• Escape From Tarkov - "The DayZ you've been looking for! (minus the zombies)"
    2,099 replies, posted
How exactly do you level up traders? I know you need to buy and sell them gear but I dont know where I can see how much more I need to sell / buy to level up the trader
[QUOTE=werewolf0020;52609891]How exactly do you level up traders? I know you need to buy and sell them gear but I dont know where I can see how much more I need to sell / buy to level up the trader[/QUOTE] in the trader screen on the top right will be your spending goal, how much you've spent, and what level you need to be to progress to the next trader stage.
oceanic servers are in the game now apparently [url]http://forum.escapefromtarkov.com/topic/32407-the-oceania-server-started/[/url]
Maybe this is gonna be patched out soon, but there's a glitch at allows you to set the FOV up to something that looks like 100 degrees or so. What you do is set the FOV to max when not in a raid, save, and then go back to the FOV option and set it to minimum but DON'T SAVE, just press escape out of the menu. Then go in a raid and you should have a high FOV. Don't know why they won't allow this natively as it seems to be working mostly without a hitch. It feels much more natural to play like this.
the fov of 75 is a massive pain in the ass anyway. the default should be 90 and the maximum should be in the low 100s games that have a min of 60 and a max of 90 are annoying. 90 is passable, but only just. i'm so used to a 90-100 fov that anything less is just jarring, and i think a lot of people feel that way too
Fov that is higher than 90 begins to look odd unless your screen is big enough to simulate the unfocused areas of your eyes: [img]https://my.mixtape.moe/kdbedu.png[/img] [img]https://my.mixtape.moe/mqcdbh.png[/img] Even though humans fov is so high, the actual focused area at any time is quite limited and when playing games it's enough for the game to give you the fov for that focused area (plus some more around it). I personally found fov of 75 to be the most suitable for gaming, since it feels native (in terms of looking through your screen as if it was a window) and doesn't bend picture needlessly. You have to remember your eyes are not glued to the screen so it doesn't even make sense to have different fov than the fov area that your screen takes up from your view.
[QUOTE=StrawberryClock;52607005]this game really needs this: [t]http://i.imgur.com/vwY6xo9.jpg[/t] ironsights actually don't obstruct vision much IRL, I wish they would simulate that properly.[/QUOTE] I've been arguing this for a long time, no big game has ever done it to my knowledge, it's a real big issue when they take up 90% of your screen.
the problem is that game engines just don't utilize proper DOF. most of the time, DOF in games just apply blur on top of an object but you can still clearly make out the lines of the polygons. that and the foreground/background that gets blurred ends up bleeding the opposite grounding in to it, so it just looks really shitty anyway. older games like brother's in arms hell's highway really show this off. now that UE4 is a thing and they utilize way better blur it's more feasible now, but if you are like me you don't ever play with any kind of blur on because you always get a new problem: EVERYTHING gets blurred. almost every game dev throws on as many effects as they can and with blur it's just gross as fuck. the only solution is to just have really open rear sights
[QUOTE=StrawberryClock;52607005]this game really needs this: [t]http://i.imgur.com/vwY6xo9.jpg[/t] ironsights actually don't obstruct vision much IRL, I wish they would simulate that properly.[/QUOTE] Its always bothered me that games dont make the rear sight be out of focus when you look down ironsights. The last game I remember actually doing that was Battlefield 2.
BF2's rear sights were 2D. If you made the rear sights 2D today, you could still get away with it so long as you have a good normal and specular map to go with it. i don't see why it wouldn't work seeing as most games don't even have dynamic shadows cast on first person models anyway
BFBC did 3d blurred sights somewhat well: [t]http://vignette2.wikia.nocookie.net/battlefield/images/9/97/BFBC_M249_IRON_SIGHTS.jpg/revision/latest?cb=20101220221404[/t] But I would prefer if some transparency was added, like in AA2, some Rainbow Six mod, and Operation Flashpoint: [t]http://www.dslyecxi.com/images/bestoftactical/aao_249_sights.jpg[/t] Those were 2D of course, but I don't see why they shouldn't be able to add some transparency the same way they add DoF. [editline]25th August 2017[/editline] Ooooh VBS actually has this implemented, neat: [URL="https://www.youtube.com/watch?v=tUIgJd7AreI&feature=youtu.be&t=1m53s"]https://www.youtube.com/watch?v=tUIgJd7AreI&feature=youtu.be&t=1m53s[/URL]
Speaking of ironsights, what I really want is proper red dot/holographic sight aiming implementation Normally, when you actually aim a red dot or holosight, you would keep both eyes open, therefore the physical sight does not take up your vision and the reticle functions as something akin to a laser pointer that only you can see for faster and more accurate target acquisition What could possibly be a semi-realistic implementation is if you aim with a reflex sight, the sight picture (besides reticle) becomes semi-transparent, therefore giving sights a bigger advantage than just running plain ironsights. It would be nice if the game treated red dots and holosights a bit more than just a reticle floating inside a frame. Might be even cooler if the devs implent eye damage and having one eye hit reverts the sight picture to one-eye view (Theoretically you can keep both eyes open with plain ironsights but it's a lot harder to pull off) [editline]woah[/editline] the above VBS video actually nails it
[QUOTE=Kill001;52611522]Speaking of ironsights, what I really want is proper red dot/holographic sight aiming implementation Normally, when you actually aim a red dot or holosight, you would keep both eyes open, therefore the physical sight does not take up your vision and the reticle functions as something akin to a laser pointer that only you can see for faster and more accurate target acquisition What could possibly be a semi-realistic implementation is if you aim with a reflex sight, the sight picture (besides reticle) becomes semi-transparent, therefore giving sights a bigger advantage than just running plain ironsights. [B]It would be nice if the game treated red dots and holosights a bit more than just a reticle floating inside a frame.[/B] Might be even cooler if the devs implent eye damage and having one eye hit reverts the sight picture to one-eye view [B](Theoretically you can keep both eyes open with plain ironsights but it's a lot harder to pull off)[/B] [editline]woah[/editline] the above VBS video actually nails it[/QUOTE] But that's what these kinds of sights are, just an image reflected up over your target. This game handles them way better than most games, usually a static 2d picture or lacking a parallax effect, both of which this game avoids. And you should really be keeping both eyes open at all times, whether you're using a reflex sight or iron sights, when you get into magnified optics that changes.
[QUOTE=Dirty_Ape;52608364]I just found out that during a mission, if you remove the magazine, you can manually load or unload a single bullet into the chamber with the Examine screen of the gun. That is AAA quality gun porn.[/QUOTE] Not only that if you rotate the model and actually look down the barrel of the gun you can see the actual round chambered, the detail in the weaponry is amazing.
[QUOTE=plunger435;52611681]But that's what these kinds of sights are, just an image reflected up over your target. This game handles them way better than most games, usually a static 2d picture or lacking a parallax effect, both of which this game avoids. And you should really be keeping both eyes open at all times, whether you're using a reflex sight or iron sights, when you get into magnified optics that changes.[/QUOTE] Dunno, I'm not too sure how well ironsights with both eyes open would translate into gaming (semi-transparent gun with opaque sights? semi-double vision with clear sight?); I personally keep both eyes for closer targets but one for farther targets since I have trouble finding the front sight post (depends on the sight type too). I know it's debatable topic since I've seen differing opinions/preference so I won't go too deep into it, but it'd be interesting if BSG somehow implemented the feature to keep eyes closed/open regardless of sight option I should elaborate on the reticle in the frame bit though - a lot of video games just treat reflex gunsights like a floating version of ironsights (with reticle) with a "picture frame" blocking some of the sight picture (eotechs in video games being a notable example of this), when in reality should be closer between a crosshair/ADS hybrid with the sight "frame" being semi-visible and the reticle being really clear. Regarding parallax though, I agree the game handles it well. I haven't tried this ingame but certain sights being parallax free and shitty sights having some parallax as true to life would be awesome [media]https://youtu.be/2jPVvt5-1JM[/media]
Phew, Got into a fight in the spawn area of the Woods, Two guys, a third one broke my legs so i hid behind a rock, and popped his head as soon as i saw him, So i had to drag my broken ass all the way to the extraction area (While continiously shaking and loosing my shit ) , that was the slowest raid i ever had, In the other hand i went from a pistol to a AK74 with reflex sights and 14x exp :v:
So I just got my hands on a brand new M4 of my own, not stolen from anyone else. After the very first mission using it. [img]https://puu.sh/xjzcs.png[/img]
[QUOTE=Dirty_Ape;52613486]So I just got my hands on a brand new M4 of my own, not stolen from anyone else. After the very first mission using it. *img*[/QUOTE] I can't wait for local VOIP. I hope you can still talk for a few seconds after you die, or maybe until you get shot in the face one more time after being killed. Could make for some hilarious moments. :v:
[QUOTE=Dirty_Ape;52613486]So I just got my hands on a brand new M4 of my own, not stolen from anyone else. After the very first mission using it. [img]https://puu.sh/xjzcs.png[/img][/QUOTE] I mean what was he expecting? You not shooting him because you feel sorry for him?
What is Hideout?
I'm thinking of purchasing the game now that the oceanic servers are out. Which edition would be best to get as i'm unsure how important these items are, as i may aswell just get the "Standard Edition". [B]*Edit[/B] Screw it, i bought the "standard edition".
so is it true they're going to release a large patch soon and wipe?
[QUOTE=JerryK;52614494]so is it true they're going to release a large patch soon and wipe?[/QUOTE] At the Gamescom talk they said in around 4 weeks. [editline]26th August 2017[/editline] [QUOTE=Solomon;52614152]What is Hideout?[/QUOTE] It's gonna be a garage sized place in a future update that replaces the current stash inventory, where your items are actually physically there and you can walk around. You can also upgrade your hideout with (from what I have seen in the presentation) things like medical stations and water purification units. More info here: [URL]https://www.twitch.tv/videos/169412267?t=03h35m45s[/URL]
Basically, hideout will be something like safehouse from payday 2 but actually useful.
I'm sure everyone has had these questions here before. I'm just a tad tight for time and haven't got the chance to do a deep google to find my answers so was hoping someone would give me a general jist to read over once I finish work. Is the game PVP forced, or can be be strictly against CPU enemies and the likes? Do it possess a form of coop? And if I was to buy standard edition now? Would I have immediate(Ish) access? Or is the general beta different from the close beta stated?
[QUOTE=Jamie1992GSC;52614920]I'm sure everyone has had these questions here before. I'm just a tad tight for time and haven't got the chance to do a deep google to find my answers so was hoping someone would give me a general jist to read over once I finish work. Is the game PVP forced, or can be be strictly against CPU enemies and the likes? Do it possess a form of coop? And if I was to buy standard edition now? Would I have immediate(Ish) access? Or is the general beta different from the close beta stated?[/QUOTE] Right now the game is basically a deathmatch with some looting but in one of the earlier Q&A's developers said that there will be some kind of reputation/karma system, and it will work quite interestingly - the further you move away from the city, the stricter the rules will be. For example, killing other players in the streets of Tarkov is ok, even if they're from your PMC. In the later maps, killing people from your PMC will drop your reputation, and on the final maps, killing ANY player will drop your reputation. Same for scavs - if you kill too much scavs (ai or not) they will always attack you.
[QUOTE=Jamie1992GSC;52614920]I'm sure everyone has had these questions here before. I'm just a tad tight for time and haven't got the chance to do a deep google to find my answers so was hoping someone would give me a general jist to read over once I finish work. Is the game PVP forced, or can be be strictly against CPU enemies and the likes? Do it possess a form of coop? And if I was to buy standard edition now? Would I have immediate(Ish) access? Or is the general beta different from the close beta stated?[/QUOTE] There's an offline mode where you can explore the maps and kill AI scavs, but nothing you do there carries over to your actual online character. In Online play, basically all PMCs (BEAR and USEC) will spawn on one side of the map, while some larger lootpoints like gas stations and bunkers for example will be populated by 1-4 AI scavs that shoot at all PMCs. After around 10 minutes, player scavs can spawn in at those same lootpoints and the AI will be friendly to those. You can play together by forming a group per invite in the server lobby, but wont spawn in together, you'll have to find each other on the map, but usually you wont be that far away from each other. If you buy the standard edition now you will have instant access to the closed beta and all future version.
So they added Oceania servers but it says my region is USA? Or does it just auto-connect you and ya have no way of telling?
[QUOTE=Jake Nukem;52615157]So they added Oceania servers but it says my region is USA? Or does it just auto-connect you and ya have no way of telling?[/QUOTE] Launcher bug it should automatically connect you to whichever server your region is based on connection.
So, do people actually have issues with hatchlings beyond the desync issue? Like, the desync is very valid as it means you can get melee'd from what appears to bel ike 10-15 meters to you but other than that i've only found that people who get hatch'd really just didn't play that well. I tried it out a few rounds and basically i only really had a proper chance against scavs, players were only if they had their back turned to me and even then it was hard.
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