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Found 11 results

  1. The idea of shadow loot/players to help identify cheaters got me thinking about how to help allow for early scav spawns without the current problems they cause and potentially help allow for additional PMC spawn waves. Could we have different "layers" of loot in a raid - each layer is visible to certain types of player (scav, PMC, both, etc) with potential layers including Scav Loot, PMC Loot, Dropped Loot (either scav or PMC drop something they found or brought in - allows PMC/Scav to share loot regardless of faction, share with co-operators). The core benfits to this system would be: Allowing scavs to spawn before/with PMC's without them spawning on the best loot. Early scav's are a great way to provide unpredicatbility in raids but the current implimentation see's them rushing high tier loot. Give scav's more reason to work with or fight against PMC's. Ability to increase or reduce profitability of scav runs via ballancing the specific loot layer/table. This could provide a route to opening raids to subsiquent PMC spawn waves or even dynamic spawns completely as loot could essentially be refreshed without impacting players already existing in a raid (additional loot layer for each wave of PMC's at 15 min intervals for example). Servers could exist for much longer while players can still be limited to a timer - this could help players get on servers quicker. MIA could become lootable and you no-longer have the ability to predict the raid as empty. Spawning and how predictable each map's early game can be is one of the more frustraighting elements for me and I feel there are ways to help improve it, be it dynamic spawns, loot or otherwise. With the game headed towards some form of open world/cross map travel I imagine this is already on the table in some form. Have I missed an existing video/discussion on these topics?
  2. Loom_3st

    Map Time always on

    Hallo Community, ist einem von euch bekannt, ob man sich die Ingame-Mapzeit dauerhaft anzeigen lassen kann? Vllt gibt es dafür wie bei den FPS einen Consolenbefehl. Danke für eure Überlegungen Gruß
  3. When there is 10 minutes or less left in a raid the timer pops up in the top-right corner and displays the time in red. I think it would be a nice QoL improvement to have a toggle option, perhaps under Game in the Options, that allows a user to have their extractions drop into view as well when the timer appears, but then disappear as normal leaving behind just the timer. Often after 30+ minutes in raid, or if you're a Scav, it might be hard for some to remember all their extractions. It seems like often the timer popping up in red triggers the idea "what are my extractions again?" and saving the users from having to trigger the extraction drop-down might be a nice QoL improvement. There is a section that's not yet available in beta labeled 'Interface Edit' under Game in Options. Perhaps this would be a feature of that. Depending on other's desire for this enhancement it could potentially come before that more robust configuration menu since seemingly all the components would be in place today and could maybe just be pieced together. I realize I'm making a lot of assumptions here though. It may not be, and often isn't, just "as easy as that". Thanks for your time.
  4. As the title states, there is a bug that causes the server to think that it has been up for a shorter period of time than it has. For me this happens on interchange. In this example I extracted at less than 30 minutes of server time remaining, meaning the raid had lasted for over 15 minutes. However at the screenshot I will post below, it states that the raid lasted for 9m45s and gave me the run through status. Here is a screencap with the raid ID if you want to look into it: https://imgur.com/a/Dx5AdSb This bug just cost me 5m roubles so it has taken a lot out of me, honestly it is quite a severe bug. If you are going to put run through status on items so you cannot sell them on flea, please at least try to remove these types of bugs as they can be quite soul crushing.
  5. Phoenixsui

    Scav timer

    I would like to suggest to set the Scav timer higher like it was in earlier patches. I feel like most players only play scav and i find rarely players anymore. It is super hard for me to find players for 100m headshots on customs or interchange or kills in nightraids even in factory night. I feel like for every PMC i meet, 5 Scavplayers try to murder me. Also Scavplayers will aggressively push while most PMC seem to hide or die to Scavs before i meet them. I would like to see more PMC vs PMC again. What do you think?
  6. Scionti

    Reaction timer

    Is there anyway to see a timer until you can post forum reactions again? minor I know, but I feel like it's been over 24 hours and I can't use my handful of upvotes per day again yet.
  7. priekaba16

    Huge bug with dealers

    No timer on vendors! I pressed reset vendor but doesnt help ,its like this all the time. Help please
  8. Lynnette

    Some content question.

    Hello all! First off... Let's try to keep this as civil as possible. As I know how forums can get. Thank you! Okay. So I have a few question for EfT. On its current state of the game. Yes, I know it is currently a beta, and still little ways away from any sort of launch. As in, it has a way to go. So take anything that is considered "criticism" to be, constructive suggestive criticism, as I am not in any intent to insult or demean any comment, suggestion, question, or response in general! 1. So, I have a large group of friends that I talk with through steam. EfT came up. And a few were in the 7-day trial. As was i. But I got the EoD pack after realizing what kind of game this was. It seems to be a survival of the fittest game. Meaning for some people, if they are not high enough level or have level equipment such as a Fort and/or AR w/ silencer. what not, a "geared up player". then you will not survive long. vs. those who do. The concerns that we came down to is if there will be any sort of tier or level matching system in the game. This is due to that I myself being armed with an AKS-74U was able to defend myself from a level 2 player with the same weapon, I myself being level 10 at the time. Taking into account that the higher your level the most likely of that you would have better-progressed skills such as health, endurance, weapon handling, ect. over those who are below your level. I understand that the skills only give you a slim fraction most the time of what it improves, or negates from its endorsed effects from that skills level. But it does help in ways more than most. iv killed a level 22 player. but not after he popped my stomach, took my leg, and my chest. while I had to shoot him in the head, which this is a default win button when the character is not wearing a helmet. So my question to this is, Will there be level restrictions or groupings for players in any sort of form of matchmaking? 2. Timers. I have several friends recently complain that there is no longer a 10min warning counter in the game as of current game build/version. I had no idea such a thing existed as I was always checking my times, and have escaped with less than 4 min left on the clock before. So, I myself have not experienced such a warning before. Also about timing, is there a specific time that a Scav CAN enter a raid? Because it has been before when a Scav would enter a raid, and have no time to do much at all, while its only exits would be on the other side of the map. Shoreline for example. A good way to fix this is to add server browsers. Most would say that would conflict with the above statement, but locking servers are generally what a level restriction would do. So. What happens to the 10min warning counter and will there be a better way to bring Scavs into a raid? 3. Equipment, game modes, general tier system. This question sort of goes along with the first question, but more on equipment. Will there ever be some sort of indicator, or general tier system for players if the first statement of a level system, doesn't work? Because levels and skills don't do much, but a guy with an AK to kill scavs is going to lose a fight with a well-geared player 80% of the time. This goes to say, there are also grouped players, players that enter a raid of 5 people in all. taking shoreline as another example of this, 8-13 people. 5 people would be grouped together vs the rest. Though this doesn't happen all the time, it is a bit more difficult for anyone to survive that comes across such groups of players. As it is part of the "survival of the fittest" game style this game presents itself as. I'd suggests a tier system for this, run the tier system by the average tiers unlocked from the traders. that way those who don't have access to this equipment, in general, aren't penalized to go up vs. those who do have access to the equipment from traders. ... nothing ruins a persons day more, then running down the line with full storage taken up, to the extract, just to be killed by a camper by the exit with a silenced weapon, that you don't have access to, or don't have a gun you can get for the said silencers that you do have. This can also be fixed with a "king of the hill", "battle royal", "Deathmatch", or "Last man/group standing" style(s) game mode as well, of course, the game mode(s) would be separate from the current standard raids we have now. The mode(s) would generally be a 'higher-risk' system for players that are supposed to fully-kit-out in. with larger winnings/losses. Designed for hunting other players/NPCs instead of the current scavenging/raiding survival system. This system would not require any sort of level or tier system limits, as the players would know what they would be getting into, or it could be, depending on how such a demographic would respond to this system. To implement this in a more balanced way, current raids would have to have player kills reduced, and NPC kills raided in exp received. As you are raiding a location controlled by Scavs, not players. In general, the addition of a game mode designed just for killing, would put more emphasis on the current raid game mode to prevent 'player-hunters' that kill just to kill other players. not for their equipment or tags. So, Will there ever be a system or way to reduce 'player-hunters' in the game without actually penalizing them, or will such a thing have to be looked at after the USEC vs. BEAR system is actually implemented? == TLDR: 1.Will there be level restrictions or groupings for players in any sort of form of matchmaking? 2.What happens to the 10min warning counter and will there be a better way to bring Scavs into a raid? 3.Will there ever be a system or way to reduce 'player-hunters' in the game without actually penalizing them, or will such a thing have to be looked at after the USEC vs. BEAR system is actually implemented?
  9. airelek

    Lost in action

    Ive just entered a scav run and with a Tozzie shotgun and managed to kill a player with a hefty amount of loot on him. As i run to the extraction my screen just faded to black and it said i was lost in action. No timer popped up no warning no nothing. Obviously i didn't expect to get chucked in a raid with 5 min on the clock i don't think anyone does. The whole run took me no more then 5 or 6 mins. For some reason the timer on the top right corner warning you when its 5min left doesn't appear when you enter late as a scav. Hopefully my semi salty post brings some light on the issue. The pic is 10 seconds before i got the fade-out.
  10. priekaba16

    Huge bug with dealers

    No timer on vendors! I pressed reset vendor but doesnt help ,its like this all the time. Help please! I bought this game a week ago and its like this from the start.
  11. Hello, I have started playing this game during the previous patch and I had truly great experience. This new patch improved a lot of things but also brought a single major fun breaking flaw which I will point out on the example of customs raid. Customs timer used to be 1 hour 30 minutes. Plenty of time to carefully go about the map, check all places, get out. In this new patch, raid length was shortened to 1 hour and now to 50 minutes. Also more players can now spawn in the raid. Yesterday I have spawned as PMC and got into fight with three players (one after another) even before crossing the river. Came up on top but with blackened arm. Checking the timer when I crossed the river I saw I had like 35 minutes left. Not enough time to really do anything but try to get out... Eventually forced to slow down at some spots (enemies) and forced to rush elsewhere to save time just to get killed (which would not happen if I had time to do it properly). This is not fun... Generally the fun factor of the game was severely crippled by this change. I feel I´m being rushed (into *enter random generic multiplayer FPS game name* gameplay) for some reason; but I cannot imagine what the reasoning behind this is. I feel I can no longer play as I would like to. There is no time to be careful, no time to check areas on the map like I was used to. I thought this game was about realism, survival, exploration (checking and looting places) not about rushed runs through map. If this is a temporary change due to overloaded servers or because of some kind of testing, I´m totally fine with it. But if this is "permanent" (well beta...) change, I really don´t get it... Thank you for considering this. Semris
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