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  1. Hippolytussk1

    Remove Skill system altogether

    Skill leveling is tedious. With a game that requires us to hide in bushes and wait for opportune moments for yonks already, skill honing just makes it such a grind. The game is hard enough already. Why add another element of advantage. It makes the game less balanced e.g. pouch sizes and stash sizes etc Also I think making skill points necessary to upgrade poo (like those stupid level 3 vents) makes me so tired.
  2. BlasphemyGames

    Skills Reset.

    Greetings- I know what you're all thinking, this guy is coming to cry about the skills reset, and yes I am. Sort of... I agree that the exploiters are cheap and them maxing skills out is a bit frustrating. Especially for the honest players who grind the skills honestly with HOURS and HOURS of game play. But this reset is less about testing the overweight mechanic and more about punishing the exploiters. Which would be fine if it didn't take so long to grind something like endurance. I just recently hit level 11 endurance and it took me AGES. I feel like I ran all over shoreline at least a thousand times, running to exhaustion, recovering, running again, etc... Sure the exploiters did theirs in like 10min and that's not fair. But this roll back for EVERYONE really only punishes the legit players. We grind and grind and feel good about our small and meager gains. Which now we will have to do all over again. I really would prefer this just be a full wipe as opposed to a couple skills reset. Because where as us legit players will have to start grinding countless hours away for the small quality of life things that comes with having more endurance or strength for instance. The exploiters will not be slowed down at all. In a day or 2 they will have devised some new way to break the game and get their stats back and be back to max in no time at all. Meanwhile us legit players will be still at level 4 or 5 skill level grinding away and suffering in the trenches. At least with a full wipe everyone is reset across the board. The exploiters are back to square 1, gear wise as well as skill wise and everyone has to fight and claw their way to a spot in tarkov. This is just my take on it. Happy to hear counter points or solidarity comrades speaking up about this.
  3. Grrrrrrh

    Some random ideas

    Dear devs, watching the last few vodcasts with steamer and nikita i had some ideas that didnt came up. 1. With the seperation of stamina, i think it would be reasonable to correlate lower stamina with endurance and upper stamina with strength. I would rename them as well. 1.1. Firmness influences the amount of stamina and the rate of exhaustion while running or jumping. Firmness allows you to jump higher, sprint faster and carry more weight. Max Level: +150% Lower Stamina Leveled though Sprinting, Jumping, Walking with 0 Stamina. 1.2 Force allows you to throw farther, hit harder, carry more weight, as well as holding and restoring breath. Max Level: -500% breath recovery time Leveled though Throwing Nades, Melee attacks, Aiming, Holding Breath. If firmness and force are max level: Only backpack weight is counted. 2. A Ghillie suit was also suggested in some steams and youtube vids. A Ghillie suit would be OP, if it would just be an addition to the 'normal' loadout. So there have to be some harsh retributions. 2.1. Ghillie suit Type: Armored chest rig Slot: Chest rig Weight: 5 kg Grid Size: 4x8 Material: Burlap Armorclass: 0 Armorzones: Head, Thorax, Stomach, Arms and Legs Durability: 30 Bonus: If prone and undetected, detection radius from raiders and scavs is (significantly) reduced. Penalties: -15% movement speed, -8% turning speed Blocks Armor chest: Yes Blocks Backpack slot: Yes Blocks on Back slot: Yes Inventory: 6 Slots (2*1x2, 2*1x1) 2.2. A Ghillie Suit can only be created in the hideout. This raw Ghillie Suit must be combined with mapspecific items, such as leafs and twigs from Woods, Customs, Reserve and Shoreline, Iron Oxide, Cobalt Aluminate, Dust and Cloth for Factory, Labs and Steets of Tarkov. 2.3. If a Ghillie Suit exists then camouflage for your weapon should exist as well. 2.4. With the footage of new prone movements, there could be leaning onto a wall and similar 'hiding' prone movements. 2.5. Talking about camouflage: ToYown Camo Face Paint. (Cosmetic) 3. Everything PVP related needs a counter measurement: Thinking about Thermals. 3.1. Jel Zel Stunt Gel Type: Gel Weight: 0.5 kg Grid Size 2x1 Sold by Therapist LL4 Barter (6 Grizzly or so) Use time: 10s Effect: Buffs: Adds 'Its ducking Cold' for 240 seconds (reduces Body Surface Tempature to 12° C), Debuffs: Duration 240s Decreases Metabolism (-20) Delay 250s: Duration 120s Decreases Hydration (-1.2/s), Energy (-0.2/s) Looting 50 Examine 25 4. Passive and Active Skill improvement. Right now its all passive. In the X-Mas Vodcast Nikita revealed, that there are ideas for an active Skillsystem as well. Great. 4.1. Implementation in Quests I suggest that Questlines should be excluding each other to some capacity. Right now everyone can do every quest. It would be great to see specialization in some areas. For Example: There are basic quests that everyone can do. Like all the quests before lvl 10 or 20. Each dealer then has some amount of quests that everyone can do, but there are Questlines that focus on different combat skills and practical skills. there exclude each other. As rewards the player can unlock one additional Elite Perk in the related combat skill and practical skill. Meaningful variation would be: 1. Sniper Rifles and Pistols, Prone and Sniping 2. Sub Machine Guns and Melee, Silent Operations and Night Operations 3. Assault Rifles and Underbarrel Launcher, Heavy Vests and Weapon Modding 4. Designated Marksman Rifle and Trowables, Clean Operations and Weapon Maintenace 5. Light Machine guns and Sub Machine guns, First aid and Field medicine 6. Revolver and Shotguns, Advanced Modding and light vests, 7. Launcher and Heavy machine guns, Heavy Vests and Weapon Maintenance. That would cover all seven dealers. All the other practical skills like auction, Lockpicking, Covert movement are passive like all mental and physical skills. If not via the skill system this could be determine the survivor class. (there is something like that in the overview i believe) 4.2. General Implementations Too complex systems suck. Just give each ten level on Point for each Physical, Mental, Combat and Practical skill. For people like me, who like to do other poo, cheesing is not an option. Stay healthy.
  4. MIkeKillson

    Remove recoil skill ?

    As it is right now tarkov has recoil auto adjusted for you like everyone knows but in my option and a few others I know of that creates a less skillful gameplay and even more so when you spend a few hours cheesing your recoil and assault skill up to the point that everyone gun becomes a laser beam as you can see in a video a guy made here - https://www.youtube.com/watch?v=eWzWIEkO8GY - An yes i understand the RPG element of the game but its a little out of hand at the moment if you ask me , My option I think BSG should remove it all together and add a base spray pattern like games have in the past or just Nerf it all together . Doing so would make macro recoil control a thing but for the majority of the community this would not really effect them an aside from that a system could be made to catch said macro { easier said then done I know and it would be alot more work for BSG } if it can be done at all i don't know . If you would like to charm in an agree disagree or even come up with a better idea on how this could be fixed please share and thanks for reading gl in .12
  5. fiftyfootant

    Skill change/full reset?

    So i was workin on my hideout, got to 2.9/3 strength the other day and was gonna finish it off today so i can finally build the level 3 vents. I come back on today and find myself at 0 strength. Seeing as its one of the SLOWEST skills to level, i hope its a bug that will be fixed - and i find that rather a large piss off if it isnt a bug. I understand adding in stamina, but i see no need for the strength reset. Now i gotta spend another stupid long time grinding to get that stupid skill up, instead of enjoying the game the way im supposed to. if its intentional, it seems like a bad way to alienate players who dont wanna grind for 80 more hours against a bunch of tryhard no lifers. Just my two cents.
  6. [sorry my bad english] Does this skill really work? I just "chatting" with a "veteran" dude and hes saying that he has max skill and get more loot is it true? Do you have any official proves or posts?
  7. CypherNil

    Tie strength xp to jumping again

    With the recent patch adding skill exhaustion there is now no reason to leave strength in its current state. It is one of the only skills not connected to a frequently used action in the game. As early hideout progression (vents) is tied to strengh level 3, Players are given no choice but to specificly grind strength XP inorder to level it rather then naturally developing the skill while playing. This is the opposite of whats intended is it not? I'd take another look at how skills fit in the game anyway, Adding additonal rules to a skill system that, by its very nature, encourges skill grinding makes no sense at all.
  8. Scionti

    Skills are horribly broken...

    I'm sure this has been posted before, but I can't find anything in the search function. Rather than just complain, lets spitball some ideas for replacement skill systems. As the current one is cancer. Maybe something akin to Diablo 2, where you put a point into something each level for some skills? (again spitballing here)
  9. Dear BSG & EFT community, Title says it all...Can I use Hideout to level up my PMC's Passive Skills? For instance, can I use Hideout's Shooting Range to level up my Recoil Control Skill? Or leveling up Passive Skills still has to be done only in online Raid? Thanks in advance, -Vekongmaster-
  10. As far as hideout it’d be cool to see some sort of offline skill progression option i.e. like you could put you PMC into the firing range to practice either a basic task (or more/better complex tasks unlock overtime) and once he completes it certain stats/skills improve a certain or random amount (i.e. recoil control, weapon class lvl or mastery, etc). Also the PMC should have to have a certain energy lvl and or other requirements to start it and possibly a rest time requirement before you can start or schedule another task (offline) for him to perform. Basically some sort of learning/practicing system so when you’re done raiding or don’t have time to play for a while you could still login and have you PMC improve, and obviously make it so someone can’t just setup unlimited tasks for the PMC to perform and improve on without having to ever login. Also maybe add items you need to collect and consume to start and perform a task making it so you would have to raid and you couldn’t just build up a PMC without raiding.
  11. The upcoming update, and wipe that will certainly come with it, are massively anticipated by the community - Both those that are currently playing now, and certainly by those that stopped playing weeks ago out of frustration or boredom. .12 is going to be the largest update that the game has seen to date, with the inclusion of the Military Base map and the hideout, and we are all really excited to finally get our hands on it them. That being said, however, there are always people that hate to see wipes happen for whichever reason. There are a lot of unknowns with the hideout as of yet. There have been rumors that we'll be able to take the PC parts from in raid and build bitcoin mining rigs, and Nikita confirmed that out of raid healing is definitely inbound, and there's tell of other PMC tamagachi-like maintenance potentially coming with that. I saw a post on the subreddit talking about the possibility of keeping soft skills to try it out for a wipe, and to say the least feedback was mixed, but I'm not sure that it's actually a bad idea. I've been playing the game since however the goddamn long, back when buying EOD was the only way to get into the game. I've played every wipe, and been around for a minute, but in all that time usually only end up with perception at 51 - That's not quitting after two months, either. I'm currently sitting at level 50, and have 14 endurance and 11 strength. I throw a lot of grenades, and don't exactly wear light kit. But then, I'm also not bludgeoning anyone with a crowbar, or roasting my toes. If there are not plans for the inclusion of passive skill leveling with the hideouts implementation in .12, it doesn't seem unreasonable to suggest that soft skills aren't reset with the wipe in an effort to both appease those that are inherently anti-wipe, while also testing the viability of long term skill leveling through multiple wipes in an effort to determine whether or not the current (non-cheese) skill leveling is viable for longer gameplay. I'll include a poll here to get initial thoughts from folks that happen to see the posting, just to get an initial feel for community thoughts.
  12. redsoldier3000

    Skill not working as intended?

    I have a question regarding the skills in the game. Specifically, ‘Attention’. I’ve watched a stream of a person who has reached a high level of Attention and noticed that the description of the bonus does not line up with the results. The increased loot speed does seem to have the effect. But the increased chance for loot quality does not seem to work (, at least not as much as it says). My questions are: · Is the skill currently working as intended? · Are there any planned changed to this skill?
  13. buckmg1

    ETA on Skills Overhaul?

    I was wondering when BSG is planning to work on skills more so since it has lately been on content. Currently skill gain is a bit much and a lot of skills aren't yet complete like lockpicking.
  14. Shiggles

    Skills bugged out

    Hi all. So i completed and a task and this happened... does anyone have any idea whats happened and how to fix it? Thanks in advance
  15. HavoKizICeCoLD

    Leveling & Experience

    OK, so I can't seem to figure out if your PMC character level effects anything. I understand how the individual skill leveling works (Vitality, Strength, etc.) and I understand that trader relations are increased at certain PMC level milestones, but I'm wondering, besides for the aforementioned, what's the difference between a lvl 01 player and a lvl 15 player?
  16. Skills, useful and needed for Escape. Usually included in anything "RPG" related. Skills are pretty overwhelming to level, and yield a powerful reward if completed to max. What if everyone could have these rewards? What if it was easier to obtain? What if this post was just useless in general? Who knows, only one can find out... NOTE: Hideouts apparently will have various ways to include leveling your skills as well but, I imagine we are a long ways away from getting hideouts. ---------------Obtaining faster XP/Elite--------------- Skills should be leveled with actual player level - This is one option that honestly makes the most sense. As you progress that is how they will level up as well. Does it take away the aspect of leveling skills one by one and rewarding you for hard work? Yes. However, it makes the playing field near perfect for everyone. Quest Rewards - Simple, quest give points towards skills. Daily Missions - Daily missions are planned, why not allow some of these to help level up skills? Complete the task and it will help you gain additional XP towards skill it would reward. While this is effective it would still take time to eventually hit elite. XP for Escape - Right now you get a multiplier for XP in general (to level your character) for Escaping. I believe its 0.5 instead of 0.1 (This may have changed.) In game if you live beyond 30 + minutes while doing certain task to level up a skill you gain additional XP for it. KIA, Left, or Ran Through grants ZERO. The following suggestions above are for one purpose. To allow people to easily gain XP while still doing something. Its very clear glitches that are abused by exploiters have elite status skills in current game version/wipe. Its very clear that elite status skills are quite powerful, and instead of removing skill improvise by allowing others to achieve the same status. ---------------Balancing skills/elite--------------- Below here we are basically going to turn up the "RPG" aspect of the game by allowing players to wisely choose there skills. The goal of this to allow players to have free will to choose how they want to play the game while balancing things so one can't be "cheek breeki broken" status. Only allowing 1-3 elite skills active at once - This includes if you somehow have leveled every-single skill in the game. Now why this? Max strength, endurance, health. You are personally a great killing machine for CQC. However, you aren't much of a survivor like the man who has Stress resistance, Metabolism and First aid he can live through just about anything that comes at him..as long as a bullet doesn't enter his head. Maybe...you wanna just be a treasure hunter and loot items quickly, and obtain more from a usual load so you go into Attention, Charisma and Searching. AKA This would allow some special types of roles. NOTE: This would NOT effect weapon mastering. One elite skill unlocked immediately every 15 levels - As above, if you could have 3 elite skills max you could have all 3. Maybe just one, this idea plays with the note above. Character Creation Skill - What if we could automatically have one skill off the bat? Would you choose better health, healing, strength, endurance, maybe be greedy and get looting? Its up to you. This was a small write up, and obviously no matter how great it sounds on paper it could have consequences in game. What do you all think? I just hope you enjoyed the read, never cage your mind as it can imagine great things. How do you think Escape was made? - Cobearz
  17. bjoernben

    Holiday Mode

    As daily player I would like to have some kind of holiday function so that I can set my account (for example once a month) into holiday mode and skills won't decrease because I can't play the game. Please. (c;
  18. weeping-pirate

    Are skills going to be rebalanced?

    I've been wondering since currrent strenght and endurance makes you usain bolt x 100(just having a laugh) is this going to be rebalanced ? Currently strenght combined with the current tickrate makes targets almost impossible to hit unless your directly behind them. A speed hack isnt far of from having max lvl strenght. Giving a small boost to maximum speed is alright after playing way more hours compared with lets say a lvl 1. but currently it feels like unlocking a hack. Same goes for endurance, I basicly never run out of stamina , if i do i just walk for 2.5 seconds and im full ready to sprint at lightning speed the remaining 50% of the largest map. Personally anything above a slight increase in endurance and speed in a realistic shooter i find too much. makes things unbalanced, specially considering the possible gap in gear.
  19. Is there any specific actions that level memory up im trying to get into this game but i keep losing skills while at work and would like to prioritize getting metabolism and memory I know about eating crackers and drinking juice for metabolism but cant figure out how to get memory experience
  20. CanondeathTV

    Strength skill changes

    Strength is one of the most imporatant skills right now and will greatly effect gameplay. The only problem is that you mainly get strength from overweighting yourself. My suggestion is to scale the experience gain with the level of armor you are wearing, this allows for a gameplay where you don't need to focus on training your skills to not lack behind other players cause they trained their skills in a manner like stacking t bags in your gamma case. Their is a risk & reward for having armor out to gain strength. I would recommend everything up to Fort-Armor to be very low in the gain of strength since it is very easy to optain. thank you for reading and maybe even considering a change Canondeath
  21. Kaddahn

    Strength leveling

    I would think that strength should lvl-up by melee attacks, especialy due to melee kills.
  22. Hi guys, It's me (again) ... I really think the skill system could be an issue in the future. The skill system give advantages to old/good players against new/casual gamers. RPG is a paradox on a FPS game, more you're good, more you get XP and more the game give you a lot of advantages (Skills bonus & weapon access). This will make the new player experience harder over time, and less challenging for good/old players. And I don't think it's realistic to be stronger after each bullet you take ... So I'm against the skill system and I have already talked about this with a BSG crew member. They couldn't change the entire vision of their game. And in the future PMC will fight together against Scavs in Raid. But Scavs have skills too and what about freeroam & arena mode ? I suggest something different without removing the skill system : My idea is more like a personnalisation system adapted to your game style (Rush, Snip, Close combat, ...). At the beginning, all players have a fixed amount of skill points they can distribute between different attributes. You can't change your distribution without creating a new character (or with a lot of IG money). For example : Endurance (10 points to distribute) : - Stamina : +10% /level - Breath holding time : +20% /level - Health : +1 point /level/bodypart Strength (10 points) : - Jump height : +3% /level - Carrying weight : +4% /level - Mouvement speed : +3% /level - Recoil : -3% /level Dexterity (10 points) : - Reloading time : -3% /level - Aim speed : -3% /level - Weapon switching time : -5% /level - Accuracy : +5% / level Perception (10 points) : - Distance (reducing FOG) : +10% /level - FOV : +2% /level - Hearing (increase soundstep of other players for example) : +3% /level Mind strength (10 points) : - Blurred vision (when taking damage) : -5% /level - Chance of pain shock : -5% /level - Tremor oscillation : -5% /level Agility (10 points) : - Mouvement noise : -3% /level - Turning speed : +5% /level - Precision with grenades : + 10% /level - Loot Speed : -10% /level ...
  23. Hedloc

    Skill progression system

    Am i the only one curious about the skill progression system, we haven't seen anything related. how will level up work? possible classes ? a skill tree.? from what i understand you are advertising EFT as a mmorpg, i'm intrestested in the RPG part of the game, a modding sys is not enough to make an fps an rpg.
  24. Ok, starting this off loving tarkove, cant wait for the wipe coming for the new gear. So i have been around in many different fps, and different games in general and one of the big issues when i see it comes down to camo is it never works, arma, all you need to do is dumb down your settings and be out far ranged and the grass de-resses so you can see the guy like he is a sore thumb. even more so when your dealing with games that allow the ability to toggle between 'fpp' first person perspective to 'tpp' third person perspective, now i dont think this will ever have an effect in Tarkov because i do not see it ever allowing TPP but, scum another game in development has been working on a skill system with allows you to better hide yourself with a better camo skill making it so the person has to have a better perspective skill to notice the person say crawling in the grass, so would be intresting to see something similar, im not going to like their stuff here but go take a look its rather cool. secondly i will say this, i am a huge stalker fan ever since i played, i never played contract wars by battle state games but when i saw escape from tarkov i felt like i was right at home with a new stalker esk game. I know radiation and other natural hazards will be placed in to the game at a later date but i can for one say there might be others out there who would like to see a another game more/map setting with allows for a more stalker esk feeling, be it with anomalies or even mutates wild life to add to the dangers of Tarkov. On the topic of wild life i wouldn't mind seeing something of the kin of stay dogs or even attack dogs around some maps, such as customs or forest, maby even some wolves, i say this becouse with how the Ai right now is, they are more or less stuck to their programed areas and stay there, perhaps haveing some animals added in later in development it would add just another element of danger to watch out for rather then just the scav or the pmc's with could also add an element to the game with could also help pmc's and scav's locate players trying to sneak around and who were unfortunate enough to stumble in to the three or four stray dogs who are now attacking love the idea of the open world i really am, again going back to stalker i loved the idea of its open map, but the thing i have to worrie about when it comes to the concept of the safehouse later on is this... in GTA if someone knows were your safe house is all they have to do is sit out side of it and just rocket you right as you leave it, and the same can be vary true to this game if an open world dose come to birth, So what i would suggest is perhaps the ability to choose a building to create an instance of a safe house once you enter it your safe and can do your dealings and when your done leave, allowing something like this for any building you can get to, but perhaps to limit abuse make it so that you have to have an item and mark the house with it and a defend it untill its finished. while limiting it only one safe house, and if you want to move safe houses your going to need to move your gear with a little help from your buddies so it would make choosing a location for a safe house a worth while and thoughtful one to choose its location. Im sure someone has broached this idea already down the forum but i would like to see what other people think of this ideas leave some feed back
  25. Jorick

    Please consider adding this

    Basically, in the list of skills, BEAR operators have the AK weapon system skills and USEC have AR weapon system skills, but I saw that the amount of skills for USEC operators is lower than BEAR's, so I thought about this : how about adding HK weapon systems to the USEC operators ? HK weapons are used a lot by western countries, from the basic policemen to elite intervention groups, without forgetting professional armies. Here are the skills, quoted from the skill details thread:
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