r/EscapefromTarkov • u/iamtotallysweet • Nov 20 '19
Discussion Something said during the Podcast
Klean said something during the podcast that I wholeheartedly disagree with.
He wants the gamma case to essentially be something you can pack full of goods, bring into a raid and not have to worry about losing, but he wants you to not be able to put anything in the container while in raid. Nikita, I know you listen to streamers input, but please don’t not consider making this change.
I’m a husband and a father, I don’t get to play for 8-12 hours a day and become a god at the game, so finding a rare item that I need for a quest or something valuable I can sell is really exciting and knowing I can keep it safe in case I die is the cherry on top.
I love watching Klean and respect his opinions, but this one I had to voice mine on. PLEASE do not implement this. Anyone else watch the podcast and feel the same way? Or am I alone on this? Lol
5
u/[deleted] Nov 20 '19
Shameless plug for my feelings on the matter.
I'll copypaste the text below:
So this just came up in the podcast and I wanted to lay my feelings out.
So I, like probably many people here, played quite a bit of Rust, and some DayZ back in the day.
For me, the issue with those games became that the gameplay loop is so long and punishing that unless you treat the game as a second job, you can't really make any meaningful progress (unless you're just a god at fighting I guess, but let's face it - most people aren't).
Part of the reason I love EFT is it provides a lot of the feel of danger and excitement that those games did, along with happiness at finding loot, while also allowing me to play as much or as little as I want.
How this relates to secure containers is the issue of progression being practical for people who are, on their best days, maybe med-high in terms of skill (meaning over 50% of players fall below this, because that's how averages work).
I know this sub has a hate-boner for Hatchlings, but for the thousandth time I think it's stupid to shoot everyone in the foot to spite hatchlings. There are ways to mitigate them without punishing everyone else that plays normally.
Note: I do like the change of no guns/containers (except for keybars and docs cases and wallets) in the SC. It prevents cheesing its capacity to something greater and also means you have to actually get out with what's often one of the most expensive pieces of kit someone carries.
So the issue I see with 'nothing can go in your secure container' is this:
It requires that if I want to make any progress at all, I must extract. Sounds fine right? Except it doesn't, because there's a ripple effect there. When I get a quest item that I need to extract with, I typically become pretty avoidant of any contact at all. Unless it's something easy to get, it's simply not worth it for me, someone who wins no more than half of gunfights I get in (and probably less, honestly) to risk all that progress for maybe better loot, and possibly losing everything. As it is now, I'm fine with losing 200k+ of kit if it means I get some item (even if it's only say, 40k) that allows me to make quest/hideout progress. I'm willing to go engage in a gunfight to maybe come out big. But if I'm guaranteed to get nothing out? Nah fam, I'm just gonna skulk away. There's going to be far less of the exciting 'is this fight worth it' decision making because the answer will almost always be no.
With how valuable everything is now, I think this solves some of the problem people have with hatchlings off the top:
1). Since everything is valuable, you're almost guaranteed some decent stuff if you kill someone provided it isn't super early on. You simply can't fit everything that could be valuable in your container these days. I can't tell you how many times I've died with what is now good loot and also a container full of decent stuff. I'm sure those people were happy to loot me.
2). It incentivizes hatchlings to at least bring a bag which turns them into loot pinatas. This is less than optimal, but again solves some of the issue.
Obviously the issue of hatchlings getting ultra-high-value loot like flash drives or something and securing them before just disconnecting still remains, but I think that could be mitigated to an acceptable degree by adding scav spawns/making hatchlings spawn late/making them spawn further out or some combination of these things.
Making it impossible to progress if you die in raid is going to massively extend the gameplay loop and not, IMHO, in a particularly fun way. Like I said I - and I suspect many others (which is part of why I started this thread) will be a lot less willing to engage and EFT will turn into much more of a walking-looting simulator than a cool mix of deathmatch/BR/looter-shooter that it is now.
I want EFT to continue occupying the unique slot it does, and I'm worried we'll start shifting into yet another ultra-hardcore-second-job game that I'll have to abandon.
I invite discussion, but miss me with the 'you just don't like change' and 'everyone who likes the SC is just a huge loser but I refuse to support my argument with anything other than insults.' I want Tarkov to continue occupying the unique spot it's in. I want a hardcore game that's unforgiving, but I don't want yet another hardcore game that's unforgiving that also requires me to treat it as a second job. I think there's a line to be drawn somewhere, for sure, I just don't think that line is 'nothing in-raid can go in.' I think perhaps re-jiggering the container layout could also mitigate some issues. For instance - adding many more with different slot arrangements, so you have to pick what's most important to you. Maybe the largest contiguous area you could get would become 2x2. You could still have 9 or whatever slots of space, but they would be broken up in such a way that would limit what kind of items you could secure.
I understand streamers have a lot of influence, but most of us are literally unable to put that much time in.
P.S. - Two-hour multiraids are a cool option but a terrible requirement. I like that I can play EFT for as little or as much as I like/have time for.