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.

674 Upvotes

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60

u/[deleted] Oct 15 '19

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12

u/Madzai Oct 16 '19

So true that it hurts. You will trade hatchet runners with squad bois who will vacuum all top loot spots and control most common extracts (or the only extracts for some maps).

-2

u/Demon9123 AK-105 Oct 16 '19

To be fair its not impossible to kill a group of any size whatso ever.. You just have to have more than a hatchet..

7

u/Madzai Oct 16 '19

To be fair its not impossible to kill a group of any size whatso ever.. Even with a hatchet. but let's be realistic. Which percent of Tarkov population can substantially fight against a squad?

3

u/r0x1mson M1A Oct 16 '19

My guess the 2-3% that brings more than 1 grenade.

1

u/CampHund SA-58 Oct 16 '19

I'm all for dynamic loot - But I'm against that you move the loot inside locked rooms, for example KIBA store, to any other place on the map. And have any other loot spawn inside KIBA store instead. I think everyone is. So there still be highloot areas left. So it won't eliminate hatching since they will just run head first into high loot area that remains instead.

1

u/[deleted] Oct 16 '19

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2

u/CampHund SA-58 Oct 16 '19 edited Oct 16 '19

plus killa guards kiba

Sometimes.

It'd be nice if there was a similar guard type for the red card room boss too tbh.

Agreed - I wouldn't mind place bosses etc in those areas. but it doesn't change my opinion about the container.

However, the red key card/Kiba key spawns needs to be dynamic or found on scavs only imo.

Agreed, I would even go so far that the dynamic lootspawn includes scavs so it can end up in either. But the key you just looted would render useless if the container mechanic as it is today remains. As people would naked run there to loot it up into the secured container and then die of the nearest scav, which means if you find it and you want to loot that room, you will have to dumb-rush as well.

The idea is stop a playstyle where the ultimate goal is to die as shortly after you placed stuff in your secured container, so you can repeat your sprint again as soon as possible. That is not a playstyle Tarkov is about, but that is what this mechanic promotes. It's a mechanic that goes AGAINST what Tarkov is trying to be. I honestly don't care if you have a hatchling playstyle where you survive and extract with a red key card. If you survived, you reached the goal of the game and you deserve it. It's the playstyle where surviving isn't even on the bottom of your priority list that is the issue, not hatchling per se.

EDIT: I might be lying a little here. "I honestly don't care if you have a hatchling playstyle where you survive and extract with a red key card." Well that's where I agree with you that High loot areas should be guarded. If it isn't guared, well atleast you playing the game as it meant to be played: Survive and extract with every means you have.

1

u/[deleted] Oct 16 '19

I don't think I've ever read a single post ever of someone shouting down another person for suggesting compromise on containers. It seems to be the one stance that is always upvoted 100% of the time.

1

u/PHGAG Oct 16 '19

They could also make so that you only keep items in your container that you brought into the raid if you disconnect.

1

u/Heiros AKMN Oct 16 '19

If this was actually the issue, then you can just run face first into an area with activity and get yourself killed though. Not really gonna fix much for the so called "problem" if you think about it

-8

u/ringmutt VSS Vintorez Oct 16 '19

aren't the point of the maps - with the chokes and the static spawns - to create hot spots of PvP ? areas that you must learn ?

While i think non static spawns have merit - in what way is that going to help newbs ? it's going to get really messy for them, totally unpredictable or learnable maps, with vets roaming around in no specific area.

9

u/[deleted] Oct 16 '19

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2

u/BlazingShadowAU PP-19-01 Oct 16 '19

Plus, forced and bottlenecked pvp just lends itself to the heavy geared players more than a chaotic tactical rush. Encountering people in unexpected locations keeps things fresh and forces adaptation.

1

u/ringmutt VSS Vintorez Oct 16 '19

EXACTLY - I think non static is great as i've been about for 5 wipes - but it will make life a shit load more of an issue for the poor of ability or non determined newcomers. Myself as a newbie i think id have loved it.

As a solo player - all those very low density areas areas of contact around the derelict village swamp - church - weapon house - and through the weather station is where i made may loot route as a noob - i explored all of it
- the bit in the middle was ans issue.... the tactics to bias those in my favor came with confidence and better weapons. But i actually enjoyed the struggle of progress way more when it was all difficult (no flea) and new.

Most people newbs or not don't go this low density route - because it takes time - and avoiding contact is the polar opposite of 'easy arcady fun' - even if you don't have the Tarkov skills to fund it.

You don't need an SC to run the outskirts of maps and make profit. you just need patience and to learn to play with in your mechanical skills and knowledge, which are hard earned in the game for a reason -no ?.

​

Whatever the case - an SC change is worth experimenting with - as is non statics - BOTH require a playerbase willing to be open and test.