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  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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?
  6. 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.
  7. 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.
  8. 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).
  9. 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?
  10. 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
  11. 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?
  12. 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.
  13. 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
  14. 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 ) : /
  15. 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?
  16. 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.)
  17. 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
  18. 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.
  19. 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!
  20. 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.
  21. 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.
  22. Da_Pwnda

    chambering is not realistic.

    im pretty new to this game but it seems like a sim. ive noticed when you shoot your gun and reload the bullet in the chamber ends back up into your old magazine. example: 8 bullets in your gun you shoot once, now you will have 1 in the chamber and 6 in the mag. but when you reload it ends back up in the old mag when reloaded. just something little that now that ive seen it i cant unsee.
  23. Blackbeard06

    Stratigic Raid Group

    Whats up guys and gals. I am putting together a group of like minded players who favor serious strategy and communications. This is more of a group and our only requirement is for interested players to want to play the game in this way. We don't want to play this game in a grinding way, rather we want to play in a way that involves strategy, plans, and slow-is-smooth-smooth-is-fast type raids. Have a quest you need to complete? We got ya covered, we will work with you to get your quest done, as well as help those who need specific loot or kills. Are you experiencing greedy players who rush the scavs or players for loot? You will not find that here! Do you like your kit and gear? No one moves with out cover (guardian angels on over-watch) to help ensure you survive crossing that danger area! If this is what you are looking for check out our discord and introduce yourself. https://discord.gg/u52rN9r We accept all player levels, need help? We will train you. Requirements: English speaking Microphone mature, no unnecessary chatter in game, remember seconds count clear comms and communicate! Preferences: Veterans / Active Gunnuts: love them guns, and know how to use em! Strategy play style Disqualifies: Douchebags and Mortys....
  24. Hi all. I have 2 suggested changes to the reloading system in EFT. Before I continue, I want to define the two types of reloads you need to do, which are simulated in EFT. Tactical Reload - replacing a part-used mag for a full one. - This is done when you want to top off your ammo and you have the time and cover to do so. This is the reload you will do 99% of the time. Speed/Fast Reload - getting a fresh mag in the gun as quickly as possible - This is performed when you are still engaging and need to keep your weapon system firing. This is a life-or-death matter; you are out of ammo when you need it most. Whilst both of these are included in EFT, the speed difference is useless and does not accurately simulate the speed in which trained operators can perform these reloads. Also, the way you swap mags is not accurate. SUGGESTION 1 Increase the speed of fast reloads dramatically to make them a viable option in the middle of an engagement. It is supposed to be the most efficient method of reloading requiring the least amount of 'steps' to complete. Currently the character only does a marginally faster action than a standard (tactical) reload. He dumps the existing mag THEN he reaches and grabs a fresh one and inserts it. This is terribly inefficient. For example: If you watch any trained operator perform a speed reload on an AR, they grab the fresh mag AT THE SAME TIME that they release/dump the old one, so that as soon as the old has left the magwell the fresh is practically straight in. The AK platform has various approaches due to the style of mag release and the offside charging handle. However, one thing that is popular is to grab the fresh mag first and use that hand/mag to release the old. I prefer the method of grabbing the fresh mag THEN using the thumb of that hand (with the mag in it) to release and push away the old mag, leaving my hand right in position to insert the fresh mag and charge. A pistol reload is typically the same steps as an AR reload. Watch these 3 videos of Travis Haley perform speed reloads on the AR and AK platforms and then his speed reload of a pistol (the full-speed reload is at the end of that video!). With this suggested change speed reloads will be a viable action to perform mid-combat, as the method is intended, and provide a far more realistic representation of weapon system handling that trained operators are capable of in the real world. SUGGESTION 2 There is no reason to keep a mag pouch free with regards to reloads. No operators in the real world would keep a mag pouch free for empty mags. This suggestion does not apply to speed reloads, as you are dumping the existing mag, but with standard, or tactical reloads. A tactical reload still starts with grabbing the fresh mag THEN you take out the old mag with the same hand holding the fresh, switch them over and PLACE THE EMPTY IN THE POUCH THE FRESH CAME FROM. Fast forward to the 9:00 mark to see a tac reload on an AR You can see a tac reload performed on an AK in the AK speed reload video above. Travis Haley performs a tac reload between speed reload drills. This is the correct method and allows the operator to carry the full complement of mags, rather than have a wasted empty pouch, which is the case in EFT. I suggest that the standard reload action be changed for the more efficient options above and remove the necessity for leaving an empty space for magazines in a rig. SIDE NOTE This may be something that the developers have already considered or implemented, and may be features that are available once achieving certain mastery with the weapon systems. I still believe that ANY PMC operator would adopt these techniques, regardless of mastery, though further competency in the weapon system could allow for faster reload times. In any case, the 'empty pouch' mechanic is totally and annoyingly incorrect and should be corrected too and preferably before the animations for stocking mags etc are added, as we will need to carry all the mags we can! What are your thoughts guys?
  25. I feel that we should have to have a headset or radio (or any other item that allows for communication) equipped on our character in order to create or join groups and play with teammates. In real life you would not be able to work with teammates and squad-mates successfully without a means of communication. -IRL, there would not be a high quality voice channel like Discord or Teamspeak - there would be no communicating over the internet in the heat of battle and people would actually struggle to communicate effectively. They would however use actual radios and headsets! Pros: -Encourages the use of the in game communication devices. -This means that the devs can put into use their own items for communication and widen the actual working and useful content of the game. - This would allow for highly realistic combat scenarios where you will not know if your teammate got killed, who killed him and from where. Furthermore, those with the most high end communication items would be able to use encrypted channels which cannot be listened into by other players. (Simply because these other players do not have good enough gear, maybe only basic civilian radios) -Could allow for interesting side quests -Would allow for meeting up with a random player and making an alliance in the middle of the raid. A bit like how radios work in dayz currently... -The devs would be able to determine for how long after he has been fatally shot the player is still able to speak and use his comm's. There could even be skills which allow the player to speak for longer after he has been 'killed' ('killed' meaning the animation before death screen.) -The devs have said that they want EFT to be a game where your chances of survival are increased by playing in a group. Cons: -Might make the game too boring and difficult for the average casual gamer who just wants to have a fun time playing with his friends. This could be stopped by making basic communication items the starting gear so that they are not too difficult to get your hands on. SO; I realise everyone will respond to this differently, so please tell me what you think below. -I personally think that EFT needs this to be a feature, in order for it to be the realistic game that it is supposed to be. (Not the be all, end all, just something I feel would work well with the other features already in EFT.) P.S. The devs have mentioned that their anti-cheat program can detect if Skype is being used, perhaps it can also detect discord and teamspeak and other programs. Just a thought, but maybe specific server owners (in the far away future of free roam mode) could choose whether or not they make their server a hardcore enabled server where people HAVE to have a headset or radio equipped on their character and not be running TS or discord in the background. All in order for players to be able to group up or not. So they could choose whether or not the anti-cheat kicks players who are disobeying the communication realism rules. Also, maybe different raid locations may not be available for teaming up in the future (during full game release) and then 'groupable' raids will be unlocked after the first 1, 2 or 3 raids completed.
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