BSG made some significant changes today to Ice Breaker. They were FANTASTIC and greatly improved the experience, atleast for me.
Big things that changed:
Engine room - It can't be cleared with RPGs / GLs consistently. Occasionally you'll get a huge multikill, but you still have to fight. At first this kicked our ass, but once we figured it out it's alright. Just more strategy required than an "i win" button.
Loot - What you could find was great on day 1, but then turned down on day 2. Was rough finding the items you need for tasks. And when you did get passed Wedge, it felt underwhelming. Today there was great loot everywhere. Multiple of the new icebreaker items, moonshines, GPUs, and high end vendor stuff.
Black Division AI - I know folks are going to disagree with this, cause it's based on individual anecdotal encounters, but the AI itself was turned down some for sure. There is a little bit more delay on their reaction, and they didn't head shoot me anywhere near as much. This applies all the way up to Wedge and his boys too.
The fights are far more engaging and fun when you can move, peak, and reposition. The engine room is still tough because they are really good at shooting through tiny gaps between things, but you quickly learn where to avoid.
Wedge - This was my biggest gripe with the whole thing. He was actually impossible to fight straight up until today. The increased delay to his actions as well as the other mechanics he already had made the fights SOOOOO fun. He's still hard as fuck, and it's like fighting a top end player. If you fuck up anywhere you are dead.
Having AI use flashes to push you, or CS to try and isolate where you are is incredibly to experience. And being able to kill him using team work and tactics is so much better than having to cheese them.
Trip wires don't work on them anymore as they can run through them just like Tagilla in Labyrinth, the prone lean exploit was patched out, and they don't congregate in the back room for easy RPG kills. But they also don't insta laser you, smokes work if you understand the actual mechanics, and positioning on them maters so much more than before.
I think their are still issues to sort out. The Transit needs a change, RNG items holding you back always feels awful (Power Filters), and the back and forth to the BTR gets repetitive.
So, all and all, BSG took a great experience, changed a few dials and have made it even better. I think as they keep working at it, it'll continue to improve.
#EscapeFromTarkov ** SHORELINE REWORK **
There was a MASSIVE changes to player spawns! I wouldn't trust this as final but go play some Shoreline and check out new PMC spawns!
We have started the installation of the updates 1.0 for #EscapefromTarkov and 0.4.0.5 for #TarkovArena.
The installation will take approximately 24 hours. There will be a wipe in EFT PVP and a partial wipe in EFT: Arena.
Official websites as well as the Battlestate Games Account Center will be unavailable for the first five hours of the installation.
#TarkovRelease
Today marks exactly 10 years since the very first trailer of Escape from Tarkov was released. In honor of this momentous event, we want to thank everyone who pre-ordered the game by November 15, the release date.
Make your purchase on the official website by November 15 inclusive and receive exclusive rewards on the release day. If you have already purchased the game earlier, the rewards will be added automatically.
These crazies are no joke. They actively menuvered around players and the RUAF AI. slaughtering everything in their path.
They would cover fire the last place they saw you while the rest of the fire team would try to flank you.
Their new voicelines add a taste of merciless killers without remorse.
Fighting them while the RUAF shoot and yell and mortars and molotovs land all around you is an experience like none other I've had in Tarkov.
Their gear is insane and awesome. All sorts of goodies coming for 1.0.
I wish @WaffleHouse would start an esports team. I want to be sponsored by Waffle House.
Yes I’m eating st a Waffle House right now. All star special till I die.
I’ve thought about this nonstop and I really feel that BSG should disable transits from Tarkov… ASAP @nikgeneburn
I’m sure there was a lot of resources poured into the development of transits, and on paper, it’s an interesting and cool idea; though, in practice, transits, in its current iteration, create a lot of issues negatively impacting player experience. I think transits should be enabled during transit events like Khorovod, or Marathon, but during regular periods, all transits should be removed.
Here’s why: (1) loading times are too long to support transits; if I want to go to interchange, I have to sit in a 3-5 minute customs queue to sit in another 3-6 minute interchange queue. This is upwards of 10 minutes in queue when I may only be in both raids for 15-30 minutes (across both maps). The queue:gameplay ratio is unacceptably disproportional.
(2) players are reportedly crashing during transits (legitimately crashing, not alt+f4’ing) creating a very unsatisfactory experience when players are just trying to complete tasks on maps requiring a transit (like woods). Further, each time you load into a new map, that map is cached into memory and sizable portions of that information is never released requiring you to use a RAM cleaner; however, in some cases, the memory leak is so bad, a crash may still occur and seems to do so more often on scav raids during the loading loot > awaiting players loading phases. The performance/optimization problems arising with transits should be enough of an argument to disable transits indefinitely; this is game breaking for many players.
(3) players alt+f4 at transit locations to bypass having to take normal exfils; this disrupts map flow negatively and, though, I’m not a developer, it appears with how we offload and load onto a new map, that there’s no way to solve players disrupting this process (I’m sure there’s a way, but if Star Citizen can barely do it, I don’t see a solution popping up anytime soon in Tarkov; I might be wrong on this, though, maybe they’ve cooked up a solution already).
(4) players lucky enough to spawn beside their desired transit exfil, e.g., trailer park corner spawn on customs beside the interchange transit, will assumedly sit at the transit exfil for 1 minute and immediately transit out; this creates an outflow of players that leave some matches feeling less populated (in addition to the alt+f4 enjoyers leaving at path to shoreline, or reserve, from dorms). This immediate outflow of players negatively impacts the overall feel of the raid, which should be (in the case of customs), east spawns migrating west, and west spawns migrating east, creating potential engagements as players navigate through the middle of the map to reach their exfils (on the other side of the map). Map flow is a core gameplay element in Tarkov, and I feel transits are negatively impacting the gameplay design.
Now, I do think transits can add a positive and unique challenge to the game, and I do like transits for what they are, but I think this feature should be reserved for special transit events like Khorovod, etc. Transits, in its current iteration, is game breaking resulting in a dissatisfying player experience. If queue times were 30 seconds, and optimization and memory issues were solved, transits would probably feel decent. But that is far from where we are with transits today. If transits are not addressed soon, I feel that player retention will be negatively impacted much sooner than the typical player drop off for this wipe.
Everything else about the wipe so far is solid, except for maybe the day 1 no task thing.
We are delighted with the activity of streamers completing tasks and the engagement of viewers on #EscapefromTarkov broadcasts.
We would like to thank everyone who supports us: from now on, all Twitch Drops received as part of the New Year campaign will be received with the status "Found in a raid".
Happy New Year!