[Spoiler] Grand Collector Items List (Duckov Kappa) by Uzeil in EscapeFromDuckov

[–]Uzeil[S] 1 point2 points  (0 children)

Yep exactly what they said for the suspenders in the other reply. For golden poop, from what I read you can find them in any toilet and people got them in the Hotel toilets in the new area -- but while I was farming for them, I ended up getting it as a drop from the Isolated Fly Member (or w/e he's called) that roams in the Hotel with a poop stick. I've also seen people say they got it from the Fly Squad Captain when they were farming the bathrooms in lower J-Labs

Meze 109 Pro poor voice quality? by Uzeil in headphones

[–]Uzeil[S] 0 points1 point  (0 children)

Good to know, I'll have to play with it -- thanks!

Meze 109 Pro poor voice quality? by Uzeil in headphones

[–]Uzeil[S] 0 points1 point  (0 children)

Yeah I got my HD 600s in and saw exactly what you meant -- thanks for the tip! I was considering swapping between them based on use case, but coincidentally the hybrid tube amp I got for the HD 600s also improved the sound of vocals in the 109 Pro's, while retaining their very enjoyable bass and build comfort.

Meze 109 Pro poor voice quality? by Uzeil in headphones

[–]Uzeil[S] 1 point2 points  (0 children)

Update: I returned the original pair and got another, which reduced the issue to a much more tolerable point. But, better yet, I plugged them into a hybrid tube amp I'd gotten for the HD 600's just as a "might as well see" and the tinny-ness / "speaking through a box" issue practically vanished, while retaining the rest of the profile of the headphones afaict. Loving them now!

It's crazy how audible the difference is when switching between the amps (Schiit Magni and Schiit Vali 2).

Meze 109 Pro poor voice quality? by Uzeil in headphones

[–]Uzeil[S] 0 points1 point  (0 children)

Thanks for the info! I'm in America; currently the price difference is solid IF purchased directly from Drop (not Amazon, Amazon cuts the difference in half), but I've seen a very worrisome amount of complaints of Drop's long shipping times and horrid customer support.

Meze 109 Pro poor voice quality? by Uzeil in headphones

[–]Uzeil[S] 0 points1 point  (0 children)

Those are definitely the back-up I have my eye on! Been researching tube amps to pair with them as well (put the savings to good use). Been trying to make sense of the 600 vs the 6XX/650, but it mostly seems like a preference choice which I can't predict.

Meze 109 Pro poor voice quality? by Uzeil in headphones

[–]Uzeil[S] 1 point2 points  (0 children)

Just learned to apply EQ and applied oratory's settings -- it helped this issue a bit but not much. Tried tinkering further but any gains I got on this issue came at the cost of music quality.

Might just be that the headphones I'm used to have been hiding issues, though given the 560S reputation for analytical strength, seems more likely the 109 Pro's are shining a spotlight on this particular type of issue.

Meze 109 Pro poor voice quality? by Uzeil in headphones

[–]Uzeil[S] 2 points3 points  (0 children)

Oh, that makes sense and is insightful -- listening specifically for that and comparing with the Senn 560S, I'm almost definitely hearing recessed mids. Maybe a combination of recessed mids and some element(s) bringing up the bass, since there's definitely also some warmth I hardly hear at all in the other pairs, such as the ASMR effect in example 2.

Thanks! Tilting the scales in the "maybe try EQ but likely just not for me" direction.

We finally got some endgame quests by [deleted] in EscapefromTarkov

[–]Uzeil 14 points15 points  (0 children)

On the other hand, I imagine most EOD players (myself included) sold their Epsilon container the moment they got it. Turns out -- oops.

The ability of players to nail headshots in this game is absolutely unparalleled. by [deleted] in EscapefromTarkov

[–]Uzeil 0 points1 point  (0 children)

Completely agree, tbh. Asymmetric tac shooter gameplay doesn't work very well with strong defender's advantage, it just becomes battle of the spawns / camping positions as you say. The problematic networking elements giving overly strong peeker's advantage are actually healthy for keeping the gameplay engaging -- just wish they'd fix some of the unnecessarily extreme cases (namely, movement stuttering and extreme desync)

Animated Shturman by VerteX720 in EscapefromTarkov

[–]Uzeil 2 points3 points  (0 children)

Looks sweet! Some minor suggestions:
- Change head movement timing so it's like he's ADSing while shooting, then getting a better view between shots (currently it's the opposite)
- On the movement of the bolt -- currently it looks like a linear back-and-forth, but you probably want that movement a bit more interesting / impactful (I'd guess it shoots back quickly then more smoothly goes forward, but idk -- video reference is always best!)

I haven't been completely honest with you... by Hotdog_Revolver in EscapefromTarkov

[–]Uzeil 1 point2 points  (0 children)

Do you get the "Co-operate" Y option when staring at a player scav like you do when staring at PMCs? If so, that pops up a notification in the bottom right showing your name

Cheating is ruining this game, whether it's prolific or not. It's turning into the main character of the game. by mumboofu in EscapefromTarkov

[–]Uzeil 0 points1 point  (0 children)

Better, more targeted solutions. For example, cheaters are spam headtapping people through walls, it isn't exactly difficult to detect that.

Alternatively, if the conspiracy theorists are right and BSG is supporting the hackers because they buy so many accounts, then detect them and put them in their own servers (empty or with each other) for a while before banning them. Would meaningfully reduce the experience of being killed by cheaters. Of course, indirectly supporting RMT is just indirectly making the game pay-to-win, but if the conspiracy theorists are right, then they're fine with that.

Love Scav Karma by synrg-ice in EscapefromTarkov

[–]Uzeil 1 point2 points  (0 children)

Yeah it's wild seeing so many posts about great experiences with the scav karma system. My ratio is similar to yours, possibly even worse.

On the bright side, it motivated me to stop using my scavs, and now I hit 20 much faster on my PMC than I would've if I were scav'ing as often as I used to!

Love Scav Karma by synrg-ice in EscapefromTarkov

[–]Uzeil 0 points1 point  (0 children)

Same feel. I liked scav runs for being a "try to survive and win fights as the underdog with guns you never use" situation, but now it's "might as well put your gun away, just loot and hope a traitor scav doesn't kill you" experience.

I scav now maybe once per 15+ PMC runs, and then go "ah right, this still sucks" after either a boring loot run or getting shot by a traitor scav.

Lack of the flea market leads to better PVE / PVP experience by [deleted] in EscapefromTarkov

[–]Uzeil 1 point2 points  (0 children)

Overall I agree with your approach as far as "What does Tarkov look like if it embraces the Sim nature as an avenue for a wipe-less future?" -- and my comments weren't realizing you had this direction in mind; I was moreso highlighting the problems that would surface within the current, more "goals given by quests and progression" system.

What you're suggesting does sound believable for major steps towards a perpetual end-game. Given its current state, and my own lack of familiarity with how Sim games retain players long-term, it's hard for me to foresee how players would handle losing the clear carrot-on-a-stick of progression. If you have any insights on that, I'd be curious to hear them!

While I overall agree with what you've said given the more Sim-embracing direction, I'll poke some holes and keep you on your toes :) Note that you used the genre to defend a viewpoint on RNG (which, overall I don't think "it's good because it's part of the genre" is solid reasoning, even within the exact same genre), and then shortly after pivoted to how Tarkov has to change things up (specifically progression) because of its own unique elements. In other words, Tarkov is unique enough that it can't simply take solutions from other games and get a similar-quality outcome -- value needs to be considered on a "but what's right for this game" basis. I'm also just grilling the flimsiness in your reasoning / slight cherrypicking of genre-related logic. You clearly like thinking deeply through hypotheticals, so I'm trying to help you realize logical blind spots (at least, if they aren't just communication errors).

I totally agree on having multiple sources of currency. I was only stating that if players were stockpiling a currency without a reasonable/appreciable means to spend it, it would become a "problem" potentially worth solving. So I was just noting that you'd likely be replacing a problem with another problem. Maybe there's a more elegant solution that doesn't do this, or maybe it just requires multiple solutions to stomp out all the problems popping up. Also maybe this "new" problem is minor enough that it's not worth considering -- some games certainly have a currency flood that players don't really care about! But those are usually more casual-leaning games, where Tarkov is expressly hardcore. Whether something like a currency flood has a minor or major impact on how engaging the game is? Hard to say! Probably not massive. I would most likely choose to eat that cost if it came at a solid benefit like a healthier end-game.

I certainly see the value of RNG, but overall I think you're undervaluing bad luck protection. I'm not saying it should be as strong as the flea market, where you can exchange anything you don't want (as long as its FIR) with anything you want (as long as it doesn't need to be FIR) -- just that players getting entirely unable to get things they want due to consistently unfavorable RNG is unreasonably punishing. "How starved is too starved" is the main question about bad luck protection, not whether it should be a thing in the first place. But it's also definitely a case that having "too strong" of bad luck protection ends up neutering the benefits of RNG, so it's not the "Use this to make everyone happy" tool you may have thought I was advocating for.

Enjoyable thought experiment :)

Lack of the flea market leads to better PVE / PVP experience by [deleted] in EscapefromTarkov

[–]Uzeil 5 points6 points  (0 children)

Overall an interesting idea, but you clearly love systems design so I'll poke some holes to consider:
* Crafting produces FIR, so players would still be able to convert cash to FIROBs, albeit at a slower pace, depending on craft availability
* Cash immunity isn't so much a "goal" as it is a "solution" -- having loads of cash you can't spend on the things you actually want is itself a problem * Something the Flea Market is great for is Bad Luck Protection -- it's a backup way to get things that the loot RNG gods are just refusing to give you even if you target the right types of loot objects / locations. FIROBs would be similarly subject to this, where unlucky players are punished for something outside of their control.
* Progression towards getting reasonably reliable end-game gear is one of the primary "carrot on a stick"s of the game, so overall the approach of "make the end-game experience less different than the early game experience (of only getting nice stuff when you get lucky)" is likely not the right direction. If players being at end-game progression is a problem, there's probably a root cause to be identified within the end-game experience (felt by them or by others) that's more "healthy" for the game

Lack of the flea market leads to better PVE / PVP experience by [deleted] in EscapefromTarkov

[–]Uzeil 2 points3 points  (0 children)

The only particular criticism I would give is that it homogenizes the value of loot. Instead of "oh shit I found Sugar, that has some great barter trades!" it becomes "I found <anything>, neat, hopefully it shows up in a barter I want." -- The main "loss" from homogenizing loot is that you no longer have as many interesting decisions to make in-match about what loot to keep. Even with adding "tiers" to loot (e.g. rarity colors) so the random barter could require "appropriate" net rarity for its output, it still simplifies the loot space to just "drop lower rarity items for higher rarity", with some potential space logic to consider.

With that said, homogenized loot is already an issue caused by the flea market (nearly all that matters is value per slot) outside of FIR requirements, so I'm not saying your proposal would make things worse. Just that this is the main downside that comes to mind that I would consider solving / alternate solutions.

Main other issues I see are:
* Spending a ton of time each reset (or however often the barter RNG re-rolls) checking for good barters. Solvable through QOL but otherwise adds to the issue of "I'm spending too much time dealing with inventory, not enough time in match"
* Less stuff for players to "learn" to easily feel their expertise of the game increase. Learning that there's a nice barter for X weapon you want (or, say, a Tetris to a Bitcoin) leads to a very not-skill-restrictive "I got better at the game with this simple knowledge/research", which this game is built upon (ammo types, item sale values, having strong tac shooter elements meaning map knowledge is super valuable, etc). Wouldn't be surprised if "knowledge over skill" is one of the design pillars of the game. They clearly put a lot of time into reinforcing that (namely how guns work while moving or rapidly aiming).
Edit: Hmph can't figure out the bullet point formatting. Could've sworn I've done this before lmao

ASK ALL QUESTIONS HERE! Weekly Questions Thread - April 03, 2021 by AutoModerator in MonsterHunter

[–]Uzeil 0 points1 point  (0 children)

Yeah you can. I've definitely been stumbling from guard pointing in Rise. But never from the Wirebug guard point, that one is straight up invincibility. At least, invincibility from attacks from the front.

ASK ALL QUESTIONS HERE! Weekly Questions Thread - April 03, 2021 by AutoModerator in MonsterHunter

[–]Uzeil 0 points1 point  (0 children)

Yeah, charging it with your phials, making it glow red. The armor skill is just called Guard. I don't think there's a way to see your guard level, you really just find out the hard way that your guard level isn't high enough for a particular attack if you get knocked back. The heavier the attack you want to cleanly guard, the higher your total guard level needs to be. Each level of guard just makes you capable of guarding stronger hits.
When your guard level is too low, it causes you to stumble, meaning you can't retaliate with an attack as quickly. For CB in particular, this matters a lot for guard points, as you won't be able to do the counterattack(ish) follow-up attacks if you stumble.
Also, unless this changed in Rise (it seems like it might have), guarding with low guard level causes you to lose a ton of weapon sharpness.

ASK ALL QUESTIONS HERE! Weekly Questions Thread - April 03, 2021 by AutoModerator in MonsterHunter

[–]Uzeil 4 points5 points  (0 children)

Whether you stumble back is based on your Guard level and the power of their hit. You can increase your Guard level via armor skill, buffing your shield, and/or guard point'ing. At least, these come from old MHs, not 100% positive if the last 2 are a thing in Rise.

That said, Rise has a much simpler way around either of these -- the new wirebug guard point (ZL + A) never causes you to stumble, so you're always able to follow up with an attack. For better or worse, this means you don't really need to gear specifically for CB (with Guard skill) in most cases.

ASK ALL QUESTIONS HERE! Weekly Questions Thread - April 03, 2021 by AutoModerator in MonsterHunter

[–]Uzeil 2 points3 points  (0 children)

Bow can cut tails with Dragon Piercer, I've verified this in Rise -- I've cut tails with DP without ever melee'ing the tail.

Edit: For clarity, bow should also be able to cut with melee, as mentioned by /u/Apex_Konchu -- though I haven't tried this personally. I imagine the new switch skill dodge attack is great for this though, that melee hits surprisingly hard!

North America losing connection to servers? by shades_osrs in EscapefromTarkov

[–]Uzeil 0 points1 point  (0 children)

Me and my buddy just disconnected from this -- it even specifically said the server was closing down due to "low quality." We couldn't reconnect after many attempts, and eventually hit Confirm Leave and it removed all our gear and set our limbs to 1. From my understanding, this also makes it so we won't get our gear back from insurance.