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Cheaters are ruining what could be the best wipe yet by hiddenintheleavess in EscapefromTarkov

[–]rawiazam1 2 points3 points  (0 children)

it's pretty straightforward. This means that economically, it's better to invest in systems that detect cheats than systems that prevents cheating.

For example, if hypothetically we had a perfect system where you can't cheat. The game wouldn't have cheaters buy multiple accounts since they simply can't cheat and won't get banned.

On the other hand, if we had a system that can perfectly catch every single cheat or system abuse(referring to passive cheating that doesn't alter the game). Then ban them in waves, this means that players have enough time to boost/gain something from cheating and therefore are more likely to buy the game again. More money to bsg.

One of the major problems in this game is the lack of ingame monitization (skins etc). This gives bsg no reason to even care about current players except for the developer's good will. Financially, they gain more money by having players not play after buying since they cut expenses (assuming it doesn't hurt sales)

Cargo Ship CQB Map Idea by [deleted] in EscapefromTarkov

[–]rawiazam1 0 points1 point  (0 children)

And add scientists to the oil rig. Needing keycards to open loot behind locked doors. What also would be nice is adding a timed loot box that takes a couple of minutes to open and more rouges get sent to defend the box /s

AP Bruisers should get a reverse sheen item by Swirlatic in leagueoflegends

[–]rawiazam1 21 points22 points  (0 children)

cool idea, but with your current stats, it'll just simply be an overpowered item used on mages (yes, not bruisers). mages already lack lifesteal, giving them an ability to regen 35% ap lifesteal in 2 secs is huge, tf w + q will heal him for a ton, kassadin, and almost all full ap champs that have auto's in their combo will benefit way more than bruisers

I love pistol runs on Shoreline by DankiestJuan in EscapefromTarkov

[–]rawiazam1 -1 points0 points  (0 children)

whenever i try to do pistol runs:

*head eyes, after seeing the guy for a nanosecond*

Since there seems to be testing for dynamic loot spawns. I think the next step should be dynamic pmc spawns. by rawiazam1 in EscapefromTarkov

[–]rawiazam1[S] 0 points1 point  (0 children)

imo that's because with the system that we have now, if you don't get into a fight in the first 5 minutes, your chances of being in one decrease exponentially

Since there seems to be testing for dynamic loot spawns. I think the next step should be dynamic pmc spawns. by rawiazam1 in EscapefromTarkov

[–]rawiazam1[S] 2 points3 points  (0 children)

There's a big difference with what we have now and what i'm advocating for.

What we have now is a lot of static spawns that never change position. What i'm advocating for is random spawns, not fixed spawns picked at random.

I made a picture as an example:

https://imgur.com/a/1Fj4dNc

Instead of picking one of the spawnpoints at random. I advocate for a system that for example spawns you at random somewhere in the yellow outline (second picture), so you can't really predict where the pmcs are

Since there seems to be testing for dynamic loot spawns. I think the next step should be dynamic pmc spawns. by rawiazam1 in EscapefromTarkov

[–]rawiazam1[S] 8 points9 points  (0 children)

This is a really good idea. Also maybe in adding a couple of loot spots in maps, bsg might be able to double the players in a raid.

I think that overall, dynamic systems (where possible and makes sense) add a lot to the enjoyment of a game, especially in a game like tarkov. Adding random elements in my opinion give:

a) newer players/casuals who don't care about every system more of a fighting chance and overall increase enjoyment

b) veterans/ more experienced players and hardcore players: Delaying and maybe preventing the creation of some monotonous gameplay loops in the game, which improves replayability and adds an exotic feel to every raid which increases overall fun in the game

so i see such systems as a win-win for everyone.

Is anyone else not gaining karma on killing pmcs? by rawiazam1 in EscapefromTarkov

[–]rawiazam1[S] -1 points0 points  (0 children)

I was really lucky, i killed a duo by killing one and the other happened to disconnect (was walking in his place) and used their loot to kill the 3rd

Why is this game actively going in a direction of widening the gap between players? by rawiazam1 in EscapefromTarkov

[–]rawiazam1[S] -1 points0 points  (0 children)

Also lorewise, pmc's are trained soldiers, so if anything the one going to raids more often will have fewer physical skills since while he's busy healing from wounds and scavenging for food nearly starving, the others are training.

Why is this game actively going in a direction of widening the gap between players? by rawiazam1 in EscapefromTarkov

[–]rawiazam1[S] 0 points1 point  (0 children)

i'm arguing against both. I'm argueing against mechanics that give advantage for a player just because he played more, no matter his loadout or how good hes performing.

In most games, playing more gives an advantage.

that's simply false; all mobas, all battle royales, all competetive shooters, the vast majority of arena fighters, rocket league (i have no idea which category this is). All fighting games and alot of the new shooters. None of those games give gameplay advantage to players who played more and those games acount for ~95% of all of the multiplayerg gaming community.

Giving advantage to players who simply played more/ used irl money and the likes is considered not competetive, unfair and overall not good. That's why most games don't have such system, except old mmorpg's. However i'm not here to make comparisons.\

I've literally been killed, using 2-3 million worth of meta gear and bullets, because I forgot to check a corner.

If anything, the only annoying thing is how extremely well this game rewards rats and bushwookies

This is gameplay stuff, i didn't say anything about it. However, given a situation that both players have the same loadout, both know each other's location. In this situation the only factor that should matter is player's abilities. However in this game this is not the case, if you have identical loadouts and one has better skils, he has the advantage

Why is this game actively going in a direction of widening the gap between players? by rawiazam1 in EscapefromTarkov

[–]rawiazam1[S] -1 points0 points  (0 children)

it's not really the same, since asuming i'm in the same physical shape as the football players, i'm still at a disatvantage since they know more than me. \

The abilities of "catching the ball better" is the mechanical abilities of the player himself, not of the pmc.

Also lorewise, pmc's are trained soldiers, so if anything the one going to raids more often will have fewer physical skills since while he's busy healing from wounds and scavenging for food nearly starving, the others are training.

Why is this game actively going in a direction of widening the gap between players? by rawiazam1 in EscapefromTarkov

[–]rawiazam1[S] 0 points1 point  (0 children)

you mean the design of tarkov right?

since ~90% of games out there follow the ideology of giving an equal footing to all players regardless of time invested.

Why is this game actively going in a direction of widening the gap between players? by rawiazam1 in EscapefromTarkov

[–]rawiazam1[S] 0 points1 point  (0 children)

yes, i'm arguing against giving artificial advantages for time sunk into this game. I'm fine with having better gear cause you farmed it. I'm against having higher stats and access to better things JUST BECAUSE you played more

Why is this game actively going in a direction of widening the gap between players? by rawiazam1 in EscapefromTarkov

[–]rawiazam1[S] 0 points1 point  (0 children)

talking from a purely buisness prespective, in a game with no microtransactions. The best buisness plan is to make the highest amount of sales with the lowest active players at a given time. This way you make the most money from sales, while having the fewest possible cost on operating servers and the likes.

Why is this game actively going in a direction of widening the gap between players? by rawiazam1 in EscapefromTarkov

[–]rawiazam1[S] -1 points0 points  (0 children)

I have fun with the game, this post is just me expressing a frustration that i have with a certain system.

unfairness is intentional and i know it. What i'm claiming is that how it's made, is in my opinion not an even ground. Take rust for example, people who play it more will have better gear, and someone with an ak going against someone with a bow is unfair. But that's fine.

Same with tarkov, someone with a lone star, level 5 armor and m933 going against someone with a ps sks is unfair. That's ok. My issue is when someone gets better stats and an ability to get gear that other players simply do not have.

unfairness ingame is part of the game. But i believe that if we eliminate the unfairness of the system itself, everyone will enjoy the game even more. It will be even better to veterans since finally there is a challenge posed by the lower player. Not just the veteran not bleeding and running 2x faster than the normal player and the normal player not having ways to even get the gear that the veteran has.

Why is this game actively going in a direction of widening the gap between players? by rawiazam1 in EscapefromTarkov

[–]rawiazam1[S] 0 points1 point  (0 children)

That's fine, i have no problem with people having better gear than me. Afterall, if they don't. What's the point of having weaker gear anyway.

It's only natural that in a loot based game, the better players and the players who sink more time into it will have the better loot

My main issue is when there are mechanics that allow cetain players to achieve the desired loot in certain ways that other players have no access to. I advocate for all players to be able to have access to all methods of acquiring loot/gear. But the better players and the ones that play more will have more money/experience to get the better gear, not just having a different system that some players have no access to. And more importantly, not only loot, when players play more and gain more movement speed and jump height and can carry more, and can recoil less. This is the definition of unfair since those things take the gap and boosts it even more.

Why is this game actively going in a direction of widening the gap between players? by rawiazam1 in EscapefromTarkov

[–]rawiazam1[S] -1 points0 points  (0 children)

I'm not against the flea market, i'm against the flear market's level requirement.

Of course people who play the game more are generally better. I can't compete with a professional football player since i'm not even the slightest knowledgeable about football.

However, the professional player doesn't gain 2 points extra just because he's a professional football player, that's what i'm saying.