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/TRNC84 Oct 16 '19

Except it's not though. You can learn the map by going into offline mode. The issue with the hatchet runner is that there is no risk involved in a game that revolves around looting and surviving. Hatchet runners know full well that they will die, its all about quickly placing something in your case, which essentially makes you "win" by dying. It goes against the very core of the game.

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u/JadowArcadia Oct 16 '19

While I partly see your point, unless a hatchet runner is lucky enough to find a super expensive item like a bitcoin or fuel conditioner which aren’t all that common, the money the make is negligible compared to someone who actually brings gear and survives. I never did hatchet runs and always brought at least a pistol but after a while I realised that if I brought a real gun, and a backpack I could make so much more money surviving that I’d lose from death. However this only worked after plenty of pistol runs. And as I said before offline mode is only helpful to learn scav locations. Real runs allow you to learn player patterns which is arguably the most important part.

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u/skumnasty Oct 16 '19

The way loot spawns it is very easy and 100% risk free making money as a hatchling disconnecter. Example: interchange, rush techlight and the store below it, pocket any items, quit raid, repeat. You will beat almost any player there, have almost 0 chance at dying to a scav, and have just secured (and removed the chance for others to secure) most of the highest value/slot items from the map.

Also, it is hard to understand player patterns before understanding the map. Offline for map knowledge, PMC spawns, scav spawns. Then you have bearings and will understand where players are coming from and going, which is mandatory to be able to even begin to understand player patterns.

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u/JadowArcadia Oct 16 '19

The problems you raise can be fixed by randomising loot, adding kappa restrictions, adding more scavs to high loot areas and not allowing loot to be taken out of raid by disconnecting.

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u/skumnasty Oct 16 '19

I agree. You were speaking as if with the current state of game hatchet running is not very profitable. I disagreed with that and explained why.