Scripts about the things I find interesting. Most are for videos on my YouTube channel.
Check it out, if you're interested:
Tarkov's New Armor Hitboxes Will Also Change the Game
So, we talked about how vaulting coming in the winter patch for Tarkov will be massive, but there is another change coming to the game that arguably might be more directly impactful than the streamlined mobility. Because if mobility is a core component to Tarkov, then armor and how it works is the cornerstone next to weapons and shooting. Armor has always been a point of contention because of how complex its systems and mechanics are in general. Different classes or armor, types, materials, repairability; this system is almost too complex for its own good. A lot of people are immediately intimidated by the armor system in Tarkov, and it’s understandable as to why. Different materials, classes, repair types, protection zones. Not to mention repair kits versus using your own money to repair. And when is it worth repairing an armor or to just throw it out. The game already has enough of a complicated system. But these changes might take things to a level that becomes untenable. It’s too early to say anything concrete, so let’s just go over what was shown to us and take it from there. There is a ton to absorb and look at from the short video we were given.
Vaulting is Going to Change Tarkov
With the latest TarkovTV podcast under wraps, we got a good inside look into what’s coming for the immediate future of the game. There are tons of changes and updates coming that have people generally excited for the winter patch of 2023. However, there were a few things that in particular got me very excited and began to wonder how Tarkov is going to shift in terms of its general gameplay and how it feels. For now, we will be going over one of these two major changes in this video and go over the other in a follow up later. The first major update being out ability to move in Tarkov and more specifically, vault and mantle over obstacles now instead of always having to jump over them. The second is the complete overhaul of how armor works in the game and the advanced hit boxes for those zones. It’s difficult to explain how massive of a change this will be to the game, so let’s just go over the movement and how it is right now, and then compare it to what it could be like with the addition of vaulting. So, if you enjoy these dives into Tarkov’s mechanics, be sure to subscribe to the channel for more videos.
The Homogenization of Call of Duty is Ruining It
Call of Duty has become quite the topic of conversation. Especially with the release of the newest game, MWIII, and the unfortunate PR disaster it has been. A game from a different studio that normally works on the series, and only having a year and a half for a game, doesn’t bode well for the game’s life. Granted, even though everyone is ragging on it, it’ll still end up probably doing decent. But the main problem a lot of people myself included have with the game series, is that these games are all becoming homogenized under one umbrella; a metaphorical tumor being Warzone. The games are all being made around Warzone instead of the other way around. Unfortunately, Warzone is too big for its own good, and it’s unlikely we will see any major changes to the formula. That is, unless daddy Microsoft steps in and changes things personally. Unlikely but only time will tell. In the meantime, let’s talk about why COD is suffering so much, post the 2019 do over of the modern warfare universe. So, if you like these videos that are different and not about Tarkov, be sure to subscribe for more in the future.
Competitive Tarkov Shouldn't Be a Thing
Tarkov is a naturally competitive game. With the stakes being so high each raid, it only makes sense that one might become relatively “passionate” about whether you survive raids, kill another player or boss; it’s eat or be eaten in the world of Tarkov. However, what tends to cross a line for myself personally is when the game gets put into an actual competitive scenario. Where money and potential reputation is put on the line. Here, we begin to see the problems of Tarkov stretched to their absolute limits; everything that can go wrong with the game bubbles up to the surface for thousands of people to see. There is a reason why the meme of “E-Sports Ready” exists; this game in its current state should never be played for money. It’s so impractical. Even if there are tons of fun to be had; it just doesn’t make sense for people to spend time and effort sweating in a tournament setting where all the randomness of Tarkov that we normally enjoy, can blow back in your face and cost you potentially real-world currency. Maybe I’m being a little hyperbolic with this; if there isn’t any money on the line, and it’s just people coming together to play Tarkov at a high level, then there isn’t an issue with that at all. But when money is added, it can become a toxic cesspool of the games glaring issues coming to a head. So, please join me as we discuss why competitive Tarkov shouldn’t exist in its current format. And be sure to subscribe for future videos.
Your Expectations in Tarkov Need a Reality Check
Tarkov has always been a game about expectations. Making sure you know what you are capable of with the gear you go into a raid with, and what might realistically happen. The tough part about Tarkov is that you can never pinpoint exactly what might happen. The game is so open-ended once you get into a raid that you can prepare for any situation and there still might be something that catches you off guard. And while some people might see that is difficult to adjust to or even frustrating, I see it as a beautiful thing that no game has really been able to capture as effectively as Tarkov. But there has always been this challenge of managing expectations when it comes to Tarkov as a whole. Every facet of the game; whether that’s balance, development timeline, comparing what we have now to promotional pieces for the game. It’s always been interesting to look back at old footage of the game, see how far it’s come along, and even compare it to what BSG has officially put out over the years. So, today I wanted to take some time and go over some of these aspects and compare what we all were expecting with these overarching topics and see what or where they are now and whether they are a positive addition to the game or not. If you’re interested in hearing about this and much more, be sure to subscribe for future videos about Tarkov.
Tarkov's Map Design is Perfect; Here's Why
Many different Tarkov players have their own personal gripes with the game in terms of progression, quests, balance, and overall mechanics. However, one thing most of those same players will agree on unanimously, is how insane the map/level design is for each stage you find yourself walking around on. Unlike modern shooters like the newer Call of Duty’s, where they have been creatively bankrupt for years in terms of their general map design, BSG has somehow done the impossible and created large-scale maps that allow for tons of creative ways to navigate them. Each different location in the game feels completely unique from one another, and there are no two maps currently in the game that have any real semblance of similarities. It still blows my mind that we have nine maps in the game, many of which have been iterated on and even expanded multiple times, that are this detailed and complex. Almost to their own detriment (we will talk about that later). But there is something so special and honestly beautiful about Tarkov’s level design that needs to be praised. And that’s exactly what we are going to do. This is pretty much just going to be me gushing about the locations across Tarkov and what makes them so special and unique compared to each other, as well as other games. We won’t be going into every single map and the specifics of them because we’d be here forever, but some high-level analysis should do the trick nicely here. So, if you are as excited about this as I am, be sure to leave your thoughts down below and subscribe for future videos.
The "Coin-Flip" in Tarkov isn't as Common as You Think
Many players in Escape From Tarkov would say at one point or another, they were put into a situation where there were only two possible outcomes. If they do “A”, then “X” would happen. Or, if they do “B”, then “Y” would occur. These two possible outcomes have been described by many as “coinflips”; situations where your knowledge, skill, equipment; none of that matters in the situation you find yourself in. The game is ultimately going to randomly decide if you win this engagement or not. And I’ll be brutally honest and say I find that notion extremely hard to believe in almost every case. Emphasis on almost. There will be moments where you feel powerless; that each decision you make isn’t turning your situation around. You try and try to do the right thing, but in the end, it feels as though the game is out to get you, and you begin to wonder why you even try to take fights, take out AI scavs, go for those bosses. It all feels... almost pointless sometimes. Well, the game isn’t doing anything in the backend that we know of to try and get you killed. This isn’t something like League of Legends that actually has those kinds of “checks” put into place for their own nefarious reasons. The coinflip in Tarkov is an idea; just that. This persona the community as a whole participates in helps them better understand the situations they are put into where they are confused. Now, I am not saying anyone is wrong for having this mentality. After all, it’s a game. If you want to say that the game actively goes out of its way to get you, that’s fine. You’re entitled to that. Just as I am to argue that this notion might not be as real as we all think it is. I have a feeling this one is going to get spicy in the comment section, so please leave your own thoughts on the matter. But all I ask is that you keep it civil and respectful please. After all, this is just a conversation. So, subscribe to the channel if you’d like to have more in the future.
Point-Fire is Fundamentally Broken in Tarkov
Combat has always been at the core of Tarkov’s gameplay loop. You go into raids to complete quests, collect gear and loot, and partake in combat against AI and other players. And while it might not be your main objective in every single raid you enter, you will get into situations where you need to fight your way out. Whether you want to or not. And combat can look simple from an outside perspective; just aim your gun at the other guy and hit them. But getting into gunfights in Tarkov is probably the most mechanically deep part of the entire game, next to movement. There are tons of weapons, ammos, attachments that will drastically affect how you engage others and where the best and worst places will be to do so. And one of those that can be fitted onto weapons are flashlights and lasers. These are interesting additions to your weapon because whether it's for illumination, or having a general idea of where the barrel of your weapon is always aiming, can be useful in situations where you get surprised by a player and don’t have time to aim down your weapons optic for more accurate fire. Over the years, point fire as it is properly called, has become a powerful method of engaging in PvP. So much so, that it is entirely possible to not aim down your weapon and kill other players from a surprisingly far distance. Granted, we are still talking about close quarters combat in general, but you would be surprised at being able to take enemies out with point fire from easily 20 meters. Point fire is already accurate enough, but when you add either a flashlight or laser on top of that, and you have a mechanic in the game that is severely over tuned for how simple it can make many engagements in the game. Which is a shame, because it honestly never feels that good to just spray in someone’s direction and watch them fall. But, before we talk about how it makes us feel, we need to go over what makes point fire so strong, how lasers make it better, and what can be done to maybe adjust this way of fighting. So, whether you agree or not I’d ask you to share your thoughts in the comment section and subscribe if you’d like to see more videos talking about potentially controversial topics in Tarkov.
If You Hate the New Painkiller Effect in Tarkov, Use This
One of the more upsetting changes for a lot of people in Tarkov was the adjustment to what the painkiller effect looks like in game. Before, the increase of sharpness while annoying to look at if you were watching Tarkov, was tolerable and some people genuinely liked the effect it had on their game. People would just pop painkillers at the start of every raid because it was so tame and the benefits of being on PKs were so strong. But with the most recent wipe, they changed what the game looks like on PKs, and a lot of people are not happy with it. And I think that was the point. Always being on this effect was too strong, so losing limbs or getting fractures had fewer negative consequences. That tense and stressful moment where you get a blacked-out limb and can’t move so you scramble to get out some form of a Painkiller is something that can make Tarkov either intense and exciting, or dumb and frustrating depending on how you ask. So, it made sense that BSG wanted to combat that by changing the PK effect. Now, your screen will become severely desaturated. Which, by itself I don’t think people would’ve had a problem with. But the other effect is that it makes the edges of your screen blurry to the point where it’s difficult to see what's on your peripheral vision. Your vision and ability to see people goes way down when you are any form of painkiller now. Which obviously is BSG’s way of saying hey stop using PKs all the time. Even I find myself using them less than before. Which was already pretty low to begin with. Because I tried to avoid them as much as possible, so the bitrate of these videos didn’t completely tank and ruin the quality. But now I basically don’t use them unless I am about to die. And with so many ways to get the PK effect, things like morphine and propital feel kind of yucky to use because the PK lasts for so long. But what if there was a stim in the game that was largely overlooked because the effect was tolerable before? What if it was a short-term PK that got you moving, healed you and even made your recoil better? Well, luckily it exists. And it’s been in the game for quite some time. So, stick around if you’d like to hear how everyone should start using Adrenaline as their stimulant of choice, and subscribe for more videos showcasing things in the game that are underutilized.
Longer Fights are Better in Tarkov
For a long time, it has felt like fights in Tarkov have slowly become faster due to the power creep of both gear availability, and the swift improvement of players across the game. It’s been incredible to watch many from the community improve to quickly; the only downside to that is they kill me so quickly now. Which, hey good on them for landing their first shot to head eyes me back to lobby so consistently. I am so proud of them... anyways. Gunplay and fights in Tarkov between players have gotten so quick it surprises me even to this day. Long gone are the days where most of your player encounters take multiple magazines of ammo, many different repositions, and multiple pauses for medication and stitching up. Granted, to say that this doesn’t happen anymore would be a lie. I suppose I am more specifically talking about close quarters encounters. Because ranged Tarkov is still peak Tarkov. And maybe that will be a conversation for another time. But with CQC, fights can be drawn out and interesting, or simply done with a single bullet. But the idea of longer fights in Tarkov is always exciting, and I wanted to go over why. So, if you enjoy this or any other videos of mine, be to subscribe for more.
The Conundrum of Tarkov’s “Band-Aid Fix Mentality”
Tarkov has gone through many different lives over the course of its development. From where it is now to where it began, it might as well be a completely different game. Visually, mechanically, and of course, how the game has been balanced overtime. Some changes were made for the better, and a general positive to the experience, while others have had some lasting negative consequences that are still prevalent. And what has happened unfortunately, is that the community has dubbed these kinds of reactive adjustments to Tarkov, “Band-Aid” fixes. Things that temporarily solve the problem that has surfaced, but don’t consider that Tarkov is such a complex game with tons of tiny intricacies, that these changes become a larger problem down the line. Essentially, Tarkov and BSG have been kicking the can down the road, as it is aptly said; problems they tried to solve many years ago, have stuck around; rearing their ugly heads when we least want them to. And it is frustrating to see this happen. But this conversation goes deeper than just identifying the problems or brainstorming ways to potentially remedy them. We need to understand why they happened in the first place. Look at some examples of Band-aid fixes and see what happened to them in the modern Tarkov we currently have. And while we certainly can come up with some alternative solutions to these problems, it ultimately is on BSG to fix these. And who knows if that is ever going to happen. But this will be an interesting conversation, nonetheless. So, if you enjoy these talks, be sure to subscribe to the channel for future conversations in the same style as this.
Tarkov's Wipes have Arcs and they Vary in Enjoyability
Throughout a cycle of Tarkov once it wipes, you will notice that Tarkov has kind of these little arch's that players will experience as they play and progress through the game. We can be simple and normally just say early, mid, and end game for Tarkov. But there is room for a little more nuance with what this means, where you will spend your time, and the kind of gear you will be running. And we can even attach level ranges to each of these arches, so you have an idea of where you are at in the game. Also knowing which arch’s in Tarkov are more enjoyable to play when compared to each other. Because this game has plenty of highs and lows when going throughout an entire wipe cycle. From start to finish, there will be points that make you excited to get quests done, level up and improve what is available to use from the traders as well as just in your stash. And there will be moments, maps, and specific quests that no matter what you do will feel impossible to complete. Don’t worry, we’ve all been there. So, let’s go over the different stages, or arches of Tarkov’s progression and get into some of the nuance as to why people may or may not enjoy them. If you enjoy this video and all the other ones I’ve made, be sure to subscribe for more.