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Maverick V6

EFT News!

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Maverick V6   
Maverick V6

Happy New Year, Escapers!
We have another present for you...

Work-in-progress screenshots of the new location called Interchange. The map is a huge shopping mall. The location will be available on OBT, hopefully, before the start of OBT.

Enjoy!

eft_interchange_wip1.jpgeft_interchange_wip2.jpgeft_interchange_wip3.jpgeft_interchange_wip4.jpgeft_interchange_wip5.jpgeft_interchange_wip6.jpgeft_interchange_wip7.jpgeft_interchange_wip8.jpgeft_interchange_wip9.jpgeft_interchange_wip10.jpgeft_interchange_wip11.jpgeft_interchange_wip12.jpgeft_interchange_wip13.jpgeft_interchange_wip14.jpg

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NuttzORusty   
NuttzORusty
Posted (edited)

Looks good can’t wait to lose good gear there. 

Edited by NuttzORusty
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maniacalwombat   
maniacalwombat

That looks amazing.  I hope it's as much fun as it looks right now, because it looks like it's going to be a nightmare.  In a good way.

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Com}{rade   
Com}{rade

"I'm not camping, I'm clothes shopping" - Every cancerous hatchling who will be sitting in stores lurking and waiting.

Looks amazing, definitely what I was hoping for a next map. Please be above 30fps. :EmojiSmiley-20copy:

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Rin   
Rin
19 minutes ago, Com}{rade said:

"I'm not camping, I'm clothes shopping" - Every cancerous hatchling who will be sitting in stores lurking and waiting.

Looks amazing, definitely what I was hoping for a next map. Please be above 30fps. :EmojiSmiley-20copy:

Hunting department has tents and a campfire pick one :D

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Dusty_Vance41288   
Dusty_Vance41288

:D

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Maverick V6   
Maverick V6

The Escape from Tarkov  New Year event that has significantly increased server load was just ended. Thanks to to this event, we were able to uncover a number of issues that could have occurred at the start of the Open Beta. We’d like to express our sincere gratitude for your participation and shed some light on its results:

  • EFT online record was beaten by several times;
  • During the whole event, the project stayed on the main Twitch page, with numerous players and streamers joining the game;
  • We have managed to reveal several architecture and functional issues caused by or related to server load;
  • We were able to perform a quality and quantity assessment of the required server base expansion in different regions. New servers are already being ordered to ensure the minimum matching wait time;
  • Detected a number of bugs and mistakes that could only occur during such mass testing. The nearest patch will be concerned primarily with rectifying them and improving performance;
  • Taken into consideration a number of your ideas regarding the gameplay improvements;
  • Soon after the next patch we’ll be able to determine a precise Open Beta start date.

Everyone, thank you very much for your help — and see you in Tarkov!

eft_interchange_wip10.jpg

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Maverick V6   
Maverick V6

Hello, Escapers! We wanted to give you a quick update: Matching time in EU and US are still long during the rush hours. Factory has the longest matching times. New servers are being prepared!

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Maverick V6   
Maverick V6

Hey Escapers, here is an interview that Agentblue had with the EFT Devs.  Enjoy

 

Outlet: NationFusion.com

Editor: Daley (Agentblue)

Hello and thank you for taking time to do an interview with us. My name is Daley and I am the Media Director at NationFusion.


Question 1: Tell us a brief introduction of who BattleState Games is and what games you guys have worked on prior to Escape From Tarkov.

We are a St. Petersburg-based game studio adept at making first-person shooters. From the very start, we have aspired to create realistic and immersive shooters, and our first project was a web-based free-to-play game called Contract Wars. We’ve made our bones developing it, gained the necessary experience, and, although some members of our team have an impressive track record of working on other great games, most of us have learned and grew inside the studio.


Question 2: Escape from Tarkov is such a different type of FPS. What are the games that inspired you to make it, and what games were you trying to avoid being like?

There was no direct inspirations.. Of course, we liked particular stylistic or gameplay features in other games that are close enough to our concept and settings - like Arma, DayZ and, to lesser extent, S.T.A.L.K.E.R. - but in the end, we had to reimagine what we liked in our own way. What we would like to avoid is becoming a run-and-gun weekend shooter, which only pretends to deliver a combat experience. There are enough of them already, and some of them are really good at what they do.


Question 3: What has been the biggest hurdle you guys have faced while making the game?

It’s hard to pick out something in particular, but there are two essential difficulties in developing a complex game like this. Sometimes, something goes wrong just before the release of another milestone, and resolving the issues when everyone is already pretty tired can be quite challenging. The other factor is the community support. Although our game community has earned our sincere gratitude for being very supportive, critical remarks are always hard to accept when you are a die-hard fan of what you do.


Question 4: EFT has many planned features, one of which is the free-roam mode, and the progression to get there. Can you explain how it will actually work? Will it be a completely open world? Or will it be map based with transitions between maps as you progress?

Free Roam mode is a completely open, seamless sandbox location without any limitations in time, raid lobby and so on. However, it will also feature exits, tasks to perform and quests to solve.


Question 5: Tarkov seems to be rich with lore and story, how important is that for the team and will the game feature cinematics and dialog?

From day one we have positioned Escape from Tarkov as a story-driven game, and it’s safe to say that plot, quests, dialogues, characters and numerous little story-related details which make the game really immersive are just as important to us as the combat simulation - and, of course, the game will feature cinematics of the key events.


Question 6: A.I is a tough thing to do in games. How are you guys approaching constructing A.I so that they are fun to fight?

Well, “fun” may not be the best term here, at least when you are playing the story of the game as a PMC operator. Playing alongside AI, as a Scav bandit, can be fun: you have nothing to lose and therefore can employ a variety of tactics that would be utterly reckless otherwise. As for AI behaviour, we modeled it as close to natural as possible, discarding the standard preconceptions of the shooter AI and using the combat experience of our military expert instead. Our goal is to make AI realistic enough to get confused with the real players.


Question 7: Squad play and teams seem to be perfect for EFT, what are some plans for making squads worthwhile and interesting?

Even at this stage in development, though squads are yet just several persons teaming up to play together, they are already worthwhile thanks to dramatically increasing chances of survival. However, we won’t stop here, and squads will eventually be transformed into a full-fledged clan system featuring many useful tools for the groups to seek domination over Tarkov - joint stash, trade representatives, clan missions and, possibly, even clan skills. This part of the game is still in an early design stage.


Question 8: EFT has some unforgiving features, like bleed out, sickness and more. What made you decide to go this route and what are some features that didn’t make it in the game that you guys think should be.

It is not our goal to make EFT a survival simulator, but rather a simulator of combat in hazardous environment, and all of the features we introduce are basically serving this purpose, i.e. they do not go beyond the scope of their influence on combat abilities. For instance, we won’t make players gather mushrooms and berries in the woods or cook their own food on a bonfire, that would be going too far. Adding small little features like that can be an endless process, it’s never enough of life in the game. What we strive to achieve is immersiveness,  players identifying themselves with their characters and taking care of their condition as if it was their own. Bleeding, diseases and shock create real danger, tension, and desire to survive, and therefore are essential. Smoking a cigarette or playing a guitar could be great for creating an ambient mood, but are useless for everything else.


Question 9: The game is pretty demanding on hardware, will the game receive a pass for optimization or do you just need a more powerful PC to play?

Most certainly. The game is essentially unoptimized, we are only doing some minor adjustments on the fly to keep the hardware requirements in check so that our Alpha-testers could enjoy the game. Although the latest update has already made playing more comfortable, it’s just a beginning of what we’ll be working on now. The game will perform better and run faster, we can promise that.


Question 10: Tarkov seems to be doing well, as the game progresses in stages from Alpha and Beta what are you as a team looking forward to players seeing?

The main, and probably the hardest, thing that is going to be added as we enter the closed Beta stage is content. The crucial game functionality is already fully operational, and although we continue fixing bugs, optimizing and adding features to the game, the primary focus is put on locations. We are now employing new methods in their creation, and can’t wait to share the results. The first three locations that are now available in Alpha primarily served the purpose of testing the content and the technical aspects of gameplay, AI, etc, as well as for exploring our boundaries: small indoor location, mid-sized mixed type, large open location… But now we are focusing on universal all-around locations that will have everything and make proper use of all the gameplay tactics. Moreover, we are going to introduce several new features, partially covered in our annual report, like realistic combat character controls, as well as another set of adjustments both to graphics and gameplay. Gameplay is going to get more smooth, and the game learning curve less steep. We don’t want people to think that the game is too hard and impossible to play. It is playable, and even people who play casually like they are used to, still have a chance of surviving - but those who have a grip on all the hardcore tactical opportunities the game offers are always going to have advantage.

Thank you. There is already much more to the game that can be covered in one interview, but we welcome you to join and explore our community.

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Maverick V6   
Maverick V6

Great news, Escapers!

There have been lots of questions that we have heard from you, and some that we have asked of ourselves. We know that you have been wondering about the progress we are making and maybe have some concerns about issues in the game...

Here are some answers:

  • Q)  Will the quests that are in the game now stay the same in the release version or we can expect more interesting, nonlinear and detailed quests?
  • A) There will be way more quests, and their quality is getting improved every day. Later we’ll also introduce the so called personal quests, more important and story-oriented.
     
  • Q) The Scav play time in the game is too short now, sometimes you spawn 10 minutes before the end of the raid, is this going to be fixed?
  • A) Already getting fixed.
     
  • Q) Which map can we expect in the next updates and is there a list of maps, the order in which they will be implemented, and if there is such a list, could you please publish it?
  • A) The next map is going to be Interchange. After that, most likely, Streets of Tarkov. Then we’ll see.
     
  • Q) What marksman or sniper weapons can we expect in the next updates?
  • A) The SVD is up next.
     
  • Q) When can we expect - if we can - the clan system, are you going to back out of it, would it be possible to make the clan tags appendable only by clan players (i.e. not by loners or players of other clans)
  • A) There will be a clan system. Not too soon, though, but definitely will be. Details will come later.
     
  • Q) How often do you add new servers, what is the nature of problems with them and why do lags and desync happen?
  • A) Adding new servers is an ongoing process. Number of servers added over a certain period of time is different, depending on the availability of certain configurations of servers in data centers in different parts of the world. Why desync and lags keep happening is a  complex question, there is quite a variety of reasons. At the current stage, it is mainly caused by errors and overloads of the servers.
     
  • Q) It’s been a while since medical animations has been announced, when do we expect it to be done? At what stage is it now?
  • A) We’ll do our best to introduce it in the next few updates. It’s now in the stage of immediate implementation.
     
  • Q) What about the flea market and auction? Really miss them in game now.
  • A) Same thing, will be adding them over the next updates.
     
  • Q) When can we expect team identification armbands for fighters of the same team, and overall, how do you plan to implement friend-or-foe recognition mechanics, maybe you have some ideas already?
  • A) The armbands was the idea from the start. Can’t yet tell when, though.
     
  • Q) There is too much loot on the maps right now, especially weapons, will there be cuts on that? Money and loot come too easy now.
  • A) Yes, amount of loot will be reduced.
     
  • Q) The UBGL was there at the start of Alpha, why did it get removed and when will it get back?
  • A) It will be back in one of the next few updates. It caused too many critical issues that required too much time to fix.
     
  • Q) Can we expect further improvement of Scavs and their social behavior and interactions, etc, something that would make them feel more alive, not just robots in search of PMCs?
  • A) Yes, surely. The behavior of Scavs will get improved.
     
  • Q) Is the ability to drag bodies still in the plans?
  • A) Yes
     
  • Q) Raid time is often different, what are the reasons?
  • A) Increasing game rotation due to queues. That’s a temporary measure.
     
  • Q) Will the dangerous zones like radiation etc be added to the maps?
  • A) They will, in the DLC
     
  • Q) Is there going to be a web interface for trading, allowing to trade directly on the official website?
  • A) Possibly so. Definitely planned a mobile companion app for some basic management.
     
  • Q) Are there going to be maps, where the maximum group size will be increased? Or maybe it will be revised (+-) for the current available maps?
  • A) Possibly so.
     
  • Q) Is it possible to remove the sharpening effect from painkillers, to avoid hurting the eyes with it? Or turn it off in the graphics settings?
  • A) No, it's done on purpose.
     
  • Q) Will there be further improvements to character movement and its interaction with obstacles?
  • A) Yes
     
  • Q) When is the karma system to be expected? Will it different for Scavs and PMCs?
  • A) So far, only PMC karma is planned.
     
  • Q) Are there any plans for magazine loading animation or increase of time required to reload in backpack (Tab screen), because now it happens instantly.
  • A) Yes, it is planned in the near future
     
  • Q) Will the number of PMCs on maps increased or otherwise changed?
  • A) Yes
     
  • Q) Will there be an opportunity to adjust the sensitivity of the mouse for each step of scope magnification?
  • A) Did not think about it yet, but we might do it.
     
  • Q) The Shoreline location is available, but there is no in-game map for it. When is it going to be ready?
  • A) About to be completed already.
     
  • Q) Is there going to be an in-game voice chat? Or are there some problems with it?
  • A) Yes, it is planned. There are no problems, we just have higher priorities at the moment.
     
  • Q) When will be ready animations for climbing the stairs, breach, bang and clear and other actions with the doors?
  • A) All of that is planned. As soon as they are ready.
     
  • Q) We’ve noticed flares on the maps near the exits. When do we expect real smoke grenades and snaplights, what’s the hold-up with them?
  • A) There are no problems, we just have higher priorities at the moment. They will be added over time
     
  • Q) Are you planning to add eye adaptation to the darkness when you walk indoors from the outside?
  • A) This is actually already there, just not as straight as in reality. In the future it will most likely be improved
     
  • Q) Do you intend to separate solo players and teams?
  • A) No.
     
  • Q) Is shooting door lock with a shotgun going to be a possible option next to kick down option in the menu?
  • A) It’s possible.
     
  • Q) Is general appearance of locations going to change or is this the final version?
  • A) Some details are definitely going to change.
     
  • Q) Weapons mastering and skills. Will there be any more significant distinctions between levels?
  • A) Mastering already has significant differences. On the last level, for example, weapons can be reloaded while aiming.
     
  • Q) The grass draw distance and anti-aliasing grasses, is there any progress in this direction?
  • A) Working on it.
     
  • Q) In some weapons, damage does not always work as it should, does it depend on the server or the weapon’s own configuration, e.g. in shotguns?
  • A) It’s a strange question, can’t see the way we can answer it.
     
  • Q) Dogtags are taking up too much space, is there going to be a list or container for them?
  • A) Yes, there is going to be a special container.
     
  • Q) Is there going to be a killcam or replay records after a RAID from the POV of all players?
  • A) Not yet.
     
  • Q) IS there going to be the fogging of eyeglasses and visors when running or heavy breathing?
  • A) Would like to add this
     
  • Q) Will it be possible to duct-tape the mags together?
  • A) Not certain yet, but again - we’d like to add it
     
  • Q) Will there be a unique non-quest loot that can only be obtained in the raid, but not bought in with the traders?
  • A) There are already such items.
     
  • Q) Will there be possibility to lock doors?
  •  Now the player can unlock, but can't lock up.
  • A) Yes
     
  • Q) Will the Fence have his quests?
  • A) Not planned yet.
     
  • Q) Are there going to be random events in the raid?
  • A) Yes
     
  • Q) What is the principle for adding weapons to the game
  • A) Availability of necessary features and the demand for  specific weapons/class.
     
  • Q) Will be there more diverse ambient sounds on locations?
  • A) Yes
     
  • Q) Is there going to be the possibility of direct transmission of loot between players outside the raid?
  • A) Will be made possible with the clan system
     
  • Q) Will the game sound be improved, it is very difficult to position enemies and shots with good audio equipment.
  • A) Yes, we’re working on it.
     
  • Q) Do you plan to introduce PPE (personal protective equipment), with their own functionality?
  • A) Yes, but it is likely to get functional in the DLC
     
  • Q) Any future plans to append to containers, weapons and items such parameter as "volume" or current inventory system is close to final?
  • A) No, volume is basically reflected now with cells as well. Interpreted type.
     
  • Q) Will different silencers and other attachments differ in  features, not just price?
  • A) They already do. Kind of a weird question.
     
  • Q) Can you please provide a few more details on the Free Roam mode, what locations there will be and how you see it (briefly)
  • A) Brief info has already been given many times, please find out all the details in the interview, as well as on the Forum.
     
  • Q) Will bots have limited ammo? Will they be able to loot dead bodies?
  • A) They have limited ammo. Yes, they will loot.
     
  • Q) When we can expect facial hair and will it depend on the PMC level (the higher the level, the longer and thicker the beard :) )
  • A) LOL
     
  • Q) Will there be ability to climb in through windows?
  • A) Some yes, some no.
     
  • Q) Whether you intend to implement destruction physics in the game, light destruction of objects?
  • A) Minimum of such physics, yes.
     
  • Q) Will there be added cellars on the already existing maps (dorms at Customs, for example)
  • A) Possibly so.
     
  • Q) Release is planned for 2018, are these plans still in effect, do you have the time to do all the maps and a lot more?
  • A) We’ll do our best!
     
  • Q) Is it possible to make a visual display of loot on parts of equipment, e.g. magazine disappearing from the pouch after reloading.
  • A) Possibly so.
     
  • Q) Will silencers get destroyed or deteriorate over shots?
  • A) Yes

Thank you for your patience and support. We will bring you more information as it becomes available.

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Maverick V6   
Maverick V6

Dear escapers,

We would like to introduce a sneak peak at the new upcoming merchant - the Mechanic. A Recluse, Gun loving,  high-tech maniac and simply genius individual.

We can expect to see him make his way into the walls of Tarkov in the coming updates!

 

IMG_20180110_103339_504.jpg

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The Velvet Gentleman   
The Velvet Gentleman

Is that an RPK on the ground? 

 

Edit- It's a PKM. Get hyped.

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Borscht   
Borscht
37 minutes ago, The Velvet Gentleman said:

Is that an RPK on the ground? 

 

Edit- It's a PKM. Get hyped.

I'm more hyped in the upcoming SVD.

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The Velvet Gentleman   
The Velvet Gentleman

Well while you're lining up your shot I'll be spraying your ass down with 762 at 800rpm. 

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Borscht   
Borscht
29 minutes ago, The Velvet Gentleman said:

Well while you're lining up your shot I'll be spraying your ass down with 762 at 800rpm. 

Still. SVD, think about the glorious rifle of glorious design. Silly RSASS is silly.

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XpRsSn   
XpRsSn

Does this mean the 416 and 417 might be coming? :D

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Maverick V6   
Maverick V6

Battlestate Games (Escape from Tarkov project) is pleased to announce the cooperation with Datacam company — the producer of radio sets trading as “Combat”. The radio sets are manufactured in Moscow at the premises of the Svyazist - Moscow experimental radio manufacturing plant. Datacam: The professional radio sets designed by Russian defence industry engineers. Far-ranging. Long-running. Undestructible. Functional. High-quality.

3S1A4496.JPG

3S1A4485.JPG

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Maverick V6   
Maverick V6

BSG has added multiple new servers that are gradually going live.  You should begin to see some server performance improvements! More servers inbound over the next few days as well. Enjoy!!

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Maverick V6   
Maverick V6

Nikita Buyanov, COO of Battlestate Games:

I see folks are getting nervous, а у кого то вообще бомбить начинает. And all of this is old as this world.

Right now we are having the situation of newborn cheats and cheaters as well as modified cheats. You are suffering from them right now. We are taking action. We do ban waves. Many times we said that the Clean game is one of our top priority. They evolve - we are evolving too. We engage new algorithms and the madness begins - every single big ban wave we got the same reactions. ALL of the banned users are banned for the reasons. But they try to make it like we ban them intentionally like we love this and we want their money. This is not true.

And I say the same statement again, which I said earlier to the banned player.

"You were banned for using cheat from one of the major cheat developer, which I can't name for obvious reasons. This is the exact and clear cause of a ban. We have all technical info on this and we can use this in any official legal process if it's needed." Why can't we name the cheat name in public? For example cause, they will know that we started to detect their new version.

You will not be banned for use of NON-cheat programs. We can't provide you the list cause it's cheating only list. There is NO typical, well-used and known program in this list. You will NOT get banned for rain meter. You will not get banned for memory cleaner. You will not get banned for visual studio, reshade/sweetfx, and other programs.

Every time when the banwave hits, we get messages - cool stories, that "it was my brother" and "I have only downloaded it and you banned me". We get threats and curses from sons of famous lawyers, criminal bosses and so on. And we get this JUSTICE posts of banned. Lots of them. Every. Single. Time.

So. The last thing - Cheat Engine, running in the background. CE running in bg can do memory scan of processes, you can learn about specific info that later you can use in hacks. Do we want to give cheat-makers such ability undetected? No. Why do you need running CE with running EFT? Maybe you want to cheat? No? Nevermind.

Don't believe any post of any player who is saying that he was banned for no reason. We have clues and we can use them in any official legal process if it's needed.

Haters gonna hate, but we, BSG, and I personally, are here for you - honest players. We are all for you. Thank you for your attention.

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Maverick V6   
Maverick V6

Dear Escapers!

We are pleased to announce the preliminary patch notes for patch 0.6.xx.

We plan to release this in the coming days.

Added:

  • Additional small passage area at the Customs
  • Extended spawn area in the outskirts of the Woods 

AI Improvements:

  • Bots now correctly close the doors that hinder their passage
  • Fixed the bug that allowed bots to occupy the same position
  • Reduced accuracy of AI grenade throws

Optimizations:

  • Server performance optimization
  • Skills tab loading optimization
  • Minor optimization of locations

Fixed:

  • Server errors potentially leading to disconnects and desync
  • Bug that changed the extraction points after reconnect
  • Bug that displayed “The price has been changed" error while trading
  • Perception skill progress is now counted properly for long in-raid times
  • Bug with SMG skill ergonomics bonus
  • Bug with Sniper Rifle skill recoil bonus
  • Correct item examining speed bonus
  • Bug with looting sound hangup
  • Bug related to profile processing on reconnect
  • Bug in helmet level-dependent earpiece functioning
  • Bug related to profile saving
  • Redesigned player spawn points at the Woods location
  • Visual and functional fixes of locations
  • Bug that prevented the second beacon installation attempt if the character was killed during the first one
  • Adjustments of the quest mechanics
  • Quest skill level requirement detection bug
  • Bug with insurance disappearing
  • A number of bugs related to the screens’ overlapping
  • Part of the bugs associated with hands deadlocking while opening doors
  • Various effects fixes
  • Adjusted helper point of the Attention skill (not shown while aiming, works only with single loot items)
  • Various fixes associated with sounds
  • Minor interface fixes
  • Bug fixes that affect performance

Miscellaneous:

  • Door opening will be much faster (STILL TESTING)
  • Perception skill now increases with objects that you have picked up, not just discovered
  • The game can now only be ran through the launcher
  • Added window mode selection to the launcher settings (exclusive fullscreen, borderless)
  • Pressing O once now displays the session end timer, pressing it twice shows the list of extraction points
  • 10 minutes before the end of the raid, the timer will turn red
  • Added high ping notification (upper right corner). It will be displayed if the ping exceeds 100.

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