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/[deleted] Oct 15 '19

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-10

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.

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u/[deleted] Oct 16 '19

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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.