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

    Couple of suggestions.

    Hello. I was wondering about some stuff which could make game more immersive and little bit closer to the way it is meant to be. 1) Magazine ammo count should be removed from in-game inventory, becuase it wasting the potential of chamber / magazine checks which is awesome feature. To be honest i never used checks because i can just press tab and look at ammo count from inventory. 2) Access to the backpack should be limited by some kind of time counter (similiar to searching). Just like in real life, you can reach your pockets or vest pouches almost instantly but to pull something out from backpack you need to take it down, open it etc. 3) Wounds and injuries (except bleeding becuase it would mess with game mechanics) should stay after the raid and they should be taken care of from the lobby same like on the field, maybe with some sort of cooldown timer to heal by yourself without any medicine. Right now my meds are piling in the stash. 4) Adding some sort of diseases but i guess this will be implemented anyway after seeing the antibiotics. 5) Tablet or some kind of PDA which will figure out the problem of grouping with friends without breaking the game realism, after quick look on the tablet you could see group beacons to find each other. When you play with organized group it's no problem because you can communicate via TeamSpeak but, rally up a group of randoms is almost immposible.
  20. 1Armani

    Weapon Modding Ideas

    What are your thoughts on potentially adding items such as lubricants and cleaning kits that could "repair" a weapon slightly. Or potentially even giving a weapon a slight stat buff (a few points) to gun stats such as accuracy or ergonomics. This buff could be added on top of fully repaired weapons and would decrease rapidly with weapon use. Or this buff could be used on damaged guns and the chances of it jamming will be decreased by a few percent until the gun has gone through a few dozen rounds of ammo (at which point the buff is removed and the jam rate depends on how damaged the weapon is). Maybe even different ammunition's could deteriorate this buff faster or slower depending on the quality of it. Old corrosive Russian made ammo would remove the buff much quicker than newer or NATO made ammunition. To increase the importance of weapon maintenance maybe scav weapons wouldn't always start at 100%. Now I'd like to propose another idea all together. What if a weapons "health" was the collective health of all of its parts. This model could work similarly to how player health works in-game. Therefore if you find a firearm that suits your liking and use any saved up weapons parts to replace damaged parts on the gun you could bring the gun to better condition. Maybe a stock that's at half health/condition only contributes half of its recoil reduction. Weapon parts could work like the guns in that they can be repaired by traders but will lose health with each repair (depending on the trader used). And maybe weapon parts can't be sold to certain traders unless they are in good condition (exception to fence). A lot of the code/mechanics for this are already in EFT. (weapon damage rate and repair/sell/replace) So far EFT has an incredible inventory system. Something that out preforms so many games out there, especially other alphas. Any one of these ideas could further contribute to the depth of realism and ingenuity this game has. Note: I understand that some of these proposed mechanics go deeper than many of the other mechanics currently implemented. However, this is just food for thought for the players to read.
  21. Will you have some sort of system in place to stop people from simply entering a raid with no gear (or knife if compulsory) and just trying to get killed, so that they can lose all their heavy injuries or poisoning from a previous raid where their character's life did matter??? This could become a game-breaker! There might be no point to long standing injuries which were originally designed to flaw the character's health if you can just 'reset' and start again with a completely fresh and healthy character. Or you could make poisoning stay with all your characters for a set amount of time, regardless of whether they die or not, but then again that is not very realistic...
  22. P01NT_MAN

    [Question] Slings?

    Just a quick question. I'd like to know if there will be Sling types added to the game later down the line? Like the One Point Sling, Traditional 2 point, and the Three Point Sling. It's completely okay if they don't show up in the game at all. I'd just like to know if there are plans for them. It be cool to have a sling that shows the weapon hanging from the front of the body like a one point sling and boosting a weapons ergonomics making it faster to bring up to the ready position.
  23. Hi everybody, Keeping in mind the devs wishes about realism, I think it would be very interesting if players could leave some marks behind them such as footprints in the grass, sand or mud, broken branches and so on.... What do you guys think ?
  24. Hello. I have decided to make this post because of something that has been bothering me about "realism" games. I come from an infantry background, 4 years. Everything I have seen from this game so far is as realistic as I could imagine a game could get. But having all this realism in certain areas is nothing if you can't bring the realism into the shooting aspect of the game. I want my real life training to count for something when I breach a door. In other games stacking up and breaching dose not work like it should. Because the ether the players character has HP and AP (basic heath system) or because the game is just unbalanced. When breaching a room with body armor on, believe it or not, the best way to enter is to face the enemy square on. So if you do get hit, you take it in you armor, not your side. All body armor has its weak points such as under the arm pit, neck line and sometimes crotch and lower back/kidney. So when I shoot a player in any of those spots they should be down or vary vary hurt. It should not count as armor damage or an HP portion. Also the US 7.62 Sapi Plates that go inside body armor are useless after getting shot 1-2 times and require replacement before the next patrol (idk about other plates). This way players wont feel or be invisible with some basic body armor. Last thing. An individual with body armor is just as unprotected as without if the individual dose not know what he/she is doing. I respect what you guys at Battlestate Games are doing. Thank you for working on this ground breaking project. And stay true to the realism.
  25. Dex (Aust)

    Entertainment v Realism

    What should the balance be between Entertainment and Realism? If we have too much realism, than Entertainment Value may suffer, ie, the fun level may decline. In real combat, most of the time might be spent just walking, suppressing the enemy, and taking adequate cover, because getting killed is not an ideal option. However, considerable more risk is taken ingame, because you can always respawn and live on. So far, the ARMA series simulation-based FPS war games are closer to reality than all other games, so it will be interesting to compare EFT in due course. I'm hoping that EFT will be much better than ARMA, because it certainly has that potential from what I have seem so far considering the extremely high level of detail. However, I am still uncertain how immersion is going to be controlled, if at all, in game. The option to Mute rogue players would be ideal, however, a strong Admin might in fact be a much better solution. Time will tell. Cheers,
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