@Felted_Imp This is like watching a chihuahua bark at a large dog. She keeps yapping and she might end up on the receiving end of a lawsuit in that oh so perfect Canadian legal system
@HarleyPlays Honestly, it’s not even hard getting bps now. I’ve played 7 games since wipe and got bps 5 different games. Defib, vitashot, anvil, venator and light mag 3. Anyone doing bp trades to have all their bps early are wasting a ton of time honestly
@VeriitasGames been watching the pogcast per usual, and I remember you saying your main problem when you tried the finals was it’s felt hard to hit anyone. Turn off Mouse Focal Length Senetivity Scaling in the keyboard and mouse settings if you end up trying the game again
The Found in Raid feature was a terribly designed solution to multiple real problems. The community has been raging back and forth, for years, about how this moronically designed feature should work, rather than looking at the core problems and thinking about what the proper solutions should be. We're sitting here arguing AGAIN about whether Nikita should put vanilla, chocolate, or raspberry frosting on top of a massive shit-cake, without recognizing one of the options all along was to have three different non-shit cakes with each flavor, so everybody can be happy.
Deadly is 100% correct here, so many people are oblivious to the history. I personally believe the issue is one layer deeper than this though, which is why the entire conversation is, for like the 10th time in EFT history, missing the forest for the trees.
In 2019, I recommended a much more coherent, yet still simple, design that would address most of (if not all of) these issues AND allow for other cool features as well.
The historical FIR feature was a hobbled-together mess that made zero sense. Crafted items = FIR? PMC items looted in raid = NOT FIR? Item looted but you died = NOT FIR? Quest reward = FIR? Item your friend found in raid and dropped you = NOT FIR? Item someone else found and sold on flea = NOT FIR? Found an item in raid but extracted too soon = NOT FIR? Why is this one boolean value trying to keep track of a dozen different states? People apply logic to the feature as if the name of the feature described exactly what it meant, which it NEVER HAS. They say "but you found it in raid, so you earned it" without looking at all of the situations where you found something in raid that you earned and it doesn't count as FIR, or all of the cases where the item never existed in a raid at all, and DOES count as FIR.
Imagine if instead we tracked where an item originated, (the map, trader, enemy type, craft, quest reward, etc.), how many raids it had been in, how many times it was sold on the flea, how many players have owned it, etc... Literally only a few extra BITS of data, we would know infinitely more about that item and could determine what you would/should be allowed to do with it.
Case 1:
For example, let's say right now we have a quest requiring you kill Killa. If you and your 3 homies are all on this quest together, you'll have to find him and kill him as a group, FOUR TIMES AT LEAST, ensuring that each of you gets the killing shot at least once and none of the people who have done it already accidentally does. This is boneheaded design.
If Prapor wants you to kill him and to prove you got the job done by bringing back a souvenir, who cares who got the single killing bullet? Prapor certainly wouldn't... You could work together to kill him and you get credit for it when you turn in one of his items - his gun, helmet, face shield, or body armor... As long as the scavSpawn=killa, raidCount=1, saleCount=0, and ownerCount=1, you can turn in the item and get credit for killing him. This makes far more sense in the LORE of the game, is much more immersive, and makes much more sense from a design perspective.
Case 2:
If BSG doesn't want you to be able to sell crafted items or quest rewards on the flea, but DOES want to allow you to turn in crafted items for quests, this is trivial to do when you're not overlapping one boolean value on top of all of these different mechanics. Having different flags tracking different item states is a far more elegant/flexible solution.
Case 3:
You spawn and quickly run to the Shoreline resort, and get lucky enough to find a red keycard. You decide to make a quick exit with this insane find, but because you didn't get enough XP or stay in long enough, you get a run through, so it's not considered FIR and you miss out on tens of millions of roubles. Why? You found it in raid and survived with it. The reason why you don't get to sell it is because Nikita disliked players back in the day boosting their survival rate stats by spawning into factory and immediately extracting, so he added the run-through feature to combat that, and then literally years later tacked that feature on to the FIR feature, linking the two bad designs together. Because of bad design, suddenly the hardcore game where extraction is all that matters becomes about hiding in a bush or looting some random trash just so you don't get cucked when you exfil too soon with the 1/10,000 raid rare item.
"Found in raid" does not mean that you found it in raid. Plain and simple. People are arguing as if the most important thing to them is that people "earn their loot" and are acting as if that's what being "found in raid" means, when they are very obviously not 1:1...
If the EFT community ever hopes for progress, y'all need to stop debating which flavor shit cake you want, and recognize there are better solutions out there...
I think a decent solution to all the tarkov issues being discussed is to take away the player flea market completely. Will make FIR not matter and prob cut down the RMT and cheating a fair bit. If you need an item, you better find that shit or get it from a trader. Thoughts?
Nikita, just do a poll on twitter dude.
Ideally, do a poll in-game.
Stop listening to content creators whine about what would make the game better. Sure some of us make good suggestions, or at least we think we do, but we are just amplified mouth pieces. We are clueless too