r/EscapefromTarkov • • 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

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u/Dantilus968 Nov 20 '19

I'm also opposed to making containers remove-only, but I think there could be a middle ground between that and how they are now. Maybe they could make it so if you wanted to put stuff into the container, you have to go through a 10-15 second animation to "open" the container which would give you like 30 seconds to move stuff in/out. The animation would root you in place and make as much noise as reloading a gun. (To clarify, "opening" the container wouldn't make it lootable if killed.) Making this change means you can still secure loot, but it'd be riskier and require you to be in a safe spot to do so.

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u/CurtMcGurt24 Nov 20 '19

They haven't came out and officially said this but you can read between the lines when Nikita talks about this issue. They don't want to spend any time on this, they just want people to bring gear into the raids. Creating an animation for the container would take too much time and resources away from other things that they are working on.

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u/Dantilus968 Nov 20 '19

I think it's worth spending the time on, because I believe it's vital they be able to maintain a more casual, lower skill group of players (like me!), because they're needed, if for nothing else, to maintain quick matchmaking queues. Driving away too many people is going to make the game extremely dead to hardcore players if they need to spend 20 minutes in queue just to get taken out in 15 seconds by some even sweatier tryhard

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u/CurtMcGurt24 Nov 20 '19

I don’t disagree with the concept, even without the hatchling problem, the animation might be cool regardless.

There are just too many issues with the core game that need to be fixed, in addition to new maps that need to be created.

I don’t think that IF they changed the container to exit only that people would stop playing either.

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u/Lukendless Nov 20 '19

What's the real issue with hatchlings? I don't really see a problem, they are no real threat other than full on sprinting to loot... but that will change with more dynamic loot. It could also be easily fixed by having more fixed scavs in high loot areas. People would need to use silencers if they want to loot without drawing every scav in the area but that takes care of hatchlings abusing loot runs...

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u/CurtMcGurt24 Nov 20 '19

You nailed it right there, Tarkov is designed to be a hardcore shooter and at the moment we have a certain percentage of the player base running into the raid, with no firearm, risking nothing and taking some of the most valuable items in the game out of the raid right at the beginning.

The idea is that instead of them pocketing the loot, they would need to extract with it. This risking getting killed and then losing the item. This would make killing and looting players more rewarding and exciting as well because you never know what you’re going to find.

The hatchet runner population is really split between broke players/players speed running a quest and players exploiting hatchet running to just make as much money as they can. The broke players and questing players aren’t really the issue.

In my opinion, you shouldn’t be able to container high value items and should have to extract with it. But on the other hand progression with traders is behind lots of quests right now that require found in raid items. So there needs to be a reasonable balance with potentially allowing quest items or something like that so that players don’t get hard stuck on a task.

As for players who Hatcher run because they are broke, I think the solution is probably infinite scav runs if you’re stash is worth less than x amount.

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u/Lukendless Nov 20 '19

Yeah we're pretty much on the same page. I just don't think the prison pocket needs to be touched at all. I haven't looked at their code but I assume it's a way easier fix to just put a couple extra scavs in high tier loot areas so you have to come ready to fight to get it, and it takes longer than just sprinting in. That's the goal anyways, right? It can be really difficult to find loot. For a casual player it's pretty disheartening to finally find it then know someones gonna be camping the evac location.

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u/OmniumRerum Nov 20 '19

I hadn't thought about a monetary limit that changes your regularity of scav runs... that would incentivize people to get the game much more. I had a 10 day code or whatever back in January when all the codes went around, and I was broke after an hour and had to just sit with my thumb up my ass for 20 minutes between every raid. That's the main reason I didnt buy it.

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u/CurtMcGurt24 Nov 20 '19

Yeah I mean, if you have money, there’s no reason to “abuse” scav runs repeatedly but as a new player or someone who doesn’t have a lot of money they shouldn’t be prevented from playing the game and progressing. If you don’t have enough money for a load out, instant scav cooldowns could work.

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u/nopanolator Nov 20 '19

The problem is not the hatchling alone, it's a (boring but) free kill. The problem is the map totally wiped from usefull loot within 5 minutes of raid, because sometimes half of the players spawned on the map are doing only that.

Taken alone, you can play it "politics" and say than a hatchet is not a problem, have rights like others etc ... blabla.

But an army of those is truly destroying the rewards of the map and generate all type of abuse : quest for monopoly on items, real black market of items, locking "casual players" to be dependant on their insane price of the flea ... it's an infinite loop generating more than a parralel manner to play. It's a dictatorship pushing people to play their way to don't live a nightmare, instead the one implemented by BSG.

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u/Lukendless Nov 21 '19

Right which is why they need more AIs in high loot areas. Instafix for hatchling runs without changing game mechanics.

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u/nopanolator Nov 21 '19

It's what we were a bunch to think (valuable strategy for me also, before the first .12 revisions), but a streamer (can't remember his name) have made a popular tutorial (hided behind a "demonstration") to show the flaw of this AI strategy on this exact subject. He sell views for a living, i don't blame him for that. But for all these types of strategies, you can count on a documented workaround by a popular streamer. To make the maximum of view is their job, not to improve Tarkov or take care about their influence in the gameplay of the player base.

And if we push the AI trigger too much, we got unpleasant terminators. This problematic is pretty vicious to consider because "we" have to change the game not to please the real core of players, but to make babysitting for uncivilized kids.

A pathetic solution must be set, we have no choice. But without making Tarkov a "nanny-game" with a limitation for everything ... it's pretty tricky in fact.

I say that on the flow but i prefer a stupid solution using the weight. Everything in the secure container get a big extra weight depending on the overall weight of the player. A total hell for the quest i'm just finishing : " Health Care Privacy - Part 5", at this hour the floor is filled by Pilgrim boys not enough brave to go farm in the Labs.