I have of course forwarded this over to Nikita, and he fairly pointed out that they do have lots of changes in the works and plans coming in the future that may or may not address some of my concerns, although to be fair to myself and the community, we don't exactly know what they are planning and/or how it will all shake out in the end. I figured my feedback/perspective would have some value either way, and in the off-chance some of these issues weren't evident to BSG or a solution like this hadn't crossed their minds, it was worth it anyway. Also, I feel the need to mention that it was a viewer (I'm sorry I've forgotten who this was) that gave me the rough idea for the proposed solution here - if I figure out who it was I'll for sure edit this to credit them.
I sincerely hope your analysis and suggestions are taken seriously by BSG. I only played about 20 hours in the last wipe and I've not played at all this wipe, haven't even touched Arena. I'm just too burned out on the fundamental problems that still plague the game after 7 years.
Honestly arena is the first time i get to use some of these kits cuz they were added after the game had gotten more grind heavy and its the most pure pvp around
I really like this idea! I hope they find a way to incorporate some of it into their plans. I would be happy if the game we're more enjoyable and had a more diverse gun selection in each round however they achieved it.
Also : gaining +25 or losing +25 does not make for a ranking system. They should look into implementing at least ELO, but if possible Glicko2 or Trueskill.
Yeah the factors determining win or loss are so all over the place right now the ARP just feels like a very inaccurate representation. I can’t imagine why it doesn’t include some aspect of personal performance during matches as well-say you have a large chunk that is W/L but then you add and subtract additional ARP based on your K/D/A in the spectrum of the match.
I absolutely love your proposed idea. Without adopting an econ like the CS or Valorant series, it still accomplishes that same flow of progression WITHIN a single match. I would love to see BSG adapt the game to this kind of solution. Keep up the good work!
Yeah my biggest gripe about CS-go as a CS-source player is that I can’t be fucked to learn all the hot keys to buy my shit fast enough to be competitive. Even though I played source for basically the entire time between 1.6 and go, I used the presets in the game to have different kits at different price points.
@@Taskarnin bro you can buy a normal kit in cs without having to worry about any of that, it's just a quality of life feature for incredibly experienced players. most players don't even use that anyway, they either use the regular click buy menu or will set up kits in their config that they can buy with the press of a button
I think this is absolutely the best proposal I've heard so far. I know you said customization is a longer conversation and would require quite the overhaul that's not feasible right now, but I still think that's ultimately going to be the best long term solution. It's wild to me one of the single best aspects of Tarkov was taken away from arenas, and they opted for a system found NOWHERE in competitive FPS games. I think long term some combination of tiered load outs based on round, and being able to customize those individual load outs would be perfect. Each tier would give you more gear score to "spend" allowing more flexibility even within those tiers i.e building a glass cannon with amazing ammo at the sacrifice of better armor or tanky armor at the expense of maybe a less modified gun. This continues to address the issue and allow diversity within the round. This obviously would require an insane amount of work and, again, isn't a short term fix but it's extremely disappointing to see gun customization taken out of the hands of players. As always Veritas well spoken and reasoned I feel like you and Jesse always have the most feasible and realistic fixes to this game.
It might be difficult to point a Gear Score to every attachment in game. But I'd like to have some possibilities to customise presets. XP in specific preset could unlock some additional attachments for this preset. Those attachments don't have to be "better". Just different, let player choose which reddot he wants to use. Of course it would be great if you have some extra points to spend on different ammo, armor, meds. But balancing this could be near impossible.
Besides he pulled 0 arguments and only his "I think" This game is dead if there is no kit selection prior to matchmaking or total change of the kit and economy system, wich would be for the best, as the current one is a garbage made by outsourcing indian department.
One of the best features in tarkov was running weird kits, meta kits and modding guns. Make every piece of gear have a score and do score brackets for match making. Like warhammer 40k. Make ammo and gun attachments expensive for points so running one or the other keeps you midrange but both makes your kit top tier. Then you select which kit tier you wanna play.
Excellent video! You lined up and described all of the pain points, explained why some of the common community suggestions won't fix those problems, and then offered some reasonable suggestions to help BSG improve the experience we have ingame. A+ for you sir
I've started Arena 3days ago, I've felt a bit difficult to get to 3rd and 4th preset, I feel it's too much XP required. What when I finish and want to level up a new tree line? I will be forced to lose games and go down on rank\ARP to be able to be match with lower level players, it's not my game level, but my preset level... -I suggest giving 1st and 2nd presets better ammo, this way it will have some fire power to kill a 3rd or 4th preset. I'm pretty sure the 3rd and 4th preset will just feel a small difference, and the new players will not have that hard learning\evolving curve at the beginning. -Also when playing with a preset that it's the last of it's line, the XP got from playing with it should be equally distributed through the other "open" presets. -There's ALWAYS one guy, the 10\10 of the matchmaking queue failing to accept the match, this should give you 2min cooldown, to remove idling people from queues. -The way Cleaning Team works seems to need some work.. -I think there's should be an armband on the left bottom corner(on the gray player character) to help identify our own team and don't force us to open Inventory to check what we wearing :P -What about a Map Ban scheme like CSGO2 on ranked games? Based on previous matches\stats, you ban the maps and play on the selected one, then you get to select the desired preset according to chosen map. I know that these ideas might not be "new", it's not hard to think on this, but I think it would improve a little bit the gameplay\pvp anking experience. Oh I almost forgot, I'm using a AMD Ryzen 5900x + RTX4080 + 64GB DDR4 3200Mhz @ 1080p and I'm seeing friends with similar specs doing 1440p with 10\20+ fps then me. Tried already using some teaks like project lasso, tweaking settings, but nothing seems to squeeze the resources in order to get proper performance in this game. Can feel a lot of network and server instability, looks like there's a few things to fix in this subject too.. I hope updating Unity will improve performance, I will be waiting for the next patches. Nice video @Veritas , very well covered. Keep up the good work!! Cheers
I also thought a tier system would work well. My idea is each tier has a certain budget. You can use a tarkov trader like interface to create your own presets which you would use in matches. Leveling up, or ranking up certain classes (determined by armor/weapon/optics) would unlock new options similar to how leveling up traders would in normal tarkov. I think this would give it a distinctly tarkov feel that is different from any other multiplayer arena shooter on the market. Instead of needing to balance presets you could just adjust the cost of any weapon, ammo, attachment etc... that is too strong.
Having “dozens and dozens of presets” as veritas mentions in this video is just a worse, roundabout way of doing exactly this. Being able to build your own kit (within certain rules to maintain balance) is a much better way of going about it, imo.
One thing that Veritas tiered rounds idea does though compared to what the replies above are suggesting is avoid fragmenting matchmaking queues. So you get the largest possible sample of players to match against, theoretically bringing you closer to an appropriate matchup. If you have greater tier variety but still basically need to match based on two criteria (ARP and Tier), you get much smaller pools, and it makes implementing things like group arp limits harder. I think under the system veritas is proposing there would still be the potential to add in customization later on so players could build their own presets eventually. There’s no way to immediately dispense with presets of any kind; you can’t expect new players to join a rinse repeat quick game mode like this and spend 3 hours upfront configuring all their kits first. Ideally you could end up with archetype presets that you could then earn the right to customize via use or something.
This game is such a mess. I try and play it like every 6 months and all my stuff is all gone and I just close the game. Are the arena unlocks permanent?
Loadouts should all get 2 ammo options, one focused on flesh damage, and the other on penetration. The options should be appropriate for the given tier and roughly equivalent. For example: Tier 1 loadouts could choose between FMJ ammo for penetration or fragmenting ammo for flesh damage. Tier 2 loadouts could choose between PS ammo for penetration or HP ammo for flesh damage. And so on and so forth all the way up to AP ammo and RIP ammo. This will greatly reduce the suffering associated with using the lower tier loadouts, most of which have flesh damage ammo that does next to nothing against higher tier loadouts with good armor and face shields.
As a WT player with 5k hrs, EFT Arena basically uses the same tier system but it locks stronger kits are only accessible via the previous kit. I think it would be better if you could still get XP while using lower tiered gear like WT. For example, I’m using the scout presets currently and I was on a massive losing streak while using the MPX kit with 9mm Quakemaker. I switched to the Glock 18 kit with 9mm AP 6.3 and went on a win streak while either top fragging or being close to the top. However I got no progress toward the kits I’m researching which sucked. The funny thing is, some of my rounds won was because I scavenged guns and gear off dead players in Arena recognizing the weakness of my kits.
Beeing an avid tarkov player and also war thunder, i dont see why we can not use the same system of « line up » that war thunder have. Same goes for progression. In war thunder (for people who dont know), you unlock vehicles (tank, planes, heli, boat) that all have their own « br », ranging from 1.0 to 12.7 kind of like what we have in arena with MP. In WT, you can play multiples vehicles in the same game, hence creating what is called a « line up » where you choose a range of vehicles that you will be able to use in your game. Lets say you take 3 different tanks with a br of 6.7-7.0 you will be matched up with people of br 6.0 up to 8.0 (+/- 1 from the highest). If we could get hundreds of different presets in arena with the customizable ones, there will be a need to clarify how MP is calculated. In order for same ish MP kit to actually be compétitive with each other. By using this kind of « line up » system, if you choose your line up with kit between 450-500, we could see games with people having kits ranging from 450 to 550. Having multiple kit ready in your line up, we also could see a delay between each round (like you said) where you would be able to choose an other kit (and if you have kits with kinda the same MP you wont be disadvantaged that much). The advantage with that is: you can choose all map before launching the matchmaking + you can adapt your gameplay to the enemy or your friends kits + diversity in one match is achieved+ balancing based on players line up MP (+ balancing based on players ARP for ranked).Not forcing everyone to stay at tier 1 kit then tier 2 kit for round 1, round 2 etc, as you proposed. An other option for grind is that any given kit within each branch could grind any kit in the same branch while still mantaining the follow up system. I could use Stiletto to grind Pharaoh but i will still need to unlock werewolf before. (You will have to target one kit in each branch and devide xp given to these branch based on what kind of kit you used: if you used an assault and scout kit in the same game, you will get assault XP and scout XP proportionally to what you did with each class). We could also see a tweak in earned XP tier 1 kit yielding a bit less xp and tier 6 (or more in the future) yielding more xp, so that grind feels a little bit faster but balanced. For players of war thunder, it will looks like a Copy/Paste of the system in place in WT but it might be the only really good thing making WT actually playable. There is still issue concerning what is called compression (where there is too much of a gap in technology / armament / agility between vehicles while still being in the same br bracket) but it all comes down to balancing and action from the devs. The issue with the proposed solution of « evolution » in one match (going from tier 1 to tier 5 kit) is the frustration feeling that may come. If i grind 400kXp for a tier 6 kit, even if the grind isnt that painful, it is in order to play the said tier 6 kit i grinded and for more than just 1-3 round of a 10 minutes match. I may do a forum post suggesting my idea in the future when i find times and i would like any ideas for improvement.
I'm not a Tarkov player but I found your channel when your Silly Bitchell video was recommended to me and after watching it I realized that you were doing something completely different than usual so now I'm becoming educated in the world of Tarkov because I enjoy your videos. Lol
Your ideas (also the viewers one) are always so spot on. You are clearly taking a lot of time to look at this on multiple if not all of the angles and looking at things in perspective I only hope and wish that your suggestions don´t just dissapear and BSG will take a huge part of it and implement it to their game. Because current system is not really fun but toxic. I don´t mind the grind but its so boring and the punishment for trying something different or new is not possible without loosing a lot not just rank (sorry i mean ARP) but mental health as well :-D
I was skeptical, when you said, choosing gear before matchmaking was a bad solution. But with how comprehensively in-depth, your proposal is, I would be ecstatic if this was their direction. They have so much potential, I hope they do not squander the opportunity.
I used to play a ton of The Last of Us Factions and I always enjoyed not only the overall player progression but also the in match progression of upgrading perks, upgrading weapons, ammo, armor, etc. I really thought that was something Arena would at least somewhat go for. Some sort of in match progression is always addicting and keeps me playing match after match. I haven't played Arena yet mainly because of the staleness I see in going with 1 kit the entire match and no sort of customization. I love the idea that you've formulated here and hopefully they are able to implement something like it sooner rather than later.
@veritas while i don't agree that having the rounds them self's be tier oriented , i do agree that the current way that you must run your selected preset the entire match could be improved possibly by Queuing up for matches In a tier set ( such as queuing for high , low and middle tiers and being able to select from with in those tiers trough out the match) One thing i really do wish them to add is to be able to Customize the current presets; such as sights and attachments (what sight on what gun, position of the sight/light and weather or not its even on the gun and the hot keys tied to meds with out having to remap slots on my settings As well as possibly assigning tiers to the scope that comes with that preset and having them be interchangeable, for people who simply don't like the specific sight for what ever reason, since some sights are effectively the same in terms of stats but might just have a different red dot that someone likes
These ideas make a lot of sense and don't seem too far away from what BSG wants out of Arena. The only part of the video I might subjectively disagree with just a tad is the weapons and how they are built. Yeah, some are complete memes and are genuinely bad, but I kind of like that? How the optics aren't what we would normally choose? I kind of like that. Having to adjust to something that is obtuse that BSG created. Again, they could be better, but if they aren't all best in slot for each tier, I might be in the minority with this mentality, but that's okay. It's one thing if it isn't an optimal optic choice. It's different when the optic is in the wrong spot when there is another option available that's better. But again, I'm weird and many might disagree which is fine.
No presets. Throw em out. Make a point system for everything. Even attachments. Devs can pick and choose what gear we make our own kits from. This doesn't have to be a hero shooter. Eft has all the progression we need. Let us compete.
Here’s my idea (not that anyone asked). What if we could customize the kits within the parameters they’ve already set? Like you wouldn’t be able to change armor, weapon, ammo, meds but the attachments and removal of weapons could be included. Take the MP5 build in the Triton kit. Instead of the Walter red dot maybe I could put the Eotech on it or any other red dot available. Maybe a different grip or a suppressor instead of the flash hider it has on it. Wouldn’t change the TTK but would make using the gun more fun. Additionally being able to remove pistols and the magazines from a kit to save weight if that’s what you want to do would be a nice thing as well and this is more to avoid the prep you have to do when you load in. It would be nice to be able to save your keybinds to each kit so when I select it I don’t have to bind the afak to 5 and splint to 6 it’s just already done. This would allow for customization and maybe even potential for ranking an individual kit versus just plowing through to get the rsass or mjolnir and then there’s nothing.
It's like Warthunder but worse because in WT playing another tank from the same tree still helps with progression, you just chose which character/tank you want to unlock, and you can play any other character in the same tree, still progressing said character.
@VeritasGames This is exactly what I was talking about with a buddy of mine that I started Tarkov with. I watched the entire dream hack event, and the major difference between the pro's playing the game, and the rest of the population, is that the pro's were allowed to fight with restrictions to which kits they could use. It did end with most people utilizing the same kits through out, how ever it is the most fair way to compete. It then made no sense, when the game launched, that we were not held to the same restrictions the pros need to use in order to play. Just the fact that, they had limited kit availability makes it balanced across all the players, everyone can use the kit they feel best with within that tier. Then as the event progressed, they got access to more kits. I feel like your solution for, each round changing kits, to end with the top kits, its brilliant. That solves really the entire dilemma, while also making the gameplay more enjoyable. I sometimes want to play with a different kit, and not being able to makes me not enjoy the game as much as i had hoped. Hopefully they see this, and make some good changes.
There are two main issues for me with this game: 1. The game mode itself: One life TDM is not an interesting game mode. It is banal and require absolutely nothing besides outgunning the enemy. It is not promoting teamplay, nor strategy. Every match looks like the previous one. There are barely any exciting or rewarding moments of you outplaying the opponent. I feel like the game mode needs to be objective based - Attack and defend, plant a bomb, capture an item, something that add some form of depth and complexity to how you approach a round besides just clashing heads on with the other team. It will also make for better maps that are designed with an objective based game mode in mind. Right now the maps are just random assets placed randomly with no real sense behind since there isn't really a reason for you to be in some places of the map instead of the others because again - there is no real objective. This is becoming more apparent in the late rounds when most of the people are dead and you are looking for the last guy - which could be anywhere because there is really no reason for him to be in any specific place in particular. This is why they needed to introduce things like cleaning crew which are just an RNG and unsatisfying way to end a round. 2. The second point is what you talked about in the video. One of the stronger sides of Tarkov is the weapons. When I first heard about Arena I was excited because I imagined myself playing with all the cool weapon builds we could have in Tarkov but in a PvP oriented settings. The disappointment of playing the same scav like kits over and over again is real and I am all for a csgo based economy when you buy the weapons based on previous rounds performance - which will also make the matches more exciting because round wins mean something for the next rounds.
I really wish they'd tell us when they plan to add unranked. Right now playing with the Unranked tiers on Ranked is making this sooo more worse. Playing with the Tiered kits in ranked would make so much more sense.
Tarkov's biggest problem is desync. When you die holding angles because the dude shift W on you and on deathcam it looks like you wasn't even firing at him before he kills you
As a previous promoter of the "Put class selection before matchmaking" I couldn't agree more with your thought process here. Here's to hoping we move towards a system that allows more freedom as currently I see the downsides of arena and the class grind killing this game off prematurely if unadressed. I also just finished the Pogcast where you talked about this video and refreshed to see it live. Instant gratification! Keep up the great work.
I thought the problems with Arena would be too big to fix without a complete rework of multiple systems but your recommendations seem like the best ideas i've seen so far. I hope Nikita and BSG take notes
Fun matches! Definitely a roller coaster that day lmao We set up our Hunt Premiere showcase match in this tier/round layout, and we had a blast! Definitely could see that being an official addition.
Your suggestion is wonderful. As it currently stands, it seems to me as if the trees are only intended for unranked, and the kits at Rating are the only ones that can be used for ranked. But right now the two are being thrown together for the test.
Outstanding video, but there is one thing that no one seems to be talking about. One of the main draws of tarkov is the diverse customization. Why not rank attachments in tiers and give players a pool of guns and attachments to use at any given tier? Tier one could have handguns with lots of customization, but poor ammo, armor, and meds. Scale this and you get diversity within each match
Hello Veritas. Great video. Well done research and good points that you got. I have carefully listened to your ideas, and I agree with some, while don't with others, overall I think you did a great job coming up with solutions, and I would like to discuss them with you. You spent a good chunk of video explaining why pre-selecting a preset before queuing would not work, and then you go on explaining the idea that you got. I think that there should be a pre-selecting before queuing, but modified. You see, when you find a match, you can choose from everything you have unlocked. Why not make it so that you select, let's say up to 3 presets before you queue, and let the game calculate your average MP. This number will present your combat ability, as let's say you have unlocked 500+ MP preset that you wanna rock, so you just select it, and then you go into queue, and now game knows that hey, this guy has 500+ MP, I shall match something like that let's say in +/-15% range of his MP and some what similar ARP. There should also be a limit when selecting, that the MP difference between your highest and lowest selected kits can not be over 20% lets say. This will eliminate the issue of people selecting 500 MP preset, and then 2 presets with 50 MP, as they simply would not be able. Then you might ask what if, let's say the preset you unlock is too much different in MP and you are not able to choose more than 1 preset? Solution, is that you don't need to select all 3. As I wrote, up to 3. You can select just 1 that you wanna go with and go queue. This I believe solves the issue with gear imbalance, now let's talk about ARP issue and encouragement of new branches. As you said, right now it's punishment to play a lvl 1 presets in lobby full of lvl 4, I agree. So let's make it work this way - the game, by now, should have gathered enough data to make and educated guess what is the average MP corresponding to ARP rank, not ARP number. So my guess is, players with average MP of 350 should be in D, 300 in E+, 250 in E and etc. If your rank let's say is B, but your average MP is slightly lower then in your rank - then you queue for one rank below but with weaker gear. If MP is drastically lower then you should queue with people 2-3 ranks below, but not more. This makes it so that your skill, as you are higher tier player can make up the difference in gear with players in lobby, and they also be having chances against you as they are geared better. That gives you a chance to grind a new branches without much issues. What if your MP higher then it should be? Then you get placed in a game just one tier above your current rating. Smurfs? Take example from dota match making system. If a player, wins 10 matches in a row and is performing very highly, each game afterwards he gets a more ARP then others, let's say 100-200 ARP. This will make it so smurfs are just "passing by," and are in a game with you for just once, or 3 times at max, as your ARP won't change much compared to them, given they get much more ARP them you. I also agree that you should be able to change the kit, but only once, and that you should pay for it, but not in cs-go like economy, but just from the bank that you have. Making csgo like economy is a nonsense in this game as in cs go, you switch sides, have different gear on different sides, and let's say what is the point of your gear if your game is 5-6 rounds long, you are able to select it once and that all the fun you have. You will feel that the kits that you have grinded so hard for is useless as you didn't even played properly. And also one last thing, I agree that changing scopes and stuff feels like torture, so I believe that BSG should make you able to change the hotkeys and everything within your preset before you queue, so that you don't have to do it in game in the 10 seconds that you have before gates are open.
Incidentally this reminds me of a system used in a little competitive Spy/Social Deduction game called "Deceive Inc." In that game, you have to blend in with the environment and accomplish a major objective to win the overall match but a minor side objective players can take, relevant to this conversation, is these "Upgrade Decks." Around the map you can work your way to finding these Upgrade chips, each at different rarities and thus quality. However, *you* set the perks and their rarity before the match, so for example a very simple upgrade is Ammo Capacity. You can set it at an easy-to-acquire "common" rarity but it gives you maybe a couple extra spare bullets, or you can put it at a harder-to-acquire higher rarity which gives you a lot more reserve bullets. This again is a very simple example and not any of the more interesting perks relevant to that game, but to tie it back to your suggestion, you can choose different "Round 1" presets for each class, different "Round 2" loadouts for each class, and so on in between matches. Essentially you choose a pre-customized "Deck" of presets at the start of each match (that way we can have a system that can search for any maps and faster matchmaking but let you choose the "Deck" appropriate to each map that ends up selected). You can even save and name these preset "Decks" so you can name it for each map or theme. And finally you can edit each preset to where you want items to go in the inventory and what hotkey you want them on, maybe even customize the guns' parts (in case you like a laser a certain way or an available scope in that preset on a specific weapon). I hope this might compliment your suggestion!
So since the start of arena, I've said something similar. More of a checkers idea than your chess solution. Basicly. They already have ratings kits. Expand on those. And under ranked, you use those kits. And only those kits. When you reach 1 win from the next tier, it moves you into the next tier rating *a rank up match like csgo* so you get the kits of the next tier for that game, and your teammates are of that rating as well. Or if you're squaded, your teammates who are lower skilled are a determent, rather than a Timmy you can carry. Then with the current tier system, you move that to exclusively casual. To keep a grind aspect of the game. But instead of arp, or some hidden sbmm, it uses gear score avg of the team. This always all the progress, without any of the ranked effects. And adds meaning to the casual grind. And rating actually means something.
Instead of gear presets they should divide all of Tarkov's equipment into 6 tiers, so you can create your own loadouts from that equipment. This way you don’t have to play with the same preset and you can actually use what you like within the tier that you're in.
ooooh this is good! I have been toying around with the CS or Valorant economy in my head for weeks now for arena, and this is much better. I think I could add some thoughts on your idea. -Add a brand new preset that is unlocked for every one for each category for each tier. "given they are not terrible this will work" its probably like 50-60 kits quick math but whipping some kits up together and adding them would take 2-3 weeks max. Testing an additional month maybe. -Then the progression of the presets can travel laterally. This means grinding for diversity or favorite guns/armor that are similar in skill. One example, lets say the new tier 2 presets name for CQB is "Unicorn" and that works on unlocking "The Ram --> Bunker --> Stiletto" ect. -This would be ideal for ranked because we are focusing on changing progression/grinding from working towards "owning noobs with my altyn and BT ammo" to a "wow cant wait to unlock that m4 2x2 prism scope with green tips and level 3 armor cause I don't like this single shot PS 7.62 with level 4 armor" -For the people that grinded this far no kits would have to be reset they would only need to reset ARP back to 1500 but ARP is a different beast entirely. Idk this shit is gunna get lost in space and it all might be garbage.
i figured an easier temp fix would be to force kit selection prior to matching, and match based on that selection +/-1. keeps same progression function, also allows arp to be a little more of a factor. if high ranks are picking low tier kits, theyre gunna match with other high ranks picking low tier kits. this would require a little more kit (ammo specifically) balancing, but i feel that needs to happen regardless.
Love the vid, Veritas. Would be lovely to have text on screen to display the numbers when explaining about the time, hours, and exp to obtain gear tiers.
man, the blackjack class is a great example. It handles just about anything under it, struggles against its own tier, and just gets absolutely smashed (m4 leg meta... fun) by anything above it with a face shield.
This really does sound much more fun to me than the current system. One thing I’d be curious to hear is: does this system dispense with the roubles economy entirely with respect to kit selection? One of the things I find very strange at the moment is once you get t3 kits you theoretically can win 50% of the time and essentially lose money, where your wins net 80k after commission but your losses deliver 100k. This prospect beyond t3 seems even worse, though I haven’t personally gone above t3 yet. I realize you are theoretically getting a piece of the enemy’s kit cost so perhaps as you climb you get more payouts for wins, but at the moment the system seems designed to make it so you can’t use higher tier kits all the time, after spending 50-90 hours grinding them, which would be a bit sad. The design of the matchmaking and Econ has basically directed me to keep moving sideways, leveling up new t1 and t2 kit variants instead of pushing t4, since I lose too much money at t3 and can’t stomach being stuck in the same sort of mediocre kit for 40 matches in a row. I haven’t gone broke, and shootout mode seems ok to win back some money and arp after a string of losses, but I also don’t see any of it being sustainable for me past t2 either, which means my long term engagement with the game will probably peter out at some point.
If I can word this right- I'd love to see weapon-specific tree progression. Like, T1, you might get a 20rnd ADAR loaded with, say, SOST/RRLP, and by T4 you're rocking a basic, early Gen1 SOPMOD, with say, default STANNAGs with M855, and say, if you go to, T6 or introduce a T7, you have say, a fully juiced Meta M4A1 rocking Enhanced Tubes, ACOG/RMR for the RIZZ, with PMAG 60s loaded with a ratio of 1-2 M995 to M855A1.
Dude, reduce queue times. Why do I have to accept a match 5 times and wait 30 seconds per acceptance. And then find a server. Load a map, loot, etc. Wait a minute for kit selection. Like 5-8 minutes per game. Not fun!
i'm genuinely a fan of a few solutions: have the presets as they are but allow SOME level of customization and make the kit priced based on that (just for attachments but ammo stays the same), a CS:GO type economy would be cool if they did it correctly, and the one i'm the biggest fan of is the round based kits. i remember watching a clip of lvndmark talking about that and i think that's the most solid all-around solution that arena needs. i like your suggestion of having options at the beginning of the round based on the xp you've gained in the specific skill tree, but still having the balance that round one is scav kits, round two being early wipe pmc kits, round three mid wipe, so on so forth. and the kits wouldn't even have to change every round, but say, every two rounds so each team gets to spawn at both spawn points with the same kit once each, that would offer the most balance and also reflect the most skill
Amazing Idea Veritas ,just let me add a couple of changes to the Tier System as a Unity GameDev. The Basic concept of a Tier system is good but counting to BSG to make 1000+ Loadouts to account for every possible scenario is next to impossible. A better system would be for BSG to give us a Loadout Maker like the one in the main game. In that maker you can select the tier of the kit you want to make and it would give you a list of items (guns armor ammo ect) for you to make a Loadout for that Tier and a max gear score for that loadout (that max gear score would be calculated with your level and how many exp you earned using this tier). Each time you add something from the available items of the tier (gun, attachments, ammo, armor ect) the loadout gear score will increase. That way you can make loadouts that are more in line with YOUR playstyle (dont need a sight but more ammo, remove the sight from your gun and add a mag with better ammo) Also instead of general EXP or EXP for a specific loadout, there will be Tier EXP that will contribiute to your Max Gear score for that Tier Loadouts and unlock new things for that Tier (better guns armor ect) That way BSG can use the existing Loadout system form tarkov (thus carring alot of the code untouched) and doesn't need to make new loadout every wipe to make everyone happy. The only problem is that the community will make metas for each Tier but at least everyone will have the option to change their loadout to sute thier needs.
Finally decided to download it and give it a try today and I'm using a mosin with sp rounds and an aps. While everyone has face shields, high tier armor, and full auto guns with meta rounds
they really need to decompress the gear scores because you can q against somebody almost double your gear score at 300 and the kits aren't even comparable
If you pick loadouts beforebut you can have a secondary loadout along with your main loadout, like you pick your first kit maybe an AK or an MPX and your secondary loadout can be longrr range like a marksman rifle or sniper. Then you ar enot limited to one class if you end up in a map that doest suit that play style
Here is a thought, just open up quick play or casual with everything unlocked and ranked is a progression system that have rewards every season when you reach a certain rank and casual has no rewards and you just play and have fun.
I haven't watched the whole video but for me the best idea to make the game more fun it's just to open up unranked mode. Unranked would be the "leveling up" mode where the matchmaking is regulated exclusively by the gear score (which you would choose before matchmaking itself) without considering arp or any sort or sbmm so you could just play the game with whatever gun you want (ideally without the need of using rubles, or better yet, just gaining 25-50k rubles a game based on your performance without risking loosing any because you match up with teammates with a free preset) against people with presets similar to yours just to level up guns and enjoy using even shittier kits just to grind better presets in a tree. After unlocking whatever you want you could just move to ranked mode, use the meta guns (which, as boring as it may be, it's the core of any ranked mode) and match with people around your arp and try to rank up (with the +25/-25 system that needs a huge update).
With how many different attachments there are in tarkov I think it would be so much more logical if presets included everything except the weapon attachments and that you can unlock groups of different tier attachments the more you level up that you are able to manually put on each of your presets to make them how you like. Weapon attachments come down to a lot of player preference and I feel like such a big part of tarkov is going to waste having premade guns instead of being able to build your own to suit your playstyle or what you prefer or even just to have some fun with. I also think this would help add variety to mix things up instead of being stuck with the exact same gun build for so many hours and being able to adjust things like your optics depending on which map you're playing would make the game feel a lot less restricting. The attachment tiers would start basic with simple lasers or red dots then getting better with each tier of attachments and the more attachments you put on your gun and the higher tier attachments you use, the more the cost of taking in that preset would increase, so if you went in with a stock gun it would be cheaper than fully kitting it out.
It is so relatable regarding the annoying grind. I mean I finally unlocked "Butcher" and the only kits I was enjoying while grinding and did not pay attention to amount EXP I got was an Altyn kit and the one prior to it, cuz I like tanky and "fat" type of characters in games to exhaust opponents with your TON of health... and those kits were perfect for it, they gave me a decent gun and armour. Then, I wanted to start grinding assault and omg their t3 in BOTH branches are horrible, the shotgun with a single bullet that does not have auto mode, the guy from the left branch with the same issue. You have to grind 140k exp on those kits while being in the worst conditions for your
One thing that me and my friend noticed and agreed with one another on is the issue of the CQB line (for the most part). It almost feels like most of the line is designed to punish lower gear players you fight against, while doing terribly against players of equal or higher gear. For example, centurion (T4) can absolutely ROLL dame near any kit that is T3 or below and if you do die to those kits it's because either you played it terribly or they played it very very well. However, at the same time, Cent is going to struggle against T4 kits (and god forbid higher kits) since your ammo is trash and can't pen the armor for the T4 assault and T4 scout lines well but they can pen YOUR armor. (The armor, which is the entire CQB line's unique gimmik) Sure, you can indeed kill them but it's much much harder than if you were playing one of those kits. Also, for the most part for the CQB line "punching up" even 1 tier is a huge undertaking. For example a blackjack is going to struggle against a cent, while the reverse can NOT be said in most situations. (Although you can win, it's not really balanced at all.)
Besides the kit balance, which isn't too bad to try and fix, I am fully convinced that the way to fix their problems is to make people select their kit before the match. Then use a match making system like world of tanks which has a surprisingly similar feel. Take out the gear score and give the kits tiers and then try to only match people against people using the same tier kit. Some tiers are bad and you have to grind through, but then they lead to better kits later. The important part is the kit tiers are the same. All this needs to be coupled with the addition of casual, as it is difficult to give out ranks with these different tiers of kits. I have not thought too much about the balance of ranked, it is much more crucial that the game is actually fun the grind for the end game kits. Even if the current MM system takes into account gear, a person with Butcher can be far less skilled than someone with Werewolf and still come out on top, simply because of how much stronger the class is because it is a different tier. Tier based MM at least for a casual mode would fix almost all the issues. If someone is better than me but has the same kit that's fine, I just have to work harder to get better.
I'm glad someone with influence who is experiencing the game CURRENTLY is making content about it. I feel like BSGs exposure to the community perspective is a very small window... namely streamers. Well. Streamers had the game 4 weeks before me (despite having a 5 year old EOD account). They played in what felt like a balanced system, got bored, and moved to other content. Well here I am having to SWEAT every single game to be competitive with players who out gear me. But the most frustrating thing I'm experiencing right now is players reverse boosting. They've lost money, or just want to bring their match making down so they queue with a TT. Effectively screwing my team... this happens nearly EVERY game now. Hard to like what I'm not enjoying. Feels like a system rigged against me every round
I've only played 2 games of arena with a the cheapest starter kit (a MP-133 shotgun). In my mind I respected the damage shotguns can do and thinking back to my 3000 hours of Tarkov experience thought I could do some damage with that. The problem is in the arena setting it's a lot harder to just surprise people or get the jump on them. We were on the woods map and people with reasonable optics seemed to be winning most of the fights. I only ended up getting like 3 kills in 2 games (20ish rounds or whatever that is). Both my games were heavily carried by one person with much better gear, first someone on my team, and for the second game someone on the opponents team.
I reckon additionally that the rouble system can be reworked and be an “unlock currency” rather than for buying kits every round. lower end kits cost less to unlock, high tier kits take more roubles and therefore more time to unlock, but it can be done at any level so the grind is still reasonable
I loved the start of arena when low tier kits would play with other low tier. It felt like you won’t get curbed stomp by a guy running level 5 armor when your playing plaintiff
the thing I'm most disappointed about is the customization. Tarkov arguable has the most in depth gun/ armor customization out of any game. Would like to see that implemented
first time seeing your content - really love your ideas and how much thought and research u put into this. I hope they listen to and implement some of your thoughts. As someone who kinda of got bored investing time into the original tarkov, i still find this current version of arena pretty fun and feel like with small adjustments it could be great
Your idea is a cool idea but I'm not sure how it works for the the other game mode (2v2, 3v3). What your idea has in common with what really needs to change though is that if this game is ever going to be even a little bit balanced they need to make kit tiers only ever face tiers of the same tier so that the kits in each tier can be balanced against each other and any skill rating needs to be elo based and focused on performance in gun fights. World of Tanks did a pretty good job solving this exact issue.
These "ideas, updates and touches" to not touch already in-place ARP system, removing Gear score, limiting/avoiding Alt metas and redesign of kit Leveling should have been there from the beginning... u should seriously consider being a project manager at least for systems design, not only for shooter games nor gaming only, that's some tasty prj managing right there! And also, nice job as always, see u on the Pogcast ;D (just found a new job, PP's coming
It really is tough to level kits, it feels like everytime I get the next kit I face people the next kit ahead of me, and even being two kits away from the last in scout the pbp still feels terrible, every time I face someone with a face shield it’s 150 in 10, every time I aim for body it’s 300 in 20 hits and still no kill, it feels impossible to play because everyone just has better armor and ammo no matter the kit I’m on
I usually play solo and everything you’ve mentioned is accurate, I always try not to be too negative with this game, I love the action, I love the pvp, I love learning how to get better and I have..but sometimes the imbalances are a bit much. But I am very interested in your ideas, very good thoughts.
I have of course forwarded this over to Nikita, and he fairly pointed out that they do have lots of changes in the works and plans coming in the future that may or may not address some of my concerns, although to be fair to myself and the community, we don't exactly know what they are planning and/or how it will all shake out in the end. I figured my feedback/perspective would have some value either way, and in the off-chance some of these issues weren't evident to BSG or a solution like this hadn't crossed their minds, it was worth it anyway. Also, I feel the need to mention that it was a viewer (I'm sorry I've forgotten who this was) that gave me the rough idea for the proposed solution here - if I figure out who it was I'll for sure edit this to credit them.
I sincerely hope your analysis and suggestions are taken seriously by BSG. I only played about 20 hours in the last wipe and I've not played at all this wipe, haven't even touched Arena. I'm just too burned out on the fundamental problems that still plague the game after 7 years.
Theres also a new meta to arena. Join a game. Afk till you get ur next kit. They should also fix that too
Honestly arena is the first time i get to use some of these kits cuz they were added after the game had gotten more grind heavy and its the most pure pvp around
I really like this idea! I hope they find a way to incorporate some of it into their plans. I would be happy if the game we're more enjoyable and had a more diverse gun selection in each round however they achieved it.
BSG NEEDS to take this seriously. Arena's life depends on it.
Also : gaining +25 or losing +25 does not make for a ranking system. They should look into implementing at least ELO, but if possible Glicko2 or Trueskill.
I have a 1.00 kd, and like 1000 arp left, maybe less. 8 game loss streak. often due to kit mis matches. So brugal lol
True... its's the biggest downside plus playing against 100 mag faceshield... spray player
THANK YOU
Yeah the factors determining win or loss are so all over the place right now the ARP just feels like a very inaccurate representation. I can’t imagine why it doesn’t include some aspect of personal performance during matches as well-say you have a large chunk that is W/L but then you add and subtract additional ARP based on your K/D/A in the spectrum of the match.
It's not just +25 -25 It's rank depend, I gain 15 and loose 35 as a B rank vs d+ and c players
I absolutely love your proposed idea. Without adopting an econ like the CS or Valorant series, it still accomplishes that same flow of progression WITHIN a single match. I would love to see BSG adapt the game to this kind of solution. Keep up the good work!
Yeah my biggest gripe about CS-go as a CS-source player is that I can’t be fucked to learn all the hot keys to buy my shit fast enough to be competitive. Even though I played source for basically the entire time between 1.6 and go, I used the presets in the game to have different kits at different price points.
@@Taskarnin huh? just click on the items you want to buy lol, the buy time isnt that fast
@@Taskarnin dude... press B and click on the items lol you press B as soon as you can and you have like 15 seconds to choose everything you want
@@hamburgerfatso yeah but considering the previous version of the game had a better system… f that. I play cs to click heads not do kits.
@@Taskarnin bro you can buy a normal kit in cs without having to worry about any of that, it's just a quality of life feature for incredibly experienced players. most players don't even use that anyway, they either use the regular click buy menu or will set up kits in their config that they can buy with the press of a button
I think this is absolutely the best proposal I've heard so far. I know you said customization is a longer conversation and would require quite the overhaul that's not feasible right now, but I still think that's ultimately going to be the best long term solution. It's wild to me one of the single best aspects of Tarkov was taken away from arenas, and they opted for a system found NOWHERE in competitive FPS games. I think long term some combination of tiered load outs based on round, and being able to customize those individual load outs would be perfect. Each tier would give you more gear score to "spend" allowing more flexibility even within those tiers i.e building a glass cannon with amazing ammo at the sacrifice of better armor or tanky armor at the expense of maybe a less modified gun. This continues to address the issue and allow diversity within the round. This obviously would require an insane amount of work and, again, isn't a short term fix but it's extremely disappointing to see gun customization taken out of the hands of players. As always Veritas well spoken and reasoned I feel like you and Jesse always have the most feasible and realistic fixes to this game.
It might be difficult to point a Gear Score to every attachment in game. But I'd like to have some possibilities to customise presets. XP in specific preset could unlock some additional attachments for this preset. Those attachments don't have to be "better". Just different, let player choose which reddot he wants to use. Of course it would be great if you have some extra points to spend on different ammo, armor, meds. But balancing this could be near impossible.
This is actually a good idea. I hadn’t even thought of this. Even the Ryzhy kit would be fun at that point.
Besides he pulled 0 arguments and only his "I think"
This game is dead if there is no kit selection prior to matchmaking or total change of the kit and economy system, wich would be for the best, as the current one is a garbage made by outsourcing indian department.
@@Сергейк-е8рwhat zero arguments? Have you actually watched the video?
One of the best features in tarkov was running weird kits, meta kits and modding guns. Make every piece of gear have a score and do score brackets for match making. Like warhammer 40k. Make ammo and gun attachments expensive for points so running one or the other keeps you midrange but both makes your kit top tier. Then you select which kit tier you wanna play.
YYYYYYYEEEEEEEESSSSSSSS
Excellent video! You lined up and described all of the pain points, explained why some of the common community suggestions won't fix those problems, and then offered some reasonable suggestions to help BSG improve the experience we have ingame. A+ for you sir
As always Veritas, the thought and effort you put into these things is incredible. Thanks for what you do for the community.
Funny the video opens up with this is a shorter lower effort vid. Them I'm looking at 27 mins lol
I've started Arena 3days ago, I've felt a bit difficult to get to 3rd and 4th preset, I feel it's too much XP required. What when I finish and want to level up a new tree line? I will be forced to lose games and go down on rank\ARP to be able to be match with lower level players, it's not my game level, but my preset level...
-I suggest giving 1st and 2nd presets better ammo, this way it will have some fire power to kill a 3rd or 4th preset. I'm pretty sure the 3rd and 4th preset will just feel a small difference, and the new players will not have that hard learning\evolving curve at the beginning.
-Also when playing with a preset that it's the last of it's line, the XP got from playing with it should be equally distributed through the other "open" presets.
-There's ALWAYS one guy, the 10\10 of the matchmaking queue failing to accept the match, this should give you 2min cooldown, to remove idling people from queues.
-The way Cleaning Team works seems to need some work..
-I think there's should be an armband on the left bottom corner(on the gray player character) to help identify our own team and don't force us to open Inventory to check what we wearing :P
-What about a Map Ban scheme like CSGO2 on ranked games? Based on previous matches\stats, you ban the maps and play on the selected one, then you get to select the desired preset according to chosen map.
I know that these ideas might not be "new", it's not hard to think on this, but I think it would improve a little bit the gameplay\pvp
anking experience.
Oh I almost forgot,
I'm using a AMD Ryzen 5900x + RTX4080 + 64GB DDR4 3200Mhz @ 1080p and I'm seeing friends with similar specs doing 1440p with 10\20+ fps then me.
Tried already using some teaks like project lasso, tweaking settings, but nothing seems to squeeze the resources in order to get proper performance in this game.
Can feel a lot of network and server instability, looks like there's a few things to fix in this subject too..
I hope updating Unity will improve performance, I will be waiting for the next patches.
Nice video @Veritas , very well covered. Keep up the good work!! Cheers
I also thought a tier system would work well. My idea is each tier has a certain budget. You can use a tarkov trader like interface to create your own presets which you would use in matches. Leveling up, or ranking up certain classes (determined by armor/weapon/optics) would unlock new options similar to how leveling up traders would in normal tarkov. I think this would give it a distinctly tarkov feel that is different from any other multiplayer arena shooter on the market. Instead of needing to balance presets you could just adjust the cost of any weapon, ammo, attachment etc... that is too strong.
Good idea. Pick a tier to que, build your kit when map gets selected the way you want, play.
I definitely support this idea!
Having “dozens and dozens of presets” as veritas mentions in this video is just a worse, roundabout way of doing exactly this. Being able to build your own kit (within certain rules to maintain balance) is a much better way of going about it, imo.
@@jzn5344 we should just make infinite presets so that you can run whatever loadout you want (joke)
One thing that Veritas tiered rounds idea does though compared to what the replies above are suggesting is avoid fragmenting matchmaking queues. So you get the largest possible sample of players to match against, theoretically bringing you closer to an appropriate matchup. If you have greater tier variety but still basically need to match based on two criteria (ARP and Tier), you get much smaller pools, and it makes implementing things like group arp limits harder. I think under the system veritas is proposing there would still be the potential to add in customization later on so players could build their own presets eventually. There’s no way to immediately dispense with presets of any kind; you can’t expect new players to join a rinse repeat quick game mode like this and spend 3 hours upfront configuring all their kits first. Ideally you could end up with archetype presets that you could then earn the right to customize via use or something.
This game is such a mess. I try and play it like every 6 months and all my stuff is all gone and I just close the game.
Are the arena unlocks permanent?
I love that this is considered " low effort" for you lol great stuff dude.
Loadouts should all get 2 ammo options, one focused on flesh damage, and the other on penetration.
The options should be appropriate for the given tier and roughly equivalent.
For example:
Tier 1 loadouts could choose between FMJ ammo for penetration or fragmenting ammo for flesh damage.
Tier 2 loadouts could choose between PS ammo for penetration or HP ammo for flesh damage.
And so on and so forth all the way up to AP ammo and RIP ammo.
This will greatly reduce the suffering associated with using the lower tier loadouts, most of which have flesh damage ammo that does next to nothing against higher tier loadouts with good armor and face shields.
Veritas and ANOTHER well composed video, love the content man! You and Jessie are killing the Tarkov content game 😤💪
Hell yeah dude, hope you are feeling better
As a WT player with 5k hrs, EFT Arena basically uses the same tier system but it locks stronger kits are only accessible via the previous kit. I think it would be better if you could still get XP while using lower tiered gear like WT.
For example, I’m using the scout presets currently and I was on a massive losing streak while using the MPX kit with 9mm Quakemaker. I switched to the Glock 18 kit with 9mm AP 6.3 and went on a win streak while either top fragging or being close to the top. However I got no progress toward the kits I’m researching which sucked.
The funny thing is, some of my rounds won was because I scavenged guns and gear off dead players in Arena recognizing the weakness of my kits.
Beeing an avid tarkov player and also war thunder, i dont see why we can not use the same system of « line up » that war thunder have. Same goes for progression.
In war thunder (for people who dont know), you unlock vehicles (tank, planes, heli, boat) that all have their own « br », ranging from 1.0 to 12.7 kind of like what we have in arena with MP.
In WT, you can play multiples vehicles in the same game, hence creating what is called a « line up » where you choose a range of vehicles that you will be able to use in your game.
Lets say you take 3 different tanks with a br of 6.7-7.0 you will be matched up with people of br 6.0 up to 8.0 (+/- 1 from the highest).
If we could get hundreds of different presets in arena with the customizable ones, there will be a need to clarify how MP is calculated. In order for same ish MP kit to actually be compétitive with each other.
By using this kind of « line up » system, if you choose your line up with kit between 450-500, we could see games with people having kits ranging from 450 to 550. Having multiple kit ready in your line up, we also could see a delay between each round (like you said) where you would be able to choose an other kit (and if you have kits with kinda the same MP you wont be disadvantaged that much). The advantage with that is: you can choose all map before launching the matchmaking + you can adapt your gameplay to the enemy or your friends kits + diversity in one match is achieved+ balancing based on players line up MP (+ balancing based on players ARP for ranked).Not forcing everyone to stay at tier 1 kit then tier 2 kit for round 1, round 2 etc, as you proposed.
An other option for grind is that any given kit within each branch could grind any kit in the same branch while still mantaining the follow up system.
I could use Stiletto to grind Pharaoh but i will still need to unlock werewolf before. (You will have to target one kit in each branch and devide xp given to these branch based on what kind of kit you used: if you used an assault and scout kit in the same game, you will get assault XP and scout XP proportionally to what you did with each class). We could also see a tweak in earned XP tier 1 kit yielding a bit less xp and tier 6 (or more in the future) yielding more xp, so that grind feels a little bit faster but balanced.
For players of war thunder, it will looks like a Copy/Paste of the system in place in WT but it might be the only really good thing making WT actually playable. There is still issue concerning what is called compression (where there is too much of a gap in technology / armament / agility between vehicles while still being in the same br bracket) but it all comes down to balancing and action from the devs.
The issue with the proposed solution of « evolution » in one match (going from tier 1 to tier 5 kit) is the frustration feeling that may come. If i grind 400kXp for a tier 6 kit, even if the grind isnt that painful, it is in order to play the said tier 6 kit i grinded and for more than just 1-3 round of a 10 minutes match.
I may do a forum post suggesting my idea in the future when i find times and i would like any ideas for improvement.
good ideas, thanks for publicizing these problems
I'm not a Tarkov player but I found your channel when your Silly Bitchell video was recommended to me and after watching it I realized that you were doing something completely different than usual so now I'm becoming educated in the world of Tarkov because I enjoy your videos. Lol
Your ideas (also the viewers one) are always so spot on. You are clearly taking a lot of time to look at this on multiple if not all of the angles and looking at things in perspective
I only hope and wish that your suggestions don´t just dissapear and BSG will take a huge part of it and implement it to their game. Because current system is not really fun but toxic. I don´t mind the grind but its so boring and the punishment for trying something different or new is not possible without loosing a lot not just rank (sorry i mean ARP) but mental health as well :-D
Well thought out, and fair commentary as always, V. Super appreciated as always.
Elo should be more on wins if u do well like maybe get 15 extra if u top the board or something.
I was skeptical, when you said, choosing gear before matchmaking was a bad solution. But with how comprehensively in-depth, your proposal is, I would be ecstatic if this was their direction. They have so much potential, I hope they do not squander the opportunity.
I used to play a ton of The Last of Us Factions and I always enjoyed not only the overall player progression but also the in match progression of upgrading perks, upgrading weapons, ammo, armor, etc. I really thought that was something Arena would at least somewhat go for. Some sort of in match progression is always addicting and keeps me playing match after match. I haven't played Arena yet mainly because of the staleness I see in going with 1 kit the entire match and no sort of customization. I love the idea that you've formulated here and hopefully they are able to implement something like it sooner rather than later.
tlou factions was my favorite multiplayer shooter ever. honest to god gem, a shame they haven't brought it back for tlou2.
It was devastating when I saw they canceled it@@TechnicalOveride
@veritas
while i don't agree that having the rounds them self's be tier oriented , i do agree that the current way that you must run your selected preset the entire match could be improved possibly by Queuing up for matches In a tier set ( such as queuing for high , low and middle tiers and being able to select from with in those tiers trough out the match)
One thing i really do wish them to add is to be able to Customize the current presets; such as sights and attachments (what sight on what gun, position of the sight/light and weather or not its even on the gun and the hot keys tied to meds with out having to remap slots on my settings
As well as possibly assigning tiers to the scope that comes with that preset and having them be interchangeable, for people who simply don't like the specific sight for what ever reason, since some sights are effectively the same in terms of stats but might just have a different red dot that someone likes
thx for all your work Veritas! hope this gets a nice listen from BSG. really love your suggestions.
These ideas make a lot of sense and don't seem too far away from what BSG wants out of Arena. The only part of the video I might subjectively disagree with just a tad is the weapons and how they are built. Yeah, some are complete memes and are genuinely bad, but I kind of like that? How the optics aren't what we would normally choose? I kind of like that. Having to adjust to something that is obtuse that BSG created. Again, they could be better, but if they aren't all best in slot for each tier, I might be in the minority with this mentality, but that's okay. It's one thing if it isn't an optimal optic choice. It's different when the optic is in the wrong spot when there is another option available that's better. But again, I'm weird and many might disagree which is fine.
No presets. Throw em out. Make a point system for everything. Even attachments. Devs can pick and choose what gear we make our own kits from.
This doesn't have to be a hero shooter. Eft has all the progression we need. Let us compete.
Really enjoyed this take from you. Keep up the great work, mate!
Here’s my idea (not that anyone asked). What if we could customize the kits within the parameters they’ve already set? Like you wouldn’t be able to change armor, weapon, ammo, meds but the attachments and removal of weapons could be included. Take the MP5 build in the Triton kit. Instead of the Walter red dot maybe I could put the Eotech on it or any other red dot available. Maybe a different grip or a suppressor instead of the flash hider it has on it. Wouldn’t change the TTK but would make using the gun more fun. Additionally being able to remove pistols and the magazines from a kit to save weight if that’s what you want to do would be a nice thing as well and this is more to avoid the prep you have to do when you load in. It would be nice to be able to save your keybinds to each kit so when I select it I don’t have to bind the afak to 5 and splint to 6 it’s just already done. This would allow for customization and maybe even potential for ranking an individual kit versus just plowing through to get the rsass or mjolnir and then there’s nothing.
Balance felt good last week. Now im fighting guys way above me in classes. Running PST agaisnt 50 rounds if PBP is just awful.
It's like Warthunder but worse because in WT playing another tank from the same tree still helps with progression, you just chose which character/tank you want to unlock, and you can play any other character in the same tree, still progressing said character.
0:05 “Shorter video….” *checks time*
It is just insane, how good you explained this.
I love this idea so much I wish u worked at bsg lol u always have such a amazing take
@VeritasGames This is exactly what I was talking about with a buddy of mine that I started Tarkov with. I watched the entire dream hack event, and the major difference between the pro's playing the game, and the rest of the population, is that the pro's were allowed to fight with restrictions to which kits they could use. It did end with most people utilizing the same kits through out, how ever it is the most fair way to compete. It then made no sense, when the game launched, that we were not held to the same restrictions the pros need to use in order to play. Just the fact that, they had limited kit availability makes it balanced across all the players, everyone can use the kit they feel best with within that tier. Then as the event progressed, they got access to more kits. I feel like your solution for, each round changing kits, to end with the top kits, its brilliant. That solves really the entire dilemma, while also making the gameplay more enjoyable. I sometimes want to play with a different kit, and not being able to makes me not enjoy the game as much as i had hoped. Hopefully they see this, and make some good changes.
Always appreciate the empirical approach to thinking through states/statuses (stati?) and systems, Veritas. You are appreciated.
Thank you for existing and making these kind of videos.
There are two main issues for me with this game:
1. The game mode itself: One life TDM is not an interesting game mode. It is banal and require absolutely nothing besides outgunning the enemy.
It is not promoting teamplay, nor strategy.
Every match looks like the previous one. There are barely any exciting or rewarding moments of you outplaying the opponent.
I feel like the game mode needs to be objective based - Attack and defend, plant a bomb, capture an item, something that add some form of depth and complexity to how you approach a round besides just clashing heads on with the other team.
It will also make for better maps that are designed with an objective based game mode in mind. Right now the maps are just random assets placed randomly with no real sense behind since there isn't really a reason for you to be in some places of the map instead of the others because again - there is no real objective.
This is becoming more apparent in the late rounds when most of the people are dead and you are looking for the last guy - which could be anywhere because there is really no reason for him to be in any specific place in particular.
This is why they needed to introduce things like cleaning crew which are just an RNG and unsatisfying way to end a round.
2. The second point is what you talked about in the video.
One of the stronger sides of Tarkov is the weapons.
When I first heard about Arena I was excited because I imagined myself playing with all the cool weapon builds we could have in Tarkov but in a PvP oriented settings.
The disappointment of playing the same scav like kits over and over again is real and I am all for a csgo based economy when you buy the weapons based on previous rounds performance - which will also make the matches more exciting because round wins mean something for the next rounds.
I really wish they'd tell us when they plan to add unranked. Right now playing with the Unranked tiers on Ranked is making this sooo more worse. Playing with the Tiered kits in ranked would make so much more sense.
Tarkov's biggest problem is desync. When you die holding angles because the dude shift W on you and on deathcam it looks like you wasn't even firing at him before he kills you
As a previous promoter of the "Put class selection before matchmaking" I couldn't agree more with your thought process here. Here's to hoping we move towards a system that allows more freedom as currently I see the downsides of arena and the class grind killing this game off prematurely if unadressed. I also just finished the Pogcast where you talked about this video and refreshed to see it live. Instant gratification! Keep up the great work.
I thought the problems with Arena would be too big to fix without a complete rework of multiple systems but your recommendations seem like the best ideas i've seen so far. I hope Nikita and BSG take notes
Fun matches! Definitely a roller coaster that day lmao
We set up our Hunt Premiere showcase match in this tier/round layout, and we had a blast! Definitely could see that being an official addition.
I found your pogcast talk on this idea much easier to understand: less formal language and straight to the point
Yet again, a phenomenal video. Great job V. I really hope Nikki watches this and takes a few ideas.
Sweet, I just finished the pogcast where you talked about this video. Go back to the dashboard, and here's the video cant wait to watch.
I love your long form analysis videos about tarkov/arena like these
and another note: that round based tier system where it goes up by one every round sounds super fun, i like it.
These videos are likke a old school classic Veritas video, always love your content man.
Your suggestion is wonderful.
As it currently stands, it seems to me as if the trees are only intended for unranked, and the kits at Rating are the only ones that can be used for ranked. But right now the two are being thrown together for the test.
I think this perfectly summarizes my experience after i tried to start playing Tarkov a lot more casually, and not just in Arena
Outstanding video, but there is one thing that no one seems to be talking about. One of the main draws of tarkov is the diverse customization. Why not rank attachments in tiers and give players a pool of guns and attachments to use at any given tier? Tier one could have handguns with lots of customization, but poor ammo, armor, and meds. Scale this and you get diversity within each match
Hello Veritas. Great video. Well done research and good points that you got. I have carefully listened to your ideas, and I agree with some, while don't with others, overall I think you did a great job coming up with solutions, and I would like to discuss them with you. You spent a good chunk of video explaining why pre-selecting a preset before queuing would not work, and then you go on explaining the idea that you got. I think that there should be a pre-selecting before queuing, but modified. You see, when you find a match, you can choose from everything you have unlocked. Why not make it so that you select, let's say up to 3 presets before you queue, and let the game calculate your average MP. This number will present your combat ability, as let's say you have unlocked 500+ MP preset that you wanna rock, so you just select it, and then you go into queue, and now game knows that hey, this guy has 500+ MP, I shall match something like that let's say in +/-15% range of his MP and some what similar ARP. There should also be a limit when selecting, that the MP difference between your highest and lowest selected kits can not be over 20% lets say. This will eliminate the issue of people selecting 500 MP preset, and then 2 presets with 50 MP, as they simply would not be able. Then you might ask what if, let's say the preset you unlock is too much different in MP and you are not able to choose more than 1 preset? Solution, is that you don't need to select all 3. As I wrote, up to 3. You can select just 1 that you wanna go with and go queue. This I believe solves the issue with gear imbalance, now let's talk about ARP issue and encouragement of new branches. As you said, right now it's punishment to play a lvl 1 presets in lobby full of lvl 4, I agree. So let's make it work this way - the game, by now, should have gathered enough data to make and educated guess what is the average MP corresponding to ARP rank, not ARP number. So my guess is, players with average MP of 350 should be in D, 300 in E+, 250 in E and etc. If your rank let's say is B, but your average MP is slightly lower then in your rank - then you queue for one rank below but with weaker gear. If MP is drastically lower then you should queue with people 2-3 ranks below, but not more. This makes it so that your skill, as you are higher tier player can make up the difference in gear with players in lobby, and they also be having chances against you as they are geared better. That gives you a chance to grind a new branches without much issues. What if your MP higher then it should be? Then you get placed in a game just one tier above your current rating. Smurfs? Take example from dota match making system. If a player, wins 10 matches in a row and is performing very highly, each game afterwards he gets a more ARP then others, let's say 100-200 ARP. This will make it so smurfs are just "passing by," and are in a game with you for just once, or 3 times at max, as your ARP won't change much compared to them, given they get much more ARP them you. I also agree that you should be able to change the kit, but only once, and that you should pay for it, but not in cs-go like economy, but just from the bank that you have. Making csgo like economy is a nonsense in this game as in cs go, you switch sides, have different gear on different sides, and let's say what is the point of your gear if your game is 5-6 rounds long, you are able to select it once and that all the fun you have. You will feel that the kits that you have grinded so hard for is useless as you didn't even played properly. And also one last thing, I agree that changing scopes and stuff feels like torture, so I believe that BSG should make you able to change the hotkeys and everything within your preset before you queue, so that you don't have to do it in game in the 10 seconds that you have before gates are open.
Incidentally this reminds me of a system used in a little competitive Spy/Social Deduction game called "Deceive Inc." In that game, you have to blend in with the environment and accomplish a major objective to win the overall match but a minor side objective players can take, relevant to this conversation, is these "Upgrade Decks."
Around the map you can work your way to finding these Upgrade chips, each at different rarities and thus quality. However, *you* set the perks and their rarity before the match, so for example a very simple upgrade is Ammo Capacity. You can set it at an easy-to-acquire "common" rarity but it gives you maybe a couple extra spare bullets, or you can put it at a harder-to-acquire higher rarity which gives you a lot more reserve bullets.
This again is a very simple example and not any of the more interesting perks relevant to that game, but to tie it back to your suggestion, you can choose different "Round 1" presets for each class, different "Round 2" loadouts for each class, and so on in between matches. Essentially you choose a pre-customized "Deck" of presets at the start of each match (that way we can have a system that can search for any maps and faster matchmaking but let you choose the "Deck" appropriate to each map that ends up selected). You can even save and name these preset "Decks" so you can name it for each map or theme. And finally you can edit each preset to where you want items to go in the inventory and what hotkey you want them on, maybe even customize the guns' parts (in case you like a laser a certain way or an available scope in that preset on a specific weapon).
I hope this might compliment your suggestion!
“esports ready”. Agreed!! I want Arena to be improved so badly and a wipe. Stop rewarding sweats.
So since the start of arena, I've said something similar. More of a checkers idea than your chess solution. Basicly. They already have ratings kits. Expand on those. And under ranked, you use those kits. And only those kits. When you reach 1 win from the next tier, it moves you into the next tier rating *a rank up match like csgo* so you get the kits of the next tier for that game, and your teammates are of that rating as well. Or if you're squaded, your teammates who are lower skilled are a determent, rather than a Timmy you can carry. Then with the current tier system, you move that to exclusively casual. To keep a grind aspect of the game. But instead of arp, or some hidden sbmm, it uses gear score avg of the team. This always all the progress, without any of the ranked effects. And adds meaning to the casual grind. And rating actually means something.
Instead of gear presets they should divide all of Tarkov's equipment into 6 tiers, so you can create your own loadouts from that equipment.
This way you don’t have to play with the same preset and you can actually use what you like within the tier that you're in.
ooooh this is good!
I have been toying around with the CS or Valorant economy in my head for weeks now for arena, and this is much better. I think I could add some thoughts on your idea.
-Add a brand new preset that is unlocked for every one for each category for each tier. "given they are not terrible this will work" its probably like 50-60 kits quick math but whipping some kits up together and adding them would take 2-3 weeks max. Testing an additional month maybe.
-Then the progression of the presets can travel laterally. This means grinding for diversity or favorite guns/armor that are similar in skill. One example, lets say the new tier 2 presets name for CQB is "Unicorn" and that works on unlocking "The Ram --> Bunker --> Stiletto" ect.
-This would be ideal for ranked because we are focusing on changing progression/grinding from working towards "owning noobs with my altyn and BT ammo" to a "wow cant wait to unlock that m4 2x2 prism scope with green tips and level 3 armor cause I don't like this single shot PS 7.62 with level 4 armor"
-For the people that grinded this far no kits would have to be reset they would only need to reset ARP back to 1500 but ARP is a different beast entirely.
Idk this shit is gunna get lost in space and it all might be garbage.
I love being a few days behind the podcast! Y'all talk about the video "you'll make soon" and then boom it's uploaded!! Let's goooo
i figured an easier temp fix would be to force kit selection prior to matching, and match based on that selection +/-1. keeps same progression function, also allows arp to be a little more of a factor. if high ranks are picking low tier kits, theyre gunna match with other high ranks picking low tier kits. this would require a little more kit (ammo specifically) balancing, but i feel that needs to happen regardless.
Another well put together video. Always enjoy listening to you break stuff down and fishbowl ideas for improvement.
Love the vid, Veritas. Would be lovely to have text on screen to display the numbers when explaining about the time, hours, and exp to obtain gear tiers.
man, the blackjack class is a great example. It handles just about anything under it, struggles against its own tier, and just gets absolutely smashed (m4 leg meta... fun) by anything above it with a face shield.
Veritas - the most underrated RUclips content creator. Love your stuff my man.
This really does sound much more fun to me than the current system. One thing I’d be curious to hear is: does this system dispense with the roubles economy entirely with respect to kit selection? One of the things I find very strange at the moment is once you get t3 kits you theoretically can win 50% of the time and essentially lose money, where your wins net 80k after commission but your losses deliver 100k. This prospect beyond t3 seems even worse, though I haven’t personally gone above t3 yet. I realize you are theoretically getting a piece of the enemy’s kit cost so perhaps as you climb you get more payouts for wins, but at the moment the system seems designed to make it so you can’t use higher tier kits all the time, after spending 50-90 hours grinding them, which would be a bit sad.
The design of the matchmaking and Econ has basically directed me to keep moving sideways, leveling up new t1 and t2 kit variants instead of pushing t4, since I lose too much money at t3 and can’t stomach being stuck in the same sort of mediocre kit for 40 matches in a row. I haven’t gone broke, and shootout mode seems ok to win back some money and arp after a string of losses, but I also don’t see any of it being sustainable for me past t2 either, which means my long term engagement with the game will probably peter out at some point.
If I can word this right- I'd love to see weapon-specific tree progression.
Like, T1, you might get a 20rnd ADAR loaded with, say, SOST/RRLP, and by T4 you're rocking a basic, early Gen1 SOPMOD, with say, default STANNAGs with M855, and say, if you go to, T6 or introduce a T7, you have say, a fully juiced Meta M4A1 rocking Enhanced Tubes, ACOG/RMR for the RIZZ, with PMAG 60s loaded with a ratio of 1-2 M995 to M855A1.
Dude, reduce queue times. Why do I have to accept a match 5 times and wait 30 seconds per acceptance. And then find a server. Load a map, loot, etc. Wait a minute for kit selection.
Like 5-8 minutes per game. Not fun!
i'm genuinely a fan of a few solutions: have the presets as they are but allow SOME level of customization and make the kit priced based on that (just for attachments but ammo stays the same), a CS:GO type economy would be cool if they did it correctly, and the one i'm the biggest fan of is the round based kits. i remember watching a clip of lvndmark talking about that and i think that's the most solid all-around solution that arena needs. i like your suggestion of having options at the beginning of the round based on the xp you've gained in the specific skill tree, but still having the balance that round one is scav kits, round two being early wipe pmc kits, round three mid wipe, so on so forth. and the kits wouldn't even have to change every round, but say, every two rounds so each team gets to spawn at both spawn points with the same kit once each, that would offer the most balance and also reflect the most skill
Easily one of the tarkov videos ive ever seen!
This would be an amazing idea and should be implemented.
Yes I love the solution, ever since I saw how the rank classes work I wondered why they didn't do that for the other classes it just makes sense
Amazing Idea Veritas ,just let me add a couple of changes to the Tier System as a Unity GameDev.
The Basic concept of a Tier system is good but counting to BSG to make 1000+ Loadouts to account for every possible scenario is next to impossible.
A better system would be for BSG to give us a Loadout Maker like the one in the main game.
In that maker you can select the tier of the kit you want to make and it would give you a list of items (guns armor ammo ect) for you to make a Loadout for that Tier and a max gear score for that loadout (that max gear score would be calculated with your level and how many exp you earned using this tier).
Each time you add something from the available items of the tier (gun, attachments, ammo, armor ect) the loadout gear score will increase. That way you can make loadouts that are more in line with YOUR playstyle (dont need a sight but more ammo, remove the sight from your gun and add a mag with better ammo)
Also instead of general EXP or EXP for a specific loadout, there will be Tier EXP that will contribiute to your Max Gear score for that Tier Loadouts and unlock new things for that Tier (better guns armor ect)
That way BSG can use the existing Loadout system form tarkov (thus carring alot of the code untouched) and doesn't need to make new loadout every wipe to make everyone happy.
The only problem is that the community will make metas for each Tier but at least everyone will have the option to change their loadout to sute thier needs.
Finally decided to download it and give it a try today and I'm using a mosin with sp rounds and an aps. While everyone has face shields, high tier armor, and full auto guns with meta rounds
they really need to decompress the gear scores because you can q against somebody almost double your gear score at 300 and the kits aren't even comparable
My biggest issue is playing T5 for 10 games, then want to level something else. Then getting placed as a T1 against T4/5/6 players. Its unplayable.
If you pick loadouts beforebut you can have a secondary loadout along with your main loadout, like you pick your first kit maybe an AK or an MPX and your secondary loadout can be longrr range like a marksman rifle or sniper. Then you ar enot limited to one class if you end up in a map that doest suit that play style
Here is a thought, just open up quick play or casual with everything unlocked and ranked is a progression system that have rewards every season when you reach a certain rank and casual has no rewards and you just play and have fun.
I haven't watched the whole video but for me the best idea to make the game more fun it's just to open up unranked mode. Unranked would be the "leveling up" mode where the matchmaking is regulated exclusively by the gear score (which you would choose before matchmaking itself) without considering arp or any sort or sbmm so you could just play the game with whatever gun you want (ideally without the need of using rubles, or better yet, just gaining 25-50k rubles a game based on your performance without risking loosing any because you match up with teammates with a free preset) against people with presets similar to yours just to level up guns and enjoy using even shittier kits just to grind better presets in a tree.
After unlocking whatever you want you could just move to ranked mode, use the meta guns (which, as boring as it may be, it's the core of any ranked mode) and match with people around your arp and try to rank up (with the +25/-25 system that needs a huge update).
With how many different attachments there are in tarkov I think it would be so much more logical if presets included everything except the weapon attachments and that you can unlock groups of different tier attachments the more you level up that you are able to manually put on each of your presets to make them how you like. Weapon attachments come down to a lot of player preference and I feel like such a big part of tarkov is going to waste having premade guns instead of being able to build your own to suit your playstyle or what you prefer or even just to have some fun with. I also think this would help add variety to mix things up instead of being stuck with the exact same gun build for so many hours and being able to adjust things like your optics depending on which map you're playing would make the game feel a lot less restricting. The attachment tiers would start basic with simple lasers or red dots then getting better with each tier of attachments and the more attachments you put on your gun and the higher tier attachments you use, the more the cost of taking in that preset would increase, so if you went in with a stock gun it would be cheaper than fully kitting it out.
It is so relatable regarding the annoying grind. I mean I finally unlocked "Butcher" and the only kits I was enjoying while grinding and did not pay attention to amount EXP I got was an Altyn kit and the one prior to it, cuz I like tanky and "fat" type of characters in games to exhaust opponents with your TON of health... and those kits were perfect for it, they gave me a decent gun and armour. Then, I wanted to start grinding assault and omg their t3 in BOTH branches are horrible, the shotgun with a single bullet that does not have auto mode, the guy from the left branch with the same issue. You have to grind 140k exp on those kits while being in the worst conditions for your
One thing that me and my friend noticed and agreed with one another on is the issue of the CQB line (for the most part).
It almost feels like most of the line is designed to punish lower gear players you fight against, while doing terribly against players of equal or higher gear.
For example, centurion (T4) can absolutely ROLL dame near any kit that is T3 or below and if you do die to those kits it's because either you played it terribly or they played it very very well.
However, at the same time, Cent is going to struggle against T4 kits (and god forbid higher kits) since your ammo is trash and can't pen the armor for the T4 assault and T4 scout lines well but they can pen YOUR armor. (The armor, which is the entire CQB line's unique gimmik)
Sure, you can indeed kill them but it's much much harder than if you were playing one of those kits. Also, for the most part for the CQB line "punching up" even 1 tier is a huge undertaking. For example a blackjack is going to struggle against a cent, while the reverse can NOT be said in most situations. (Although you can win, it's not really balanced at all.)
If BSG listens to this, even in a test branch, I could cry tears of joy lol
Besides the kit balance, which isn't too bad to try and fix, I am fully convinced that the way to fix their problems is to make people select their kit before the match. Then use a match making system like world of tanks which has a surprisingly similar feel. Take out the gear score and give the kits tiers and then try to only match people against people using the same tier kit.
Some tiers are bad and you have to grind through, but then they lead to better kits later. The important part is the kit tiers are the same.
All this needs to be coupled with the addition of casual, as it is difficult to give out ranks with these different tiers of kits. I have not thought too much about the balance of ranked, it is much more crucial that the game is actually fun the grind for the end game kits.
Even if the current MM system takes into account gear, a person with Butcher can be far less skilled than someone with Werewolf and still come out on top, simply because of how much stronger the class is because it is a different tier. Tier based MM at least for a casual mode would fix almost all the issues. If someone is better than me but has the same kit that's fine, I just have to work harder to get better.
Well said. 100% agreed. You hit on so.w really valid points and came with a very easy solution (as you usually do). I hope Nikita is listening.
I'm glad someone with influence who is experiencing the game CURRENTLY is making content about it. I feel like BSGs exposure to the community perspective is a very small window... namely streamers. Well. Streamers had the game 4 weeks before me (despite having a 5 year old EOD account). They played in what felt like a balanced system, got bored, and moved to other content. Well here I am having to SWEAT every single game to be competitive with players who out gear me.
But the most frustrating thing I'm experiencing right now is players reverse boosting. They've lost money, or just want to bring their match making down so they queue with a TT. Effectively screwing my team... this happens nearly EVERY game now.
Hard to like what I'm not enjoying. Feels like a system rigged against me every round
I've only played 2 games of arena with a the cheapest starter kit (a MP-133 shotgun). In my mind I respected the damage shotguns can do and thinking back to my 3000 hours of Tarkov experience thought I could do some damage with that. The problem is in the arena setting it's a lot harder to just surprise people or get the jump on them. We were on the woods map and people with reasonable optics seemed to be winning most of the fights. I only ended up getting like 3 kills in 2 games (20ish rounds or whatever that is). Both my games were heavily carried by one person with much better gear, first someone on my team, and for the second game someone on the opponents team.
Glad you are Back, Hope the best tarkov content creator makes more constructive critical Takes on the Gamedesign and other aspects
very well done
I reckon additionally that the rouble system can be reworked and be an “unlock currency” rather than for buying kits every round. lower end kits cost less to unlock, high tier kits take more roubles and therefore more time to unlock, but it can be done at any level so the grind is still reasonable
i love your long form videos, especially when you address/explain a current issue in the game
I loved the start of arena when low tier kits would play with other low tier. It felt like you won’t get curbed stomp by a guy running level 5 armor when your playing plaintiff
This sounds so much better. Great work
the thing I'm most disappointed about is the customization. Tarkov arguable has the most in depth gun/ armor customization out of any game. Would like to see that implemented
first time seeing your content - really love your ideas and how much thought and research u put into this. I hope they listen to and implement some of your thoughts. As someone who kinda of got bored investing time into the original tarkov, i still find this current version of arena pretty fun and feel like with small adjustments it could be great
Your idea is a cool idea but I'm not sure how it works for the the other game mode (2v2, 3v3). What your idea has in common with what really needs to change though is that if this game is ever going to be even a little bit balanced they need to make kit tiers only ever face tiers of the same tier so that the kits in each tier can be balanced against each other and any skill rating needs to be elo based and focused on performance in gun fights.
World of Tanks did a pretty good job solving this exact issue.
These "ideas, updates and touches" to not touch already in-place ARP system, removing Gear score, limiting/avoiding Alt metas and redesign of kit Leveling should have been there from the beginning... u should seriously consider being a project manager at least for systems design, not only for shooter games nor gaming only, that's some tasty prj managing right there! And also, nice job as always, see u on the Pogcast ;D (just found a new job, PP's coming
I was a professional software engineer for 10 years, at this point the last thing I'd ever want to do is to be any kind of PM 😅
You are an absolute legend and probably the smartest gamer in the entire world
Hell yeah, love a Papa V Tarky video.
Love the channel, love the PP, keep it up!
It really is tough to level kits, it feels like everytime I get the next kit I face people the next kit ahead of me, and even being two kits away from the last in scout the pbp still feels terrible, every time I face someone with a face shield it’s 150 in 10, every time I aim for body it’s 300 in 20 hits and still no kill, it feels impossible to play because everyone just has better armor and ammo no matter the kit I’m on
I usually play solo and everything you’ve mentioned is accurate, I always try not to be too negative with this game, I love the action, I love the pvp, I love learning how to get better and I have..but sometimes the imbalances are a bit much. But I am very interested in your ideas, very good thoughts.