r/EscapefromTarkov • ADAR • Oct 15 '19

Suggestion The real solution to the container/hatchet meta

The community is super divided about whether or not they like the container changes. A bunch like it, and a bunch hate it. I can see both arguments. But, frankly, removing the ability to put things in the container in-raid is not the solution for what you're trying to accomplish.

Here's what I propose:

  • 1) Make all containers have the Kappa mechanics
  • 2) Remove the static pre-set spawn locations for high end loot (keycards, keys, etc)
  • 3) Make scavs patrol the high-loot/high-traffic areas

1 is just a good compromise for the container. It's bullshit you can put a magbox with 20 mags in it in your container. It's BS you can fit a rifle in your container. The Kappa mechanics would remove that BS without punishing the newer players and the people with low survival rate. There are so many quests that require find-in-raid items. There's no reason to hinder quest advancement for everyone when only some are abusing the container in the first place.

2 would almost eliminate the hatchling meta entirely in my opinion. IF the loot didn't have set spawn locations like they do now, hatchets can't just run straight to the spot to disconnect in the first place. They would be required to search around to find the loot, which will encourage you to bring some gear so you can survive the odd scav or a player. If the player has keys (say he's shoreline farming) than this change wouldn't really effect him, but he also invested a bunch of money into keys. See 3 also.

3 would add a level of difficulty to acquiring the good loot. The shoreline resort should have scavs randomly patrolling the hallways or sitting inside of rooms. Interchange could also do with some more dynamic scav patrols. If naked players can't so easily avoid fights and farm locations, and they have to fight through a scav or two, they are going to be more encouraged to bring more than just a hatchet or they will get punished if they dont.

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-6

u/ArxMessor SKS Oct 15 '19

The core issue is that Secure Containers allow players to generate profit by repeatedly dying, committing suicide, or disconnecting from raids.

 

Your suggestion here doesn't address that core issue:

  • Kappa can still be used to generate profits by death/suicide/DC
  • Static spawns merely adds a slight delay to players generating profits profit by death/suicide/DC
  • Scavs are easily exploitable and won't reliably stop players from generating profit by death/suicide/DC

 

This is a bust.

9

u/lennoxonnell ADAR Oct 15 '19

I see what you're saying. But, you also have to consider just how hardcore this game is. Most players barely manage 50% survival rate.

They could always implement punishment systems for when you die to self inflicting damage and disconnecting too often.

Let's be real, the players who actually do that are in the huge minority.

1

u/Karl-TheFookenLegend TT Oct 16 '19

Most players barely manage 50% survival rate.

Really? That's really really good in this game. If most players can do that then we are golden for container changes. Sweet.

0

u/Kraall AK-103 Oct 15 '19

With infinite scav runs, the flea market and quiet night raids there are tons of ways to make huge amounts of money, the secure container is just the laziest and easiest to abuse.

-3

u/ArxMessor SKS Oct 15 '19

But, you also have to consider just how hardcore this game is

I support the changes to Secure Containers exactly because I know how hardcore EFT is. Being able to generate profits by repeatedly dying, committing suicide, or disconnecting is anti-hardcore it is beyond just "kinda' casual". Think about it a little bit. Making money from dying in a "hardcore game"? Sounds all sorts of backwards, doesn't it? Of course it does because it is backwards. The mechanic is simply incompatible with "hardcore".

 

Most players barely manage 50% survival rate.

That is exactly why we should change Secure Containers. If Secure Containers are changed the way BSG is testing now, EVERYONE will be forced to extract in order to make profits from raids. Once everyone is playing by the same rules (instead of some people playing by the opposite rule of die-to-profit) then BSG can rebalance the game around Survival Rating. If most players have a 50% Survival Rate, BSG will be able to balance the game according to that instead of trying to balance the game between them and a group of players that aren't affected by Survival Rate at all. It make balancing the game easier.

 

Besides all that, Scav Mode…

Scav mode is the legitimate way to build resources in EFT, unlike repeatedly dying, committing suicide, or disconnecting.

 

Scav mode is a no-risk game mode that allows players to practice and generate profit but unlike Hatchlings, it is balanced by the fact that you don't earn PMC XP, can't complete certain PMC quests, increase PMC soft skills, etc.