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Forien

Random events (with possible loot)

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Forien

So I was just thinking, if you take all the preppers into consideration, there could be hidden stashed scattered in the woods, basements, houses etc.

You know, you walk in and there is tons of ammunition, food, drinks, tools, everything. Just google "prepper" if you don't know what I'm talking about.

But of course it would be way too bad if wecould just open one doors and cash in. With hatchlings grinding Mark Room we can see that this game is putting slow, tactical and sneaky playstyle (the realistic one IMHO) at disadvantage. And it's the people using CoD/PUBG playstyle that have the best chance to get Factory key or the best loot possible (like Mark Room, small Gas Station, the blue tin or ritual spot on woods etc.). I dislike this.

So, I was thinking: random events. Let's say, there was prepper in Tarkov that owned some land in Woods. He made himself a bunker. Just like the two we already seen. And he hid it. Players cannot access it normally under any circumstances. But let's say that once in about 10/15 raids (or even one in 30-50) there is a chance for earthquake/bomb/artillery shell/magic/whatever to happen and entrance emerges. At random time. It could be 5 minutes into the raid, it could be 40 minutes after raid started.

It could be further locked behind a closed doors with key needed. And inside there could be nice loot. Like some food, drinks, chance for one or more weapons etc.

This of course could be reason for special wave of scavs spawning in. 

 

Let's remember that Tarkov is an active warzone between 5 sides (in case you don't know: UN, Russians, private companies: USEC and BEAR... that's 4. You add civilians/bandits and you have 5).

There is quick list of my ideas, of course they are just first things that popped in my mind, but I hope you will get the general idea.

  • Prepper's cache
    • Locations: anywhere. Hidden bunker/hidden basement in forested areas, basement of standalone house; locked for key
    • Loot: mostly food and drink, some tools, ammunition, some meds, little chance for civilian/sport/hunting grade weapons (Veprs, shotguns, pistols, (OP-)SKS)
    • Event: random bomb/artillery shell/earthquake uncovered the entrance
    • Threat: group (3-6) of scavs investigating noise (they eventually break in, take stuff and head somewhere to exit)
    • Frequency: medium
  • Tinhat's apartment
    • Locations: flats, tenements, locked for key
    • Loot: weird stuff. All kinds of radios, counters, surveillance and scanning equipment (GM Counters and Gas Analyzers for example), food, drinks, maybe low grade weapons (melee, handgun)
    • Event: random group of scavs "dug" access to apartment (barricaded with shelves, fridges, etc), but they don't have key
    • Threat: group (2-3) of scavs trying to breach doors (they eventually break in, take stuff and head somewhere to exit)
    • Frequency: high
  • Police Station's Armoury
    • Locations: some kind of police station, armoury locked for key
    • Loot: armours (high chance for multiple grade 1-3 armour items, low chance for one/two better armour items), chance for multiple police/military grade weapons (PM, PMM, Yarygin's Grach, P99 Walther, P-2000, SKS, AKM, AK-74, RPK), grenades, ammunition. Nothing of much worth outside armoury
    • Event: random bomb/tank round/artillery shell/earthquake destroyed outer wall leading inside the police station
    • Threat: group (2-6) of scavs pillaging the place outside armoury
    • Frequency: very low
  • Charity Air Drop
    • Locations: any
    • Loot: high quantities of food and drinks with high chances for multiple first aid kits (including Grizzlys, Salewas, Morphine Injectors etc)
    • Event: air drop
    • Threat: group (2-5) of scavs closing in (they eventually take stuff and head somewhere to exit)
    • Frequency: medium/low
  • Shot down plane (crashing)
    • Locations: open spaces (Woods, Shoreline)
    • Loot: depending on plane's type
    • Event: plane got shot down and is going down to crash somewhere on the map
    • Threat: group (2-5) of scavs closing in to investigate (they eventually take stuff and head somewhere to exit)
    • Frequency: very low
  • UN Convoy
    • Locations: any, moving across the map
    • Loot: any/depending on convoy type
    • Event: UN convoy with protection of squad or two of military geared NPCs
    • Threat: group (4-10) of UN armed guards (they eventually escort convoy outside the map), won't shoot unprovoken. Scavs encounter them on sight.
    • Frequency: any

 

If you like that idea, give some upvote and share your thoughts in the comments


You might also want to check, comment, and maybe upvote/dislike my other suggestions:

  • Usage of batteries to power gear: link
  • UI for loading mixed ammo: link
  • Shift-click to fast open containers in inventory: link
  • Hiding HUD: link
Edited by Forien
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RooZvonBooZ

Very interessting idea, kinda like a few "special" events to take your mind off the normal raids?

Why not :D

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Forien
4 hours ago, RooZvonBooZ said:

Very interessting idea, kinda like a few "special" events to take your mind off the normal raids?

Why not :D

Yeah, but the idea is that they occur during normal raids. And you never know if, when or what event will happen ;) 

I was kinda inspired by DayZ Overpoch npc missions 

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Check6Six6

I think the idea has some merit, and I agree we need to move away from static spawn points so it\s not just a rush to marked room and run out style of gameplay.

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Dimittri
On 04/11/2017 at 2:31 AM, Forien said:

So I was just thinking, if you take all the preppers into consideration, there could be hidden stashed scattered in the woods, basements, houses etc.

You know, you walk in and there is tons of ammunition, food, drinks, tools, everything. Just google "prepper" if you don't know what I'm talking about.

But of course it would be way too bad if wecould just open one doors and cash in. With hatchlings grinding Mark Room we can see that this game is putting slow, tactical and sneaky playstyle (the realistic one IMHO) at disadvantage. And it's the people using CoD/PUBG playstyle that have the best chance to get Factory key or the best loot possible (like Mark Room, small Gas Station, the blue tin or ritual spot on woods etc.). I dislike this.

So, I was thinking: random events. Let's say, there was prepper in Tarkov that owned some land in Woods. He made himself a bunker. Just like the two we already seen. And he hid it. Players cannot access it normally under any circumstances. But let's say that once in about 10/15 raids (or even one in 30-50) there is a chance for earthquake/bomb/artillery shell/magic/whatever to happen and entrance emerges. At random time. It could be 5 minutes into the raid, it could be 40 minutes after raid started.

It could be further locked behind a closed doors with key needed. And inside there could be nice loot. Like some food, drinks, chance for one or more weapons etc.

This of course could be reason for special wave of scavs spawning in. 

 

Let's remember that Tarkov is an active warzone between 5 sides (in case you don't know: UN, Russians, private companies: USEC and BEAR... that's 4. You add civilians/bandits and you have 5).

There is quick list of my ideas, of course they are just first things that popped in my mind, but I hope you will get the general idea.

  • Prepper's cache
    • Locations: anywhere. Hidden bunker/hidden basement in forested areas, basement of standalone house; locked for key
    • Loot: mostly food and drink, some tools, ammunition, some meds, little chance for civilian/sport/hunting grade weapons (Veprs, shotguns, pistols, (OP-)SKS)
    • Event: random bomb/artillery shell/earthquake uncovered the entrance
    • Threat: group (3-6) of scavs investigating noise (they eventually break in, take stuff and head somewhere to exit)
    • Frequency: medium
  • Tinhat's apartment
    • Locations: flats, tenements, locked for key
    • Loot: weird stuff. All kinds of radios, counters, surveillance and scanning equipment (GM Counters and Gas Analyzers for example), food, drinks, maybe low grade weapons (melee, handgun)
    • Event: random group of scavs "dug" access to apartment (barricaded with shelves, fridges, etc), but they don't have key
    • Threat: group (2-3) of scavs trying to breach doors (they eventually break in, take stuff and head somewhere to exit)
    • Frequency: high
  • Police Station's Armoury
    • Locations: some kind of police station, armoury locked for key
    • Loot: armours (high chance for multiple grade 1-3 armour items, low chance for one/two better armour items), chance for multiple police/military grade weapons (PM, PMM, Yarygin's Grach, P99 Walther, P-2000, SKS, AKM, AK-74, RPK), grenades, ammunition. Nothing of much worth outside armoury
    • Event: random bomb/tank round/artillery shell/earthquake destroyed outer wall leading inside the police station
    • Threat: group (2-6) of scavs pillaging the place outside armoury
    • Frequency: very low
  • Charity Air Drop
    • Locations: any
    • Loot: high quantities of food and drinks with high chances for multiple first aid kits (including Grizzlys, Salewas, Morphine Injectors etc)
    • Event: air drop
    • Threat: group (2-5) of scavs closing in (they eventually take stuff and head somewhere to exit)
    • Frequency: medium/low
  • Shot down plane (crashing)
    • Locations: open spaces (Woods, Shoreline)
    • Loot: depending on plane's type
    • Event: plane got shot down and is going down to crash somewhere on the map
    • Threat: group (2-5) of scavs closing in to investigate (they eventually take stuff and head somewhere to exit)
    • Frequency: very low
  • UN Convoy
    • Locations: any, moving across the map
    • Loot: any/depending on convoy type
    • Event: UN convoy with protection of squad or two of military geared NPCs
    • Threat: group (4-10) of UN armed guards (they eventually escort convoy outside the map), won't shoot unprovoken. Scavs encounter them on sight.
    • Frequency: any

 

If you like that idea, give some upvote and share your thoughts in the comments


You might also want to check, comment, and maybe upvote/dislike my other suggestions:

  • Usage of batteries to power gear: link
  • UI for loading mixed ammo: link
  • Shift-click to fast open containers in inventory: link
  • Hiding HUD: link

I think you got some good events right here

Would love to see such types of events ingame

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Forien
1 minute ago, dimittri4gc said:

I think you got some good events right here

Would love to see such types of events ingame

Thanks you, good sir! 

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TheColdVein

I'll just quote some things and leave some info here. It would probably help your ideas a lot by knowing more about the game. :) 

"To successfully clear the location and open up the next one, the player must find an exit (one of the several exits, in fact), while meeting with other characters. The raid locations will be large, up to 8 sq. kilometers, and feel a bit like Stalker maps. They will feature the daytime and weather changes and various random events, like mortar strikes or invasions of local looters, The Savages. Once opened, the raid locations can be visited multiple times."

"The bulk of really valuable loot can be traded with other players or NPC traders, but rare items can also be found in the most uncommon places, or behind code-locked doors, or even in closed standalone locations that are accessed by completing special side quests."


You should read through this material. It has been out for a while, but it will give you a solid understanding of what's to come. This will align your suggestions with the direction and vision of the game.  (P.S. No air drops...)
 

 

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Forien
3 hours ago, Colonel Twerkins said:

You should read through this material. It has been out for a while, but it will give you a solid understanding of what's to come. This will align your suggestions with the direction and vision of the game.

I know all that, and the examples I put in the first post where just.. examples. I've included Air Drop only as thinking about "some red cross or other charity wants to help civilian population by sending food and clothes". Of course it's not valid if there are no civilians except Scavs.

I wasn't thinking about "let's add airdrop with THE BEST weapons, every 2 minutes like in PUBG", no. I would hate that. 

The whole idea in this thread is to add some dynamic and divert people from farming "spots" like Marked Room, Ritual Circle, the crates, while having only hatchet or pistol... because I don't like that rushing is rewarded more than slow and tactical approach. 

Because if I take it slow and tactical, there will be no loot for me. And most likely no NPC or players either. That's why it would be good that once for a while (1 per 30 raids?) there would be some event with additional loot and additional NPCs at random location and random time during the raid. It would make raids less monotonous, and would reward people that don't exit the raid within the first 5-10 minutes after clearing one sweet loot spot. 

Because keys don't do that. Hatchlings still can use keys, clear sweet spot within 2 minutes and rush off to exit in the next 3-5 minutes, leaving nothing for sneaky players. 

Shouldn't the game be more about sneaking, looting, searching, surviving? And not about rushing, running, and leaving the game after 5 minutes with brand new AS VAL, DVL-10 and no risk involved? Because if someone is rushing, then a lot of scavs don't even spawn yet. 

Maybe I misunderstood and you, the Devs, want the game to be rushing-style for "cheeki playstyle", but from every article, interview, dev blogs and trailers, I always understood that you will support "sneaky, tactical playstyle".

Edited by Forien
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Killeon
55 minutes ago, Forien said:

Shouldn't the game be more about sneaking, looting, searching, surviving? And not about rushing, running, and leaving the game after 5 minutes with brand new AS VAL, DVL-10 and no risk involved?

Let's not forget for a moment that, eventually, devs will add in the persistent health system, and if they do it punishing enough, hatchet runners, rushing and spot farmers will eventually stop or perish to the Zon- Tarkov.

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TheColdVein
1 hour ago, Forien said:

I know all that, and the examples I put in the first post where just.. examples. I've included Air Drop only as thinking about "some red cross or other charity wants to help civilian population by sending food and clothes". Of course it's not valid if there are no civilians except Scavs.

I wasn't thinking about "let's add airdrop with THE BEST weapons, every 2 minutes like in PUBG", no. I would hate that. 

The whole idea in this thread is to add some dynamic and divert people from farming "spots" like Marked Room, Ritual Circle, the crates, while having only hatchet or pistol... because I don't like that rushing is rewarded more than slow and tactical approach. 

Because if I take it slow and tactical, there will be no loot for me. And most likely no NPC or players either. That's why it would be good that once for a while (1 per 30 raids?) there would be some event with additional loot and additional NPCs at random location and random time during the raid. It would make raids less monotonous, and would reward people that don't exit the raid within the first 5-10 minutes after clearing one sweet loot spot. 

Because keys don't do that. Hatchlings still can use keys, clear sweet spot within 2 minutes and rush off to exit in the next 3-5 minutes, leaving nothing for sneaky players. 

Shouldn't the game be more about sneaking, looting, searching, surviving? And not about rushing, running, and leaving the game after 5 minutes with brand new AS VAL, DVL-10 and no risk involved? Because if someone is rushing, then a lot of scavs don't even spawn yet. 

Maybe I misunderstood and you, the Devs, want the game to be rushing-style for "cheeki playstyle", but from every article, interview, dev blogs and trailers, I always understood that you will support "sneaky, tactical playstyle".

Please don't be offended when I say this, but you have not read and fully understood all of those materials I gave you. Even the two quotes address it partially. If you read it all, you will see that we do not even have all the core elements.

We do support a sneaky, tactical playstyle...

Again, you need to understand what the game is, not what the test build is. For example, you can see a few things that inadvertently stop hatchet runners (even though there is no problem with them running hatchets...Welcome to Tarkov).

  1. Recently, you see the mechanic whereby, if you leave too soon, you get a very small amount of EXP and it is added to your stats, that you left too soon. Exp is one of the crucial things you need to level up and part of the trader requirements, so getting a gun amounts to what? They make no progress in the game without the exp.

    "you can find the key to exit from the location right away and leave it as soon as possible, getting the reputation of a Runner."
     
  2. Health and Damage system. You can definitely run solo hatchet, but now you are faced with a proper damage and health system that will make med use more frequent and adds a huge risk factor to running without a team. (In release, it will take a minimum of 80-100 hours to complete all 10 maps--you think that much time will mean that going hatchet will be feasible, much less, easy?)
     
  3. Time of raid. The raid times have been shortened, which means that geared players will be right on your tail. This means that the Scavs spawn sooner too. 
     
  4. Loot is not primary. Loot is part of the game but is not the sole purpose. There will be story driven actions and quests, some requiring 2 or more player to accomplish, before being able to even find out where the exit is. Your goal is to find out how this all happened, and there will even be side story missions.

So this discussion seems to stem from the idea that this game is like PUBG...it is not all. This is only a test build with content and core features being brought in slowly. I really think you need to read those materials. Because I think something is wrong when someone feels that the loot in those few rooms is much more important than the loot all over the map. It's easy to level traders and get all of the weapons you mentioned.

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Forien
8 minutes ago, Colonel Twerkins said:

So this discussion seems to stem from the idea that this game is like PUBG...it is not all.

I won't discuss with you ANYMORE, since you completely don't understand what I wrote before. All I am always writing is that EfT should be as far away from PUBG as possible, and I was telling that I don't want PUBG playstyle in EfT. So I want more sneaking, more raid time, more scavs, and more rewards for that. And less rushing like cheeki in CoD/PUBG and being pressured by 40-minute raid timer that is exactly what PUBG barrier is. Give back 90 minutes.

You don't read my whole post with understanding, why should I read yours? 

Edited by Forien

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TheColdVein
Just now, Forien said:

I won't discuss with you ANYMORE, since you completely don't understand what I wrote before. All I am always writing is that EfT should be as far away from PUBG as possible, and I was telling that I don't want PUBG playstyle in EfT. So I want more sneaking, more raid time, more scavs, and more rewards for that. And less rushing like cheeki in CoD/PUBG.

You don't read my whole post with understanding, why should I read yours? 

I'm sorry you feel that way. It seems you don't understand what I know, that is openly available, that makes hatchet running irrelevant. You are entitled to understand the game as you see fit. I have been testing it since day one, and as a matter of fact, this topic has been mentioned many times, if you use the search function, as per the rules. I was trying to give you a clear understanding on all points. You are welcome to disagree, but that does not change what the game will be.

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Timo-chi

@Colonel Twerkins But we still can't disagree too much with the idea of ingame events being a good idea (who would not want them, but they should also fit the theme and be really balanced), we testers may not know if there is something like that allready planned (like we may not bother to search for old posts or just have missed something), but probably there is plans for that and we like to effect the out come of the game we like :)

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ShiroTenshi

I think i understand what you are trying to say. Your idea basically is something to promote the more sneaky tactical gameplay.

The thing is, we still have many things missing that will affect how the game is played. What i think Twerkins is saying is that regardless of the contents of the idea, it is meant to curb a gameplay style that only exists because of all the missing features that are discussed in the link he mentioned and more.

We'll have Scav Bosses and Rogue PMC AIs. Plus with the different Scav factions, main story quests (which will influence how or where you extract), side quests, secret locations you can uncover (yes, they have said there will be some), persistent health system, having to actively explore the maps to unlock traders, etc.

All these things will affect how the game is played. I happen to think that if people want to rush the maps they will be able to, but there will be things in place that reward the slow tactical players as well.

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Forien

@ShiroTenshiokay, now it completely changes the picture the way you said it. However, I also agree with @Timo-chi that regardless of that, I think that my suggestion would still be good addition to the game. And I don't think it would deviate from the vision devs have. I might be wrong, that's just how I think.

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duendeacdc

Want to know why I don't like random events in this game? I'm a guy that loves Random dungeon games, random loot locations across dungeons and etc, BUT I think in this game, it would be REALLY boring. The game as it is now, is bad only because hatchlings. Think about an open world game, where the only objective is to find loot. all players all sneaky peaky like really far from others. there would be no fight, because theyre going to be searching every part of the map. the game as it is now is really good because, there are fixed loot locations. So there will be fights every time. if you want to go there first , get ready to fight everyone. if you want to go there last, don't be mad if you don't get any loot. I really think something random should be implemented here, but there should be something to improve fighting, not to make the game more boring. 

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rhade741

I have to say i like this idea very much but if it gets implementated maybe start off really slow to see how much affects the kinda "natural" progression game. Iam already worried you only see hatchlings or high geared players but nothing inbettween. 

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Plata-O-Plomo93

heli crash like day Z its nice

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Z0ne276
On 12/22/2017 at 5:15 PM, duendeacdc said:

Think about an open world game, where the only objective is to find loot. all players all sneaky peaky like really far from others. there would be no fight, because theyre going to be searching every part of the map.

This pretty much sums up most of my hundreds of hours with DayZ mod. Could go for hours on end without seeing a person, at times actually forgetting that there could be someone behind the next corner. That fear is what keeps you on edge, keeps it exciting.

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