answer is pretty simple: they get tired and burnt out. Westside’s training methods (and Russian training methods) tend to pretty sharply limit the amount of intense workouts that happen in a week (or at least regiment them heavily with large volum). In fact, if you workout enough, you can actually stunt the progress you’ve made. What this would look like in Tarkov: make the skill progression speed reduction MUCH more aggressive… and in some cases even going negative. I’d advocate a higher starting progression speed… possibly as much as 200% because limited workouts/training consistently can have a huge effect. Then drop down to 100%, but then drop progressively to 25%, 0%, or even -25%. Potentially make the time penalties larger if you want too. Realistically (thought maybe not practically) those penalties would extend across raids if you did a lot back to back. That might be implemented however. You might tie the penalties to energy and hydration at some level as well. This would incentivize players to consistently train their skills during normal play because the initial skill leveling is so high, BUT heavily punish grinding. This makes sense in real life: consistency wins in strength development, and overtraining has serious consequences and diminishing returns vs simple consistent work over time. Further balancing while making the game more interesting Let’s be honest though, there are MUCH more interesting and immediate consequences to the activities leading to strength growth though. Anyone who’s every done a squat workout that leaves them barely able to walk can attest to this. I’d suggest part of the approach balancing grinding is actually around the gameplay mechanics here. Sprinting/jumping/running has serious consequences and has the opportunity to make Tarkov more interesting… and even more hardcore. The guiding principle is to turn the physiology stats (health, energy, hydration, arm stamina, leg stamina) into a dynamic system that works together. Change list -Stamina regen is proportional to current health (which represents the cardiovascular system). This allows for gameplay like wounding an enemy player in the woods so they’re slower and easier to track down and catch, and adds more tension to taking damage in combat. -Blacked limbs significantly reduce total stamina in the appropriate area. You might even be able to replace the normal limb penalty here since you’re effectively getting locked in the red part of the stamina bar if this happens, or at very least have basically a few milimeters of green before you go to red. (See below) -Add the fatigue effect for low leg stamina, and the tremor effect for low arm stamina, which can go through painkillers (though stims might be able to take this away). Make the tremor effect reduce melee damage. -If you zero arm or leg stamina, add a pain effect that persists until the stamina isn’t red anymore. -Increase energy and hydration drain when moving, any time stamina is below max, and significantly when in the red. -Optional: increase jump height/move and sprint speed/aim steadiness and other forms of physical output near the top of the stamina bar -Optional: make the stamina bar regen faster at the bottom, slower at the top to balance the above. It takes longer to recover peak strength than to recover basic strength. -Optional: any time stamina is drained, and ESPECIALLY when drained in the red, temporarily reduce the total size of the stamina bar. Somewhat covered by energy, but there should be some long term cost in a raid. Might be better to just make stamina regen proportional to energy and hydration in addition to health in some way though. (Easiest way to model this IMO is to create a differential equation where stamina regen amount is proportional to energy and hydration loss, and make it so stamina regens faster in the red, slower at the top. This would create a smoother system with fewer thresholds, but would be harder to understand). TLDR Summary -Strength goes up when sprinting, aiming, jumping, throwing, melee attacks, walking while overweight (more experience while critical overweight). -Health damage reduces stamina regen, blacked limbs reduce total arm and leg stamina -Actions with a full stamina bar are more powerful/faster/stronger and generate more XP (while the bar is close to full) since the speed is higher. -Actions with a low stamina bar generate more XP, but also trigger a tremor/fatigue affect in the red (tremor for arms, fatigue for legs) and pain if they zero out, and increase energy and hydration loss. -Skill progression speed starts at 200%, but goes down to 25%, 0%, or potentially even -25% over the course of a raid (to simulate overtraining vs consistent training) I hope this was interesting, and hopefully Nikita sees this :) Please share any comments, questions, or suggestions below.
  8. The NPZ UPO-1 is specifically designed so that the operator can still use the iron sights as an alternative when engaging in CQB. I believe its the reason its mounted so high above weapons body. It would add a bit of realism and utility if one would be able to quickly switch to the iron sights in the middle of a fire fight.
  9. aaronzornes

    Thermals can't see through glass irl.

    As the title states thermal imaging cannot see through glass in real life and shouldn't be able to in the game either. This would create a drawback to using thermals which currently have basically none. This would give the game a bit more balance, however, to me it's more about realism than balance.
  10. Smile_King

    Hyper Realism and the Games Health

    This is just a quick question, solely based on opinions I wanted to judge how yall felt about the realism in this game. I love how this runs, its very interesting and I cant wait to see where they go with it. But at what point do you think the "hyper realism" of a game like tarkov starts to hurt itself as a game. Where do you all cross the line? Do you all have any boundaries or things in particular you DONT want to see in the game?
  11. Jeffpogany

    Mind your center of gravity

    Take this for what you will meme or legitimate game-play mechanic. It is simple to understand how a backpack potentially shifts our center of gravity in everyday life. When you bag up your canned goods at a grocery store you always put them on the bottom before anything else for good reason. I can already imagine Nikita conjuring up this kind of concept for Tarkov in his wildest dreams. Maybe someday i will be able to give my friend a car battery and watch is character face plant as he tries to sprint stop abruptly. Just a few ideas i have, for example say you have backpack that is Half full with enough space toward the top for a tank battery and say you find a tank battery and pick it up not only will the weight cripple your speed and stance but also damage anything below it in your backpack. I imagine canned foods like tushonka being mostly immune to crushing but others like computer parts and croutons simply do not stand a chance. Just another level of depth to game mechanics. Trying to seed ideas here to be honest. Clearly i am happy about the weight changes and i want more like this.
  12. aaronzornes

    proximity chat

    Hello, I know you are working on proximity chat and here's my suggestion... For the sake of realism, I suggest that once implemented, the proximity chat be always active with no way to disable it even when using radio comms. I would also suggest that the game not allow any third party voice chat applications to run while in raid. This would ensure that everyone could be heard whether talking to the player next to them or across the map via radio comms. It would also eliminate the ability of players to make call outs after dying. I apologize if these suggestions have already been made and thank you for your time.
  13. Before judging by the title, please hear me out! It is an ongoing discussion about how hardcore/realistic Escape from Tarkov should be. BSG has their own plans/vision for that, which they either do not want to share completely or did not think/plan ahead too much. But this topic is not about discussing what BSG will do in the end but rather what would be too much in your opinion? What would still be considered playable and/or reasonable? To give you some context: Many of the first people ever pre-ordering this game (me included) did it because of the promised realism, immersion, high level of detail and love/passion for the project. Also for me because it reminds me so much of the S.T.A.L.K.E.R. series. Yes, even the many bugs/problems it had. 😅 In many instances we do not get or do not have the promised realism/immersion yet. Best example would be the over tuned helmets and missing armor zones/plates. As said by BSG, helmets are this way, because they would not get bought otherwise. Makes sense, as every shooter has a very distinct head shot "meta". Be it because of it being too easy to land head shots or because people are "bullet sponges" thanks to armor covering every nook and cranny of the body. Then there are things like missing (or hardly reduced) blunt damage, painkiller side effects, state of unconsciousness, etc. etc. One of the biggest topics the last few month, if not even forever, is unrealistic movement. Weight, volume and distribution of gear has no effect on the PMC besides increased stamina use while sprinting. People jumping from buildings, running on thin fences, running with broken legs etc. etc. The list is long but what do you think? Which features would be too much? Is it a combination of many or is it a single one which could "ruin" everything? The only thing which I am personally not sure about are blacked limbs to be honest. On the one hand, I think it should have way more downsides or be deadlier having blacked out limbs as right now, thanks to painkillers, it is like we do not have blacked out limbs to begin with. Everyone pops a pill and continues with 100% functionality, besides the little damage ticks while running. Aiming becomes quite impaired. Many will agree though, that using a rifle effectively would be impossible with just one hand. But on the other hand, if you would go full realism it could become worse than when we had the true leg meta. Especially considering server/netcode performance and our lovely Scavs. For me there is rarely a raid, where I do not lose a limb or two. Be it because scavs decided to roll their dice that way, cover did not work or because my arms are always in front of me. tl;dr Because of the inconsistency in terms of game and netcode performance I think too heavy penalties for blacked out limbs would make Tarkov unplayable (maybe).
  14. While it's "possible" to jump in real life, let's all be honest here... When we think of EFT's gameplay -- take the new 0.12 trailer, for example -- part of what makes it feel so intense and high-stakes is precisely BECAUSE these types of "jumping" antics aren't on display. Maybe it's just me, but when I think realistic and hardcore, my mind never envisions players bunny hopping past doorways/hallways. So in my opinion, once vaulting/clamoring is in play, jumping should be removed entirely. I can't think of any context where seeing a player jump helps "draw me into" EFT's gameworld. But it often detracts from it and cheapen the experience. Thoughts?
  15. One of the things I like most about Tarkov is the cat and mouse kinda gameplay that emerges between combatants when we don't rush at each other guns blazing, but have to mindgame the other player. Exchanging blindfire, assessing the other person's location and trying to predict their next move, flushing them out with grenades if they camp a site, etc. One of, if not the most important part of this is gathering as much information as you can on your enemy and on the fly formulating a plan whether and how to approach the situation. What I propose here would allow us to do some investigating and get more info from corpses to determine how to act. One option could be persistent blood spatter, showing entry and exit wounds that help determine the direction and maybe caliber (small spatter = small caliber, big spatter = big caliber, fubar = grenade) of the shooter. Or a new skill/alternatively tied into one of the existing skills like Perception or First Aid/Field Medicine that shows the cause of death on a corpse after inspection (e.g. damaged body parts, maybe with higher skill level direction and distance of the shot, etc.) For a practical example: Today, I ran Customs as Scav and came across four dead bodies right out in the open on the rocks behind Gas Station. Thing is, that was it. All I could glean from the corpses, even on closer inspection was that they were dead and partially looted. No wounds, no blood, no bullet holes or spent ammunition. Could have been a sniper, could have been a player rushing them, could have been a lucky AI Scav taking all of them out or it could have been a firefight between two small squads. In this case I got lucky and looted undisturbed, but I recall many, many, many times when I encountered a similar situation and a patient player hiding somewhere shot me to poo, even after surveying the area for what felt like ages. I'm not complaining about these situations, they are part of what makes Tarkov such a great and thrilling game. However, crafty players can turn areas into absolute killing fields while laying somewhere in the underbrush or sniping from a distance with little to no risk to themselves. Persistent/directional blood spatter or any other way of examining the aftermath of a battle could give an approaching player another tool to help figure out what the best course of action could be going forward. Thoughts?
  16. Kubix

    Manual chamber reload

    This thread is made because i was wondering why we have ability to check chamber but that doesnt give us anything in gameplay. My suggestion is to make chamber reload manually without option to choose because everybody would run with automatic and also i was thinking about connecting chamber check with chamber reload like you pull slide half way to see if there is bullet and after you see its empty you pull that slide all the way and gun is ready to shoot. P.S. Chamber is bugged. When you spawn, chamber is empty and you need to change weapons or swing with your melee weapon.
  17. So when people are debating/discussing a lot of features/ planned features in this game, there generally comes a point when people start using either fun or realism as a defense of their argument. A lot of these conversations have fairly good points on both sides, so I wonder if instead of pushing one or the other we could go for melding them. Some very simple instances: You've just had to hide in a bathroom to refill your mags after a fight and can hear more players moving around outside. You pop out and wreck them, which is fun through realism, yes? Or: You're injured, have 200k loot/ whatever quest item in your bag, no ammo and you've just been driven up to the Resort roof by a very well kitted squad. You jump off the roof and manage to escape and extract with your Mcguffin as a result. Also fun/rewarding yes, if not very realistic? The generic arguments go something like this: Fun = Healthy player base, ease of use, soften the learning curve, generally amusing gameplay Realism = tension, difficulty, pricing, length of the game's life post release
  18. brouaha

    weapon strap

    maybe you could do that if you have a strap on your weapon, the change of weapon / throwing of grenade is faster / or allor that when we are healing we cant move our weapon (because our character is healing) but if we have a strap we can at least run (because the strap holds the weapon and our character does not need to keep it for healing #google traduction french/english ( i dont no if its a good idea ) : /
  19. I propose that a feature is added where you can fold up your backpack if it is empty in order to create more space in your stash. I know that you can always just put items inside a backpack to create space, or you can store all of your empty backpacks inside one to save space. But I think that it would be a nice addition to allow for more ways of saving space, by allowing for folding / packing up of chest rigs and backpacks if they have nothing stored in them. Why not add this, would it not be a cool idea to have more ways of saving space?
  20. TheFigment

    HOLSTER/ON SLING Suggestions.

    I didn't see anything about this on Reddit or the Escape from Tarkov forums. I was thinking that instead of being given a HOLSTER/ONSLING spot by default, you should have to purchase a sling or holster to be able to switch in between the two. For example, bringing a primary into raid (without a sling.) means you need to keep the weapon in your hands at all times, unless you drop it to pick up another or put it inside your backpack. If you have a sling, you'll have the ability to switch to your other weapons (ON BACK, if you have a rifle scabbard.) or your pistol (HOLSTER, if you have a holster.) Basically, this will allow for two things. Weapon economy restricted, in terms of people going into raid (naked or hatchling.) with absolutely nothing to lose picking up weapons after firefights or sticking to the hatchet, this will make it less rewarding as you can only carry one weapon (in hands.) unless you have at least a scabbard (to move your primary and secondary rifle, to and from. And a holster to keep your secondary/pistol in.) The second thing that the developers can work around is, different types of holsters, scabbards and slings. I've got a fairly average knowledge of firearms, personally I've used the one point sling more often, this allows me to switch to my secondary quickly by dropping my weapon and drawing from the leg drop holster. You can do counter balancing and certain skillsets with ergonomics for the holsters, scabbards and slings. This may have not been explained very well, but I'd like to explain further if I have to. I'll be active in the forums more often, cause I've got a lot of faith in this game, and I'd like to contribute my ideas to what can maybe help balance this game and make it more enjoyable. I'll leave some images of what I had in mind for the holster/onback/sling slots. (different types of holsters, scabbards that could be implemented.)
  21. Vinificient

    Need a Realistic tactical squad

    Hey EFT Community! My name is Vincent and I'm new to the Tarkov scene but not new to the military simulator scene, I'm a very tactical and coordinated player looking for a full time squad or group to run raids with, I prefer groups with more of a slow and tactical outlook more than a fast run and gun mindset, if this interests either you or your team please feel free to message me as I'm looking to jump right in and learn this game quickly and efficiently. I'm currently 33 years old and run a A50 headset and i9 processor and gtx 1080ti graphics card with 32 gigs of ddr4 ram. -Vincent
  22. Jeep12

    Animals in woods

    Hi ! Loads of thanks to BSG team for your incredible work. I think the success of this game is not only made by the realism of the fight but also due to the realism of the environment. I often see birds in the sky but i think it could be realistic and interesting to add moving animals in woods that can make noises and disturb player's concentration such as rabbits, squirrels, hedgehoggs... and they can introduce some worries to listening moving in brushes. It can be scary at night too.
  23. KingJamesIII

    Loading Ammo in Mag - Animations

    Straight forward idea, I think some simple magazine reloading animations would be amazing for packing your mag full of ammunition again (the New 2018 reload system).... after a firefight, be crouched in a bush popping more 7.62 rounds into your magazine.. If it's interrupted, you simply drop your mag and swing your rifle up again. This would certainly add to the beauty and imersiveness of Tarkov!
  24. So, I bought this game as I rather enjoy games that, to the best of their ability mimic the general gunplay and tactics of reality. This was suggested to me, and based on how it was being advertised as Very realistic I thought, SURE why not. First I want to say BRAVO on the gun audio. The piercing metallic clang as the bolt on an AK slams home is both accurate and satisfying. All around good job there. My issues 1- Full auto recoil is too easy to manage. Very rarely is full AUTO used by professionals. (Our rifles did not even have full auto as an option because, we simply never use it) It is simply too hard to manage accurately from anything other than a supported position. Standing players should NOT be accurate on full auto (I have seen gameplay clips of players just sprinting around and shooting players at significant distances full auto, this should not be happening) 2- Aiming in general is too easy. Honestly, the weapon sway from a player with a shot arm, CURRENTLY, SHOULD be the weapon sway NORMALLY when standing. A wounded arm should, honestly make ADS impossible. 3- Healing should require a player to stop what they are doing entirely. Currently, a player can initiate a heal, and WHILE healing, run around perfectly normal, shoot, and perform every other task in game. In general, I like the direction you are going. Just these few issues right now, allow players to play in an almost comical way and, unfortunately, it often works.
  25. gijoeyjojoe

    Tactical rigs

    As of right now it doesn't make sense for me to buy anything more than a scav vest because right now the meta is to have 1 mag in the weapon 1 in your rig then have single bullets to load between firefights My suggestion is to increase load time of individual bullet stacks into the magazine (15 to 20 seconds). This would make the higher up rigs make more sense, and add ammo conservation to the game. I would like to buy the more expensive rigs and have the slots filled with full mags, but at this point it just doesn't make sense.
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