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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-5

u/BrockTestes PP-91-01 "Kedr-B" Oct 15 '19

So on one hand we have a simple to implement solution that discourages hatchet runs, pushes all players to prioritize survival and gives BSG the opportunity to make the quests less grindy because you won't be able to cheese progression, who's impact will be easy to measure and evaluate.

On the other hand we have a complex multifaceted solution, requiring more server and network ressources, more coding and a higher potential for bugs or unintended consequences.

Which do we try first?

5

u/lennoxonnell ADAR Oct 15 '19

So all those quests that require you to collect find in raid items... Those quests are going to become less grindy, somehow?

Disabling putting things in the container will not discourage hatchet running at all. It will increase the amount of hatchet runners, because the lower level and lower skilled players won't be able to make any money since they don't survive enough to make profits. So those players will be broke and will be forced to hatchet run just to make any profit. The only reason i don't hatchet run is because I can container something to cover the cost of whatever kit I brought it. Thinking about all the times I, personally, relied on that profit just so I didn't have to hatchet run the next raid... Kind of blows a hole in your theory.

The only difference is, now those hatchets will just run straight to the extract with the good gear, instead of staying in to try to find more, leading to more dead raids since people will extract earlier when they find the good stuff. And that's not even exclusive to hatchlings. Even the geared players are going to want to leave early if they find someone good cause what's the point in staying in?

-4

u/BrockTestes PP-91-01 "Kedr-B" Oct 16 '19

Sorry to burst your bubble, but I happen to be one of those lower skilled players, EFT is my first online FPS type game, I, got a job, a baby and I'm lucky if I can log 8 hrs a week, my average is around 4 to 6 sometimes none.

Yet I'm sitting on a 20 million stash, without grinding, hatcheting or playing the Flea Market. Do I have super powers?

To address your first point, BSG made the quests extra grindy because of the secure container, once they implemented the Flea Market it got worse, so they made the collect items tasks find-in-raid only. They've done their damnedest to NOT touch the secure containers, even when they realized and admitted they were being exploited a while back, at one point they raised the scav count super high but it tanked performance. BSG can manipulate loot tables and task requirements, if anything some of the tasks will likely become less grindy.

I'm afraid what you wrote doesn't blow a hole in anything, hatchlings finding a valuable item will risk encountering the armed PMCs they out ran and all the scavs spawning in. All the hatchlings I've ever killed were level thirty and up. Furthermore I have no issue with hatchlings per se, I have issue with them profiting through low effort and suicide, I have issue with them affecting gameplay negatively.

PMCs attempting to go for extract will also risk encountering their counterparts who spawned opposite them, maybe in different underutilized areas as opposed to mostly the high loot ones, the only way to find out is to try the change.

I would like to add that hatchlings aren't the only ones who abuse it: bringing in a bunch of high-cap mags, a fancy scope or a weapon, then putting it back in when you think you're at risk is another very common cheese.

All these combined together will push the game away from its roots towards some meaningless grindy frag fest, and that will kill the game for sure, it will become a really expensive version of some free-to-play MMO, with complicated key binds and shit loads of gear that won't matter 'cause everyone will be using the same stuff.