Wednesday, September 25, 2019

Escape from Tarkov -- FAQ (Frequently Asked Questions)



U
nofficial

Escape from Tarkov
Frequently Asked Questions




Question List -- Click on a question to go directly to the answer or scroll down.
What is Escape from Tarkov?
Will my PC run the game?
What is a "wipe"?
When or how often does a "wipe" occur?
Is there a way to know in advance when exactly a wipe will take place?
What is a "pre-wipe event"?
How long do "pre-wipe events" last?
Where can I find [insert item name, quest location, etc.]?
Have the developers done any interviews?




What is Escape from Tarkov?
"Escape from Tarkov is a hardcore and realistic online first-person action RPG/Simulator with MMO features and a story-driven walkthrough." -- Official EFT website

Source: https://www.escapefromtarkov.com/#about




Will my PC run the game?
MINIMUM:
  • OS: Windows 7/8/10 (64 Bit)
  • Processor: dual-core processor 2.4 GHz (Intel Core 2 Duo, i3), 2.6 GHz (AMD Athlon, Phenom II)
  • RAM: 6 GB
  • Graphics Card: DX11 compatible graphics card with 1 GB memory
  • Sound: DirectX compatible audio card
  • Network: permanent connection to the Internet
  • Disk space: from 8 GB
RECOMMENDED:
  • OS: Windows 7/8/10 (64 Bit)
  • Processor: quad-core processor 3.2 GHz (Intel i5, i7), от 3.6 GHz (AMD FX, Athlon)
  • RAM: from 8 GB
  • Graphics Card: DX11 compatible graphics card with 2 GB or more of memory
  • Sound: DirectX compatible audio card
  • Network: permanent connection to the Internet
  • Disk space: from 8 GB

Note:
My personal opinion, based on my experience, is that you should treat the official "Recommended" specs as the minimum requirements. EFT is still in development and is not fully optimized for performance!




What is a "wipe"?
A "wipe" is the result of BSG (the game developers) resetting - "wiping" - all of the servers and player accounts and reverting them back to their original, starting, or "fresh" condition. It can be considered a "hard restart" of the game and all player accounts:

  • All players will lose all quest progress
  • All player will lose all items but will be given the "starting items" associated with the version of the game they have purchased (Standard Edition, Edge of Darkness Edition, etc)
  • All players will lose all resources (cash) but will be given the "starting resources" associated with he version of the game they have purchased.
  • All players will lose all Soft Skill progress
  • All players will lose all Weapon Mastery progress
  • All players will lose the name of their PMC and will have to create a new name (it can be the same if the name is still available and not taken by another player)
  • Etc. etc. -- EVERYTHING about the game and player accounts gets reverted to the original, starting or "fresh" state.




When or how often does a "wipe" occur?
Technically, a wipe can occur any time and as often as the developers feel.

Historically, a wipe takes place along with the launch of a new "marjor patch" for the game -- this can be anywhere from a few months to our current record of six+ months.




Is there a way to know in advance when exactly a wipe will take place?
BSG typically makes an announcement that can be found on at least one (but usually all) of the following outlets:

Official Sources:
Official EFT Forums -- https://forum.escapefromtarkov.com/
Official BSG Twitter -- https://twitter.com/bstategames
EFT game launcher -- Main page of the game launcher

Unofficial Sources:
Developer Tracker (aggregator) -- https://developertracker.com/escape-from-tarkov/
/r/escapefromtarkov subreddit -- https://www.reddit.com/r/EscapefromTarkov/
/r/truetarkov subreddit -- https://www.reddit.com/r/truetarkov/

Note:
Sometimes there is very short notice -- the timing of wipe related announcements is completely dictated by BSG.




What is a "pre-wipe event"?
A "pre-wipe event" is a situation where BSG makes changes to the game (usually drastic changes) shortly before they carry out a "wipe". Examples of the types of changes that have been made in the past:

  • 99% cost reduction of gear sold by NPC Traders (basically free gear).
  • Unlocking all gear to all players regardless of their current quest progression
  • Converting all "normal" A.I. hostiles into the extremely powerful "Raider" variant
  • Removing access to all NPC Traders
Sometimes, a single pre-wipe event can undergo multiple changes over its duration and the changes can happen with no warning -- expect the unexpected!
Pre-wipe events serve two main purposes:
  1. Allow player to experience the game in an unusual way
  2. Allow BSG to gather testing data that they couldn't under normal gameplay conditions





How long to "pre-wipe events last"?
There is no set length for pre-wipe events. Sometimes they run for a few days and other times a few weeks.



Where can I find [insert item name, quest location, etc.]?
It is almost a guarantee that the official Escape from Tarkov "wiki" has the information you are looking for related to in-game content -- https://escapefromtarkov.gamepedia.com/Escape_from_Tarkov_Wiki

Feel free to search YouTube as there are many video guides related to EFT.

Note:
Please consider the following words from Nikita, the head developer at BSG:

"Again, to make the point -- we want to create a simulation environment with lots of parameters and lots of stuff to do and the more stuff the better because you will be able to pick something, to know something, and to get an advantage with it. Right now it is kind of ruined by lots of public information on the internet about "how to make the ultimate weapons with no recoil", "what ammunition to use" -- ammo charts and things. It was intended for players to learn all the process down the road of the game. To understand all of this with time but right now you can start playing EFT with guides. items for quests, etc. It is a good thing to have walk throughs and guides. It has enriched the game in terms of popularity and stuff but the idea is to play EFT without any help. Only you and that's it."
Source: Talking Tarkov Episode #3 -- https://youtu.be/Bbs0a96OZ2E?t=5610


I will add this personal note -- you only get to play EFT for the first time once! Yes, there are some quests that are basically impossible to complete without the wiki but there is a certain "magic", an especially satisfying feeling, when you make progress in the game using nothing but your head and a lot of trial and error.




Have the developers done any interviews?

Nikita Buyanov is the head developer for EFT at Battle State Games. He has had several appearances in EFT related interviews, podcasts, and other media. If you want to "get to know" Nikita and his vision for the game, take the time to listen to or watch them all!

Podcasts:

Talking Tarkov #1 -- https://www.youtube.com/watch?v=__KGA3YPA7E
Talking Tarkov #2 -- https://www.youtube.com/watch?v=4m3_c5HO_sE
Talking Tarkov #3 -- https://www.youtube.com/watch?v=Bbs0a96OZ2E
Talking Tarkov #4 -- https://www.youtube.com/watch?v=jKKTL9H_k68
Talking Tarkov #5 -- https://www.youtube.com/watch?v=qf89mgG3qjY
Talking Tarkov #6 -- https://www.youtube.com/watch?v=bhSG-4v9_qE

Presentations:
Self-Publishing a Hardcore Title -- https://www.youtube.com/watch?v=S8HMmXB-qwk

Tuesday, September 10, 2019

The Key System -- A Missed Opportunity




The Key System -- A Missed Opportunity


How the key system in Escape from Tarkov is a missed opportunity,
why I think it should be back-burnered, and what system I think should
 take it's place as the primary way players access "locked" rooms


Table of Contents:

1) Three underlying principles in EFT -- "risk/reward", "decision making" and "interactivity"
2) Keys in EFT -- no risk, little decision making, and no interactivity
3) The "Breach" system
4) The "Breach" system has risk, decision making, and interactivity
5) The key system in EFT should be replaced by a "bash" system



Section 1
Three underlying principles in EFT




Before we look at the key system directly we need to spend a little time to "get to know" Escape from Tarkov -- to examine three principles of design that BSG has established for the game. We will then compare the key system to these principles and see how the key system in EFT is actually not a very appropriate mechanic for the game because it is not in line with any of the three design principles.

The three principles of design we are going to look at are:
1) Risk
2) Decision making
3) Interactivity

My claim is that those three elements are fundamental to EFT -- that BSG holds those elements in high regard and has developed the game around those principles. Of course, there are other design principles that BSG has but we are looking at these three because of how relevant they are to the current way players accessed high-value rooms.

I will use some excerpts from the official BSG "About" page -- a page dedicated to presenting key concepts related to EFT to the public as my source. https://www.escapefromtarkov.com/#about

There are foundational "layers" (design principles) that EFT is built upon



Risk

From the official EFT website:

"If you die, you’ll lose everything you took and found in a raid. Organize your backup inventory kits, use secured containers and insurance."

BSG makes it clear that risk is big part of the game. I'm not going to spend much time here because I can't imagine that anyone is going to argue against this. It isn't an accident in the code that results in players losing all their gear when they die -- BSG built risk into the game in the form of permanent gear loss and in giving players so many meaningful choices.

Something is always at risk -- players will "lose everything" if they die



Decision Making

From the official EFT website:

"The players will have to experience living in the skin of one of the mercenaries who survived the initial stage of the Tarkov conflict. After choosing one of the sides – USEC or BEAR – the player’s character starts to make his way out of the city. Tarkov is sealed off by UN and Russian military, supply chains are cut, communication with operational command is lost, and in these conditions everyone has to make his own choices of what to do and how to get out of the chaos-ridden metropolis."


Decision making is a core design philosophy of BSG. "Choice" is everywhere in EFT. BSG gives players incredible room to make decisions

  • Faction choice
  • How much gear to take into a raid
  • What kind of gear to take into a raid - dozens of weapons with hundreds of mods
  • What map to play
  • What time of day to play that map
  • Map navigation choices - maps are non-linear
  • Choices related to quests and progression
  • Market choices - Flea Market
  • Group or solo play

BSG has given players the freedom to make multitudes of meaningful choices.  Of course, I'm not saying BSG is giving unlimited freedom; there are all sorts of limitations placed on players in EFT the Trader progression system is essentially a series of limitations that prevents players from access all the gear all at once. But even in this system players have some choice as to the timing and sequence of Traders progress.

Want to take a huge chest rig into a raid? If you own it, you can do it. Want to fill it to the brim with flashbangs? If you have the flashbangs, you can do it. Want to fill it with red dot sights for shits and giggles? Go for it. Want to take the vest but not put anything in it and used it as extra space to store small loot? That is your choice too.

"Try hard" or "meme-it-up" -- one of many choices BSG is happy to give you


BSG is also actively attempting to give players freedom to make more meaningful choices than those. The freedom to play solo or group up is one example and makes an extreme impact on gameplay experience.

"Choice" and decision making is a core aspect of almost every system in EFT -- you can even choose your PMC's voice.



Interactivity


From the official EFT website:
"Behold the system module HECS - Hazardous Environment Combat Simulator.
Feel your character via health and physical characteristics, including hydration, energy, blood pressure, bloodloss, fractures, contusion, intoxication, exhaustion, tremors and so on.
Control your character freely - smooth speed and stance changes and transitions, leaning and proning.
Be aware of real-life ballistics and projectile hit physics.
Get ready to feel the weapon as it is in real life. Get used to physical concepts of weapon operating - jamming, overheating, wearout, reloading, aiming, charging and, of course, shooting.
Discover the most advanced weapon modding system ever. Change everything you want to expand your weapon’s tactical abilities.
Interact with the environment to gain situational domination - switch lights, commence tactical entry with door interaction system."


Obviously, BSG has yet to introduce a number of the features listed above but the point remains -- BSG is big on interactivity. A great example of BSG's emphasis on interactivity that isn't listed avove but exists in the game currently is the voice line and gesture system. During a raid players can choose from dozens of pre-recorded voice lines in order to interact with other players. Players can give combat related commands or just let other PMCs know that life sucks in Tarkov. Players can also greet other players with a hand wave or point at objects or even make particularly rude gestures which can even send otherwise friendly A.I. into a violent rage (one of my favorite Tarkov interactions).

And of course, an extremely relevant thing to point out is that there is already a basic system in place to interact with doors and a more advances system is in the works.



BSG is big on interactivity





Please forgive me for not spending more time to strengthen my claims related to risk, decision making, and interactivity. I could go on and on but I am choosing to limit myself in order to get to the "meat" of this article. While the points above are far from exhaustive I feel that, at the very least, they demonstrate that I am not just making stuff up -- that there actually is some evidence to support my claims. Lets move on.


Section 2
Comparing the Key System
in EFT to the Standard of
The "Three Principles"

Firstly, I am assuming you have a working knowledge of the key system in EFT -- what keys are, how they are obtained, how they are stored, etc. I am not going to spend time explaining the basics in the article although some things will be explained as I do the comparisons.

My key claim (kek) in this section is that the key system and the keys themselves do a  poor job applying the three design philosophies described in the previous section. Based on that I am further claiming that the key system is "weak" or "out of place" in EFT and that it should be either reworked to include more risk, decision making, and interactivity or should be replaced altogether. Lets get to the analysis.

Risk

Where can we find elements of risk in the key system?

  • Obtaining keys
  • Being in areas where keys are used
  • Using keys

When you are in a raid looking for a specific key there is the risk you could run into another player doing the same thing and get injured or killed. The chances of this happening increase with the value of the key spawn. Also, if you choose to kill Scavs in hopes of finding a key you obviously take a risk.

When you are in an area where keys are used you risk the chance that you will bump into someone intending to use a key. Again, the more valuable the items behind the keyed areas, the more likely the chance is.

The same thing goes for when you are using a key. A person nearby could hear you use a key and begin to hunt you or simply be in the area to do the same thing.

What about during at other points during a raid? Nope. No risk as long as the key is in your Secure Container. Only a freak accident like moving your key out of your Secure Container or some glitch can cause you to lose your key.

Okay, well, now that we've looked at where risk exists related to keys we should look at how risky each of those situations are.

Is there any special or unique risk to looking for keys? Not really. It is essential the same risk as looking for any other valuable loot at a static spawn. And once you find the key you want you don't ever have to risk going back to the key spawn. Also, the risk of killing Scavs is hardly an uncommon or key-specific risk.

Same for being in areas where keys are used. There is the same chance you will run into a player at keyed areas as there is any other high-value areas although Kiba guns tore location is an example of an extremely high risk keyed area. For the most part though players go to keyed area for reasons other than using keys.

Is there any special or unique risk  in carrying keys in a raid? None at all -- Secure Containers all the way, baby.

What about while you are actually unlocking a door? There is a risk associated with being locked into (kek) the animation for using a key to unlock a door however the risk only exists for a few seconds and then passes and you are in the room.

All in all there isn't much risk associated with the key system.



Decision Making

So what about decision making? What kind of choices are associated with the key system?

  • Choosing what key to farm or buy
  • Choosing which key to bring into a raid
  • Choosing whether or not to attempt to use the key
  • Choosing when to attempt to use a key

As you can see the decisions available to players related to key is fairly straightforward and binary.

Which key do you want? All of them beginning from highest value to lowest.

The key system lacks meaningful choices


Which key do you want to bring to the raid? The most valuable one. If I have a key holding item I can just bring them all.

It is almost never the case that you would enter a raid with the intent to use a specific key and then not do it. Yes sometimes you might get injured or killed before you get there and you have to skip going to the room but most of the time you just go for it. No real decision.

Also, because there is only one key to each door your decisions on which doors to go to is limited. You can only go to a door you have a key for.

And there really isn't much to consider when the time comes to actually use the key. Check around a bit then quickly and quietly use the key and move on.

Overall there aren't many significant decisions related to keys. You want them all until you get them then you forget about them for the rest of the wipe. You do some basic scouting (if that) then you just go for it.



Interactivity


This section is gonna' be short. There is virtually no interactivity related to keys. You interact with them for one second when you first pick them up, another half-second when you move them around in your inventory and then another second whenever you unlock a door (which always has the same animation). 99% of the time they might as well not exist.


This as interactive as it gets with keys -- picking one up and placing it in a Container


And here is the other piece of "interacting" with keys -- a two second animation.


Unlocking a door really isn't very interactive. It hardly makes a sound or takes more than a second or two. I guess if you count the "door dance" -- when you rapidly tap the crouch button to make your PMC bob up and down in place to reduce the chance of getting one-tapped while you are unlocking the door -- as being interactive than you could say there is a little bit more interactivity than "basically none at all."


Summary

In the end the key system is low risk, offers little meaningful decisions, and almost not interactivity. Your main "big decisions" are whether to either grind for keys by running to key spawns over and over or grind for keys by saving up millions of Rubles to buy them off of the Flea Market. In niether case are you doing it because it offers interesting gameplay.

Even worse is the fact that keys really only offer you a single "fun" moment -- you get hyped when you find one you've been mindlessly grinding for but the hype evaporates moments after you put them in your Secure Containers. After that keys offer practically nothing to users in terms of interactivity or "fun". They just take up space in your Container for the rest of the wipe. Yay...

The key system is lifeless, soulless, low risk, mindless, based on extreme grind, and boring. It is everything Escape from Tarkov shouldn't be.

Finding a key in raid is basically the only time during an entire patch cycle that offers
players anything resembling "fun" or "interactivity". The key system is boring



Fortunately for us, there are other sytems available that can replace the key system and bring inject EFT with a fresh layer of scaling risk, meaningful decisions, more immersion and interactivity and new reasons to want to survive.




Section 3
The "Breach" System

My suggestion for a replacement system for keys is a system that has meaningful risk, choice, and interactivity -- something that allows players to demonstrate skill and creativity. It isn't anything new or mind-blowing but I think it is a system that actually adds to what "EFT is about" as far as the three principles I mentioned above go instead of adding essentially nothing to the player experience like the key system. Let's just dive in.

The breach system has two main components:
1) A range of breaching tools
2) A range of reinforced doors

The basic concept is similar to the "ammo vs armor" dynamic that already exists in EFT -- you have to have the right tool for the job. Low tier ammo is effective against low tier armor and high tier ammo is effective against high tier armor. The value and price of ammo scales with its "power". For the breaching system, low tier tools are only effective against lightly reinforced doors and high tier tools are effective against highly reinforced doors.


The Tools

Yes, I misspelled "mallet".


List of tools:
  • Basic Claw Hammer
  • Small Mallet
  • Breaching Mallet
  • Sledge Hammer
  • Breaching Ram
  • Breaching ammo for shotguns
  • Breaching Charge
  • Lock picks

Key characteristics of tools:
  • Tools cost money
  • Tools can be looted from dead players
  • Tools can be found in raid (Oli, the construction area on Shoreline, toolboxes, etc)
  • Tools have different amounts of "breaching power" and "rates of fire"
  • Tools make unique sounds when being used
  • Tools make different levels of noise when being used
  • Tools take up different amounts of inventory space
  • Tools can be carried and used as melee weapons or in the "Secondary Weapon" slot depending on size
  • Tools are "progression system independent" -- all players can access them beginning at level 1. The only limitations is cost and whether the player is willing to risk taking the tool into raid.
  • Tools cannot be stored in any Secure Container (this is critical for game balance and the system will not work at all otherwise).


The Doors


Different doors in EFT that already indicate different levels of reinforcement

Doors, particularly reinforced doors, are why breaching tools exist in the first place. It makes more sense that a PMC would simply breach a door to gain access to a room than to scrounge around the city looking for a specific key. And why are there apparently thousands of copies of a key to the same gun store or spa room? Anyways, the different levels of reinforcement render different tools ineffective and require better and better tools in order to be breached. Pretty simple.

Some doors already have locks modeled onto them
which could be breached by tools






Some doors already have "breached" modeling that features noticeable damage to the door.
This sort of modeling would be extended to all door types.




Summary

So yeah, as far as presenting the basic elements of the breaching system, we are pretty much done. Doors resist entry to different degrees and tools inflict different level of damage to doors. Lets move on to how this impacts the game and why it is a better system than the key system.





Section 4
The "Breach" system: risk, decision making, and interactivity








~~~~~~~~IN PROGRESS~~~~~~~~~
~~~~~~~~check back later~~~~~~~~~


Thursday, September 5, 2019

The Progression System in Escape from Tarkov

How the type of or lack of progression system affects risk/reward structure and power gap balance in Escape from Tarkov.


Table of Contents

1) Brief history of the progression system in EFT  
2) A conflict in the community                                
3) A visual recap of the history of the progression
     system in EFT and a proposal for a system  
     that could strike a balance for everyone         
4) A deeper dive into the "Juggernaut meta",    
    "Mosling meta", and a potential new meta      
5) Potential impacts of using a "hybrid              
    progression system                                      





Before we start:

1) This isn't a short read. If you are more interested in being entertained than getting into a lengthy discussion of EFT game mechanics, just scan through the images and captions. Also, feel free to read one section at a time and take breaks.
2) In order to keep this short I am choosing to assume that you already know how the progression system works in EFT -- player levels, Trader loyalty levels, reputation points, barters, the found-in-raid mechanic, etc. If you don't then you will struggle to understand critical aspects of this presentation.







Section 1: Brief history of the progression system in EFT


The Earliest Age

In the beginning EFT had an extremely high-impact progression system that resulted in one very bad thing and one very good thing.

Under this set up players had extremely limited options for accessing high-tier gear and weapons; players either met the progression system requirements and had access to the gear, or they didn't and had to hope they could obtain high-tier gear from either finding it in raid (unlikely or even impossible) or killing a player who brought it into the raid. Meanwhile, high level players had nearly unlimited access to high-tier gear. Players suffered from a horribly unreasonable power gap -- "Juggernauts", high level players with high-tier gear, roamed the earth and were almost unkillable to all except other Juggernauts. It was extremely oppressive to low level players and was a very serious problem.


Footage of a low level vs a high level player in the early days



More footage of low levels barely scratching "Juggernauts"



But, at the same time, players, especially low level players, enjoyed a near perfect risk/reward structure. Yes, it was extremely rare to face a Juggernaut and live but in those rare occasions, when a low level player stood over the body of the Juggernaut he had just killed, the thrill of victory -- fueled by the knowledge of how unlikely that outcome was and how incredibly valuable the loot sitting at his feet was -- was unmatched. It was a "David versus Goliath" experience that brought as high a high as the game could offer.



Killing a high level players was very rare but very exciting
and rewarding -- a "David versus Goliath" experience



Summary of the "first age":
The progression system absolutely dominated. All players were fully subject to it and had extremely limited options for obtaining gear outside of the progression system.

The bad: horribly oppressive power gap -- "Juggernaut meta"
The good: near perfect risk/reward structure -- "Gearing up is worth"



A New Age Begins

Then a new age dawned and everything changed but not "for the better" but only "for the reverse". BSG introduced a solution to the Juggernaut meta that, instead of keeping the "good" parts of the previous meta and fixing the "bad", literally just reversed the "good" and "bad" things -- the once excellent risk/reward structure was thrown out of balance but, at the same time, the power gap was brought into balance. One problem solved but another one created.

The items BSG introduced were the Mosin and the Vepr Hunter and the Flea Market. All of these additions to the game had the same effect -- they caused the entire progression system to be optional by making powerful gear available to low level players at relatively cheap prices and with virtually unlimited supply. Players no longer had to complete a single quest in the progression system to have access to every item in the game beginning as early as level 5.


BSG introduces the Mosin -- a new age begins


The once god-like terrors that roamed the maps, going wherever they pleased with little concern, shrugging off low level attacks with ease, now found themselves facing enemies that were just as lethal as they were but had basically nothing to lose. The age of the Juggernauts was over -- the age of the Moslings (players equipped with nothing but a Mosin or other budget weapon with excellent ammo) had come. Now, a low level player was no longer a low level threat that carried low resell value gear, they were low level players that were medium to high level threats that carried low resell value gear. These very-low-investment-to-high-threat mechanics are what solved the power gap problem but unbalanced the risk/reward structure of EFT.


A Mosling drops a Juggernaut in a single shot



Summary of the "second age":The progression system is completely optional. All players can bypass it and have excellent options for obtaining gear outside of the progression system.

The bad: the risk/reward structure is unbalanced -- "Gearing up is not worth"
The good: almost nonexistent power gap -- low level players are able to kill high level players




And so here we are today playing a game that, as far as the impact of its progression system goes, has gone from one extreme to the other -- participation in the progression system has gone from being basically mandatory to having little impact on the vast majority of the playerbase. Before we move on I am going to point out that, so far, I haven't claimed that one "age" was better than the other; I haven't claimed that "Juggernaut" meta is better or worse than "Mosling" meta or visa versa. I have simply presented a brief history of EFT focusing on the progression system, the power gap balance, and the risk/reward balance.



Section 2: A conflict in the community



I've noticed that the EFT community seems to have decided that, related to risk/reward and the power gap, there are only two choices -- that you either support full progression system dependence or no progression system dependence. In other words, the community seems to be operating on the assumption that you must to pick one side or the other and that there is no third option -- you are either "Team Juggernaut" or "Team Mosling" and that there is no other "team" that you can pick or no way that you can be a fan of both teams or neither team. Even worse than that, it seems to be the prevailing thought is that you must oppose and resist the other team as if they were bad people with bad intentions and that you cannot allow yourself to give the other side a chance or try to explain their point of view. Just to remind everyone -- when I use the terms "Juggernaut" or "Mosling" I am not using them in a derogatory way. I'm not saying they are "bad" or "evil" or even "good" or "better". I'm just using the terms because they are efficient and descriptive. No "hate" here. They are what they are.


This poor EFT community member thought he had to
make a choice between risk/reward and balancing
the power gap and experiences needless suffering.



Obviously, players can be a fan of both a balanced power gap and a balanced risk/reward structure; there are more than two choices when it comes to how EFT handles the progression system in order to balance both the power gap and the risk/reward structure. I believe that we are not stuck with an "either-or" scenario -- we do not have to pick one or the other. It is possible to balance the power gap and the risk/reward structure by using a different approach to the progression system.





BSG can "save" both the power gap and risk/reward





Section 3: A visual recap of the history of the progression
system in EFT and a proposal for a system that could strike
a balance for everyone



In this image, low level players are prevented from accessing high tier gear by the progression
system. High enough level players are "let through". This is what the "first age" was like.



When there are no alternatives to the progression system and players must level up to get access to better gear and the system reserves the best gear for high level players, the power gap becomes unbalanced but the risk/reward structure is balanced; low level players struggle to kill high level players but gear (particularly armor) has value -- Juggernaut meta



The first age ended and the second age began when the Flea Market was introduced.
As you can see in the image above, while low level players are still unable to get
passed the "progression system gatekeeper", they can just bypass it and go
through the Flea market.

When there are alternatives (Flea Market) that allow players to completely bypass the progression system and powerful weapons are available to all players at relatively cheap prices, the power gap becomes balanced but the risk/reward structure becomes unbalanced; low level players do not struggle to kill high level players but gear (particularly armor) loses most of its value -- Mosling Meta



The community seems to divide itself into two factions and resist the ideas of the other side instead of working together towards balancing the game for both the power gap and risk/reward. People pick on of the above ideas and fight against the other even though there are other options.



I believe that there is a "middle ground" between "no alternatives" and "abundant alternatives" to the progression system that allows the game to be balanced for both the power gap and risk/reward. Let's take a look:



In this image, you can see that it is no longer possible for either low or high level
players to access high tier gear using either the progression system or the 
Flea Market. Only players who extract from raids with the needed barter
items can access high tier gear. Note that all players have access to the find-
in-raid-only barters, not just high level players.

When the only way to access AP ammo and Class4+ armor for both low level and
high level players is through expensive "Find-in-Raid-Only" Barters that are
available to everyone at level 1, the game is balanced for both the power gap
 and risk/reward.








Section 4: A deeper dive into the "Juggernaut meta",
"Mosling meta", and a potential new meta


We can understand how using found-in-raid-only barters balances the power gap but also prevents the Flea Market from unbalancing risk/reward by looking at Nofoodaftermidnight's Ammo Chart.

Nofoodaftermidnight has been kind enough to give me permission to use his work. He has more content available at: Twitch, Discord, and Wordpress. Many thanks Mr. Midnight.



A cropped portion of the Ammo Chart
take time to wrap your head around it
(skip down if you are already familiar)

The ammo type is ranked "worst" to "best" from top to bottom -- SP is the "worst", 7n39 is the "best".

Armor class is ranked "worst" to "best" from left to right -- Class 1 is the "worst", Class6 is the "best"

Notice how all types of ammo are good against Class 1 armor? You can tell because the entire column below the "Class 1" header is green and has the number "6".

Compare that to Class 6 armor. Almost the entire column is red and has "0"s -- only BS and 7n39 ammo are effective against it as indicated by the green at the bottom of the "Class 6" column

You can also look horizontally across the chart to see how a specific ammo type does against all the different armor classes. As an example, PS ammo does well against Class 1 and 2, is "okay" against Class 3, and rapidly falls off into "useless" against Class 4 and higher armor.

Let's keep moving.


An example of one type of armor in each class





This is what the "Juggernaut meta" looks like


Same chart as the original but I have "greyed out" some it to make things less cluttered.

Low level players only have access to low tier ammo which only allows them to compete against Class 2 armor -- anyone wearing Class 3 or higher is a "Juggernaut" to them. Notice that the power gap is the widest for low level players. This is a ridiculously unbalanced situation. This "feels bad".

See how the higher level you are, the smaller the power gap becomes? By the time you unlock PP ammo you are experiencing half the power gap that a low level player experiences.

Once you get access to high level ammo as a high level player, there is virtually no power gap. There are no "Juggernauts" if you are high level player -- everyone dies in a few bullets.

Remember, the "Juggernaut meta" happens when there is no way around the progression system -- when the only way to get high tier gear is by leveling up you get the "Juggernaut meta".



This is what the "Mosling meta" looks like

Once the Flea Market was introduced, the leveling system became completely optional. Players could bypass it and simply buy "quest locked" items from the Flea Market. This effectively eliminates the power gap entirely because all players can always access the "best" ammo. In the example above that would mean all players have access to BS and "Igolnik" ammo via the Flea Market.

This is much better for low level players but it unbalances the risk/reward structure of the game and makes it "not worth" for players to spend big money on high tier armor when everyone can kill you in a few shots anyway. The value of gear virtually disappears when everyone can kill everyone easily regardless of how geared they are. This "feels bad".

Also, when players are able to skip progression entirely by using the Flea Market, huge portions of the game content go unused. Nobody is going to use anything but the best in most situations so all those other ammo types are basically wasted.

This "wasted content" scales up and eventually causes entire calibers to go mostly unused -- SMGs, pistols, and shotguns are essentially made unviable and "meme tier" because everyone has access to much better ammo types. When the Flea Market provides access to all gear it negatively impacts weapon and ammo variety and diversity.




So, in summary, one system in which the progression system dominates creates a power gap problem.
The other system which completely bypasses the progression system and gives all players access to all items creates a risk/reward (gear value) problem




My suggestion is that we have a hybrid system that limits the progression system and Flea Market and provides a third option for players to access high tier gear. Lets take a look using the same Ammo Chart example.



This is neither a "progression system dominant" or "Flea Market dominant" system -- the best gear you can access leveling up or using the Flea market is mid tier gear in the form of Class 3 armor and ammo that is somewhat effective against it.

The purple section represents a "boundary" or "limitation" of the progression system and Flea Market. As it is now, there are no limitations on either system the progression system gives players access to all the gear in the game and the Flea Market naturally follows. Removing Class 4 and higher armor and AP ammo from the progression system sets a limit on it and the Flea Market -- it "nerfs" the maximum power of both high level players and Flea Market users.


1) The progression system is still valuable! Players that "grind out" the progression system benefit by:

-- having cheaper access to gear -- the Flea Market is always more expensive than buying straight from the Traders.

-- being able to generate profit by selling this gear on the Flea Market at a premium price.

2) Players that bypass the progression system have access to everything that "max level" players do but they pay a premium for it.

Those two points combined eliminate the "Juggernaut meta" -- low level players will always be able to compete against high level players.



So how do you keep the value of gear from dropping?

We have to remember that the cause of "gear value loss" (risk/reward imbalance) is when something gives all players access to the same gear. For us that is the Flea Market. Because the Flea market allows very low level players to access the same gear as players that are high level, the value of expensive, high level gear drops.

In other words:

High supply of AP ammo + unrestricted purchasing for all players = value of wearing armor drops

So, by limiting the "reach" of the Flea Market to mid tier gear, we preserve all the value of high tier gear.

This is visually represented by the blue area of the chart. The area that is boxed in by the blue border represents gear that is "beyond the reach" of the progression system and Flea Market. The only way for players to access blue area is to play raids and gather barter items.

This changes the equation we saw above:



High supply of AP ammo + unrestricted purchasing for all players = value of wearing armor drops

Low supply of AP ammo + purchasing limited to mid tier gear = value of high tier armor remains


"But it sounds like you are just recreating the "Juggernaut meta"!

No. There is "automatic population control" for both Juggernauts and Moslings built into the system!

Please remember though that because high tier armor has been removed from the progression system and transferred to the found-in-raid barter system, high tier armor and ammo will be rare. This means we won't have to worry about "Juggernauts" eventually overwhelming the game. They will exist but they will always be rare because the supply of necessary gear is limited by the expensive barters.

When the progression system has access to high tier gear and there is no Flea Market, Juggernauts population continually increases making it harder and harder for low level players over time.

When the Flea Market provides access to high tier gear (ammo in particular) to all players, Juggernauts mostly disappear but for bad reasons -- they disappear because it is more efficient to be a Mosling (a low geared player with good ammo) than it is to pay for expensive armor.

Removing high tier gear from progression system + allowing all players to access high tier gear through expensive found-in-raid barters = automatic population control for Juggernauts and Moslings.


Remember:
"Juggernauts" are players that are "unkillable" by low level players or players with low level ammo
"Moslings" are players that are extremely low geared but use extremely powerful ammo (not just people literally using a Mosin).



And now for some extremely rough graphs.


"Juggernaut meta"
When there are no limitation on the progression system
and there is no Flea Market, there is no population control
on Juggernauts and they continually grow in numbers
overtime as more players reach higher levels





"Mosling meta"
Where there is no limitation on the progression system and there
is a Flea Market, there is no population control on Moslings
and they rapidly increase in numbers as more gear becomes
available on the Flea Market



Right now -- because there is no limitation on the progression system and there
is a Flea Market, there are more Moslings than "semi-geared" players and Juggernauts






When limitations are placed on the progressions system they are passed on to the 
Flea Market and when expensive found-in-raid only barters are put in place
the number of Juggernauts are automatically kept in check over time

The barters make is so there simply isn't enough high tier gear coming 
into circulation to allow the Juggernaut population to continually increase.







The aim and goal of my hybrid system is to turn this:





into this:















The goal of the hybrid system is to make it so that the majority of players are playing with mid tier ammo and armor (and the majority of weapon mods) instead of being at either extremes as  Moslings or Juggernauts.


Section 5: The Anatomy of a High-Tier Gear Barter

SECTION IN PROGRESS

By now we have seen how an over emphasis on the progression system leads to a power gap imbalance (Juggernaut meta) and how a risk/reward imbalance (Mosling meta) is created anytime low level players have cheap and abundant access to ammo that allows them to compete against high tier armor. I've also argued that the way to strike a balance between those two extremes is to limit the progression system and Flea Market to mid tier gear and transfer all access to high tier gear out of the progression system by means of "found-in-raid-only" barters. This section will look at the details related to the found-in-raid-only barters (FIROBs).

Remember, the ultimate goal of a FIROB is to reliably control the supply of a specific high tier item so that Mosling/Juggernaut populations remain low, fully geared mid-tier PMC population stays high, and the value of that item stays high.


A FIROB should be "expensive"
A FIROB should not require rare loot
A FIROB must be available to all players beginning at level 1
A FIROB should be randomized periodically


Section 5: Potential impacts of using a "hybrid"                
progression system  


SECTION IN PROGRESS

Map exploration
"Backpack meta"
More interesting looting
Increased TTK (extended firefights)
More geared players
More intense raids
Extended replay value
Increase in weapon diversity
Increase is caliber viability



IN PROGRESS...



April 15th Podcast Notes

The mods are auto-nuking my posts on the subreddit so I will use my blog. These notes are rough. May clean them up later Pestily podc...