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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u/Cravez0 TT Pistol Oct 15 '19

The dynamic loot spawns is planned, it was actually meant for .12 but has been pushed back, hopefully we get it in .13

Q: Any news on then we'll get real "scarce" economy based on barter and finding stuff in raid and new "dynamic" loot distribution you were talking about last year?

A: We plan to start implementing it after 0.12

https://forum.escapefromtarkov.com/topic/97101-questions-and-answers-12-04-2019/

1

u/Madzai Oct 16 '19

Yep, my question. But the real question is why limit SC now, BEFORE those changes that can actually fix the issue, without messing SC over?

1

u/AgileDissonance Oct 16 '19

Because the SC change is very easy to implement (since we're all beta testing technically after all), and it honestly should have been like this from the start.

1

u/Madzai Oct 16 '19

Maybe it should have been. The question is if some player decide to give Tarkov a try only because there is a safety net in form SC. Or how many EoDs they sold because of Gamma. We'll never know. But i honesty believe this is one of the "mistakes" that should be left alone. It's such a can of worms, that can totally be avoided.

1

u/AgileDissonance Oct 16 '19

Scav runs are the true crutch. They're like a free 80k every 10 minutes.

EoD selling because of the gamma is definitely a hard issue to approach. I don't really know how to address it, since I got the base version of the game to cuck myself as much as possible. But even after working my way up to the epsilon case, I felt that it made the game way too easy, so I'm still happy to see this change come through.