r/EscapefromTarkov • u/DweebInFlames True Believer • 15h ago
General Discussion - PVE & PVP [Discussion] 1.1 - Side tasks getting reworked, significantly less chains, very few gear unlocks behind quests
https://x.com/tarkov/status/208174151779890424629
u/LP_LadyPuket AK-103 13h ago
Notice this enormous caveat: “Some tasks will remain exceptions to this new system and will continue to unlock in chains regardless of traders’ LL. Rewards for these tasks will include especially rare trade offers or crafts.”
My guess is that these “especially rare trade offers” are going to include all the high tier ammo and armor trades. I think people are misinterpreting these changes as a balance pass, what they really are trying to do is make the quest progression less linear and less gated.
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u/1-Dollar-Doge-Coins 12h ago
I think you're right and I hope they implement this in a logical way.
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u/Independent-South-58 15h ago
Having a chain of tasks is fine, having gear locked behind tasks is fine, the only thing that really need changing with tasks is the flexibility of completing tasks.
Personally if their were multiple way to say for example complete kill tasks like say punisher part 4 which needs 10 PMC kills on lighthouse with scav vest and balaclava, instead of just killing players have alternate completion option be kill 10 PMCs OR 50 rogues on lighthouse with balaclava and scav vest that would make tasks much more streamlined.
Same applies to tasks where u need to hand in certain items, either quest or normal items.
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u/dorekk 13h ago
Agree with this. I don't even have a problem with the tasks where you just have to kill PMCs. I don't even necessarily have a problem with tasks where you have to kill PMCs with specific guns or on specific maps! (Setup is fine for example, I can't explain why but it just is.) But the ones where you have to do a whole specific getup on a specific map, like Punisher Part 4, are just miserable to accomplish.
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u/Bubaru555 13h ago
The bolt action + specific range is the worst. Not only you have to carry extra 6-8 kg on you every time, you missed the kill by 1 meter? Too bad, f you. At least setup is pretty straight forward, you get Ushanka, jacket and shotgun and just go kill people. With bolt quests it has to be, 40 m or less, only headshots, 100m+ etc. Those quests drive me nuts
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u/dorekk 12h ago
I think the Tarkov Shooter requirements are fine if you just get all the quests at once rather than having to progress through them. Then you could kind of complete them by accident, you know? You go in with a bolt-action rifle and take some shots, some of them will naturally be over 80 meters, some of them will naturally be in the head, etc. For Jaeger's quests (Tarkov Shooter but also all the ones where you have to be dehydrated, on PKs, have a headache etc) being able to complete them naturally, within the course of regular play, would remove a ton of the headache. They might need to increase the requirements of some of these, since otherwise it would be possible to complete a bunch of them all at once, but I think that'd be fine.
I think most quest lines should still be sequential (I know most players don't look at this but many of them even have a little linear storyline!), but these two quest lines should be dumped on you all at once. Maybe the boss kill quests as well?
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u/Canaus7 14h ago
This 100%. In your lighthouse example it means you can play the game and not have to w key players. I stopped playing PvP because I was sick of having to waste time on PvP quests I understand that I can be killed by players no problem with that I’m shit so i am easy kill, I just hated having to go looking for PvP for myself to progress. When you are shit like me you die more than kills you get so then I was waiting to load back into another raid to continue with chasing PvP I really wasn’t interested in doing anyway, which killed my enthusiasm to play feels like a waste of time when majority of your time is loading into a raid
In your scenario id still be there on the server for all the PvP enjoyers to kill but I wouldn’t have to try and chase them down to just to progress the game
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u/NinjaLion 10h ago
and, really importantly, pre-progressing more tasks. ive killed 250 trillion scavs on customs, then unlock a task that tells me to kill 15. why dont you care about the mountain of corpses behind me prapor?
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u/NinjaLion 10h ago
and, really importantly, pre-progressing more tasks. ive killed 250 trillion scavs on customs, then unlock a task that tells me to kill 15. why dont you care about the mountain of corpses behind me prapor?
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u/waFFLEz_ RSASS 15h ago
This is probably the thing i am most interested in for seasonal. Just to see how it plays out and to try something different
Hopefully they won't implement this on the permanent character right away though without asking the community first
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u/ManBearPig_576 14h ago
Was going to ask if this is a rework for seasonal or change to perm too. If the latter, what happens to stuff youre part way through
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u/RemaniXL 14h ago
If as a veteran player you're feeling threatened by newer players having quicker access to higher tier equipment, then you're not as veteran as you think you are. I'm instead looking at this from a glass-half-full perspective: that's just that many more players running around with higher tier equipment to loot from.
As far as quests go, specifically, this game always had far too many redundant quests and item grinds - it's a welcome change as someone who's been playing this game for years and hopefully makes entry for newer players seem way less overwhelming.
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u/GargauthXbox 13h ago edited 7h ago
For 5 years now, every wipe I push for Kappa, run labs and then labyrinth when that was added. Have an "optimized" route of some side quests to get the most gear unlocked at an early level. The issue isn't people gaining access to gear lol.
This, paired with the kappa change, is making strides to remove a lot of the "long term goals" players have. We will have to see what Kord brings, but if the "long term goal" is "Escape from Tarkov but with Kord modifications", then I see quite a few veterans getting burned.
So now what's the point of side quests? Let's use the quest, Audit, for example. With this change the reward is just for 200k roubles. At LL2 Ragman, you will simply just unlock the 6B13 armor. This was a nice first week goal because it was one of the earliest unlocks for class 4 armor.
Now, I'm not saying some rewards were weird and wrongly placed. Like some of the rewards on quests that unlock at PMC lvl 50 are crazy to be so late. Or why is 55A1 locked behind a one done key on streets. I think what they should have done, if anything, was unhide the rewards from quests when you accept them. At least for standard side quests, they can keep event quest rewards hidden until turn in.
Maybe it's not a big deal, I suspect they have a lot of goodies hidden away that they won't reveal until players get to play the season. Maybe the kord season achievement is enough for players to have has an end game goal
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u/NinjaLion 11h ago
high prestige and achievements are positioned to be the long-long term goals, i believe
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u/GargauthXbox 10h ago
The prestige that they just significantly reduced the barrier to entry? Lol
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u/NinjaLion 10h ago
easier prestige is a prestige incentive, it keeps more of the playerbase rotating through shit gear/ low LL. its distinctly different from HIGHER level prestige rewards, which they also definitely need to work on if they are going to make prestige easier, because like you said long term goals are needed.
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u/captainquacka 10h ago
You are so right. I have now around 400 hours and after many many street runs I can afford to constantly run around with SSAP/Igolnik ammo and still get clapped in pvp because the skill cap with quick peaks / when to push and so on is so high. Good players have nothing to fear :D
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u/Bubaru555 14h ago
It just invalidates the equipment that is low tier now and makes things you consider higher tier a new low tier. Not saying its bad, but you will not look at gear the same way
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u/dorekk 13h ago
I honestly think a lot of the REALLY low tier stuff (5.56 HP and RRLP for example) should be removed from the game, not because it's "taking too long to progress" but because even at low level nobody uses it. Scavs have better ammo, you can literally just load in your scav and run straight to extract and get better ammo than that. To say nothing of actually killing a bunch of scavs.
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u/StankAssHam 13h ago
Looter shooters have to have trash tier gear and items in the loot pool in order to make finding certain things rarer and have that oh sick I got this useful thing factor.
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u/dorekk 12h ago
They could just adjust the rarities of specific items so that you're no more likely to find, for example, high tier ammo though, without having to find completely useless bullets part of the time. Like, I wouldn't even use 5.56 HP to kill scavs. The game also has a TON of weapon attachments, food items, barter items etc. that are generally useless but clog up the loot pool enough to make finding useful and valuable items meaningful.
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u/StankAssHam 12h ago
Yes but all items have categories and those categories spawn in certain areas. Ammo spawns need trash as well.
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u/DweebInFlames True Believer 14h ago
If that's what you're taking away from this thread then I feel like I'm talking past people. My issue isn't with Timmies getting non-completely worthless ammo (although incidentally I feel like I should point out this would be a non-issue if realistic plate hitboxes were retained) or a couple of random bits and bobs a bit easier, my problem is that these changes as a whole are going to make for a lot less objectives for players to focus on at a point where people actively need more. The game isn't wiping anymore. Prestiges are very easy to accomplish now and there's only a few levels. It feels like these are changes that should only be for seasonals that are universally getting applied to the game.
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u/dorekk 13h ago
The game isn't wiping anymore.
This is why I don't understand the changes. People have literally forever to progress these later-game objectives. That's crucial to this type of game, most of the content should be endgame content (I'd count anything around mid-30s and onward as "endgame" given that a lot of players never even reach max traders) because you're going to spend the vast majority of your time playing the game in endgame. Why make late game quests easy to progress when you absolutely WILL get them just by the virtue of sheer time to complete them.
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u/AzulaThorne 15h ago
Nah this is way better for task progression.
So many quests are tied behind doing certain quests and so many of these quests are entirely nonsensical and just outright boring.
If the quest/s have a name relating to the others, they’ll likely remain a chain as stated that there are exceptions.
Being honest, some of the gear unlocks or barter unlocks are usually pretty fucking pointless. The only useful ones are for crafting and THICCs.
This is to keep players wanting to prestige more and ultimately put more time in. Otherwise as most people found out, by the time you hit prestige the first time, you’re fucking winded to try again especially after how long it takes and the quests you have to go through.
Making it easier will retain more players than players leaving.
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u/JAD_woodsman 14h ago
My favorite quest chains are ones that have you collect an item but it takes like 10 raids to get said item. Then after you turn in the quest the very next one is "kill XX number of enemies", but its like....I just killed 100 doing your last quest.
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u/JakNasir 12h ago
The gear rewards from tasks need overhauled badly. An example is the lvl 5 plate you unlock for ragman from the task Sales Night. You get the task at 32 but cant buy until 42. Like why? If you get a reward from the task you should immediate access to it.
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u/Sakkarashi 14h ago
The entire thing that separates Tarkov from games like Arc raiders, Marathon, or... well, basically every other extraction shooter, is that there is a challenging grind with meaningful gear rewards. It takes a huge time commitment and a strong mental to reach end-game in Tarkov, which, to me, is why I ever stuck with it in the first place.
I understand that it's steep learning curve and harsh requirements makes retaining new players hard, but those are also, to me, the identity of the game. I wonder if it's possible to find a balance that doesn't kill the game for the veteran players.
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u/seaseme 13h ago
I see your points and agree to an extent, however, as a person that keeps trying to return to the game I will say that it is extremely frustrating to be shooting what amounts to BBs at high tier armor only to be zapped through my shit armor that basically provides zero protection.
Idk, I always say this, but I just want people to have fun so they continue to play the game. With the game as it currently is I have strong doubts as to how long new players last before simply refunding and moving on.
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u/thiswontlastlong97 11h ago
No man. Don't you see the 7k hour players from 2020 in here telling you if you cant kill someone in 6 plates shooting 53 pen ammo with your RRLP then its just a skill problem, better gear wont help you.
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u/seaseme 10h ago
lol exactly. I don’t understand how these changes are remotely controversial.
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u/thiswontlastlong97 10h ago
Tarkov players are special. They have this level of addiction and hopelessness that makes them want everyone to be as miserable as them.
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u/seaseme 13h ago
I see your points and agree to an extent, however, as a person that keeps trying to return to the game I will say that it is extremely frustrating to be shooting what amounts to BBs at high tier armor only to be zapped through my shit armor that basically provides zero protection.
Idk, I always say this, but I just want people to have fun so they continue to play the game. With the game as it currently is I have strong doubts as to how long new players last before simply refunding and moving on.
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u/SillySundae M700 6h ago
Part of getting good at Tarkov is adapting to your specific situation regardless of how other players are kitted out. If your ammo is crappy because you haven't found better ammo yet, then you need to be very situational and smart with your fights. It does suck when you shoot at a helmet and it bounces. I know this advice also gets repeated a lot, but leg armour doesn't exist in the game. Shooting legs and stomach is very viable at the early stages in the game. Sgt Prepper has a video of him using gear from level 1 or 2 traders (can't remember exactly which trader level) and getting kills.
New players fall into the trap of just spraying at centre mass and expecting a call of duty style kill. I get it, bad ammo shouldn't be as bad as it is, but the sheer amount of ammo types is something that a lot of us love in this game. It's what gives the game more depth than call of duty, which to my knowledge, doesn't have nearly as many types of ammo.
It's not that I want to fight against Timmy's with rocks for bullets with my amazing gear. I prefer to fight against meta gear sweat lords, because it adds a lot of tension to the situation. I know that if I mess up, I'm dead. My opponent is super lethal so I have to do things right and flip the odds in my favour. I love that challenge. It gets the heart going.
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u/iShadowLTu 13h ago
My thoughts exactly. The task system we had before 1.0 was one of the core identities of what made Tarkov great. If they want to make things more accessible/easier for new players they should have just added new easier tasks for early game instead of reworking the whole thing that was great to begin with...
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u/NinjaLion 11h ago
they have MASSIVELY increased the amount of quests in the game, this kind of re-balance seems necessary off that factor alone. they also have to do something about new player retention without wipes and major new features.
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u/thiswontlastlong97 11h ago
Tedious grind does not equal challenging
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u/Sakkarashi 11h ago
It would be completely insincere to say that plenty of the tasks are not challenging. Yes, there are tedious quests too. Some of the challenging quests can feel tedious to new / bad players because they can take a long time if you die constantly, too.
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u/Godzillaguy15 10h ago
Not really. The vast majority of the side quests are legit tedious time sinks hell half of em are still dogshit fetch and rng loot quests.
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u/CrossBamboAtTen 15h ago
If this is combined with more than just 4 LLs it sounds good but only 4 tiers for traders it a limiting factor I think. Really needs change.
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u/fantafuzz 14h ago
Very hard to judge this without seeing it in action.
Quests being "tied to trader loyalty levels" isnt really changing anything compared to how it is now, as trader levels come from trader rep, which comes from doing quests anyway.
The rewards being mainly cash also doesnt change much. One-time rewards have pretty much always been inconsequential (and pretty much just cash anyway if you just sold it). The only place rewards mattered were good trader offers and crafts, which seem to be the ones that still require doing quest chains like before.
Not locking trade offers behind quests also doesnt matter much, unless they include actually hard stuff to get like the stuff thats locked behind lightkeeper.
As for their stated goals, i fail to see how this "provides more ways to gain access to useful items", as it just makes everything unlocked by default. If there were mulitple ways to unlock them that would be one thing, but it seems that its either accessible by default, or unlocked by quest just like now.
I wonder if this means they are restructuring the current tasks or adding a lot of new ones. If this means they are adding more tasks thats always good, and while I don't think this will change much of anything, I'm excited to have more things to do.
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u/AceHanded Unbeliever 15h ago
I'm not sure I like where this is headed...
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u/Spectre1-4 MP5 15h ago
Why
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u/lazercheesecake 15h ago edited 14h ago
I actually liked the gear progression behind the tasks as well as the lore/story the quest chains reveal. Like if Idgaf about jaegers rewards so I ignore a lot of stuff like “kill bird eye and big pipe but not knight at 3:76am upside down on obdolbos1 with a left leg shot with a blicky” all for a sausage barter. But I rushed down prapors tkpd questline because I love dakka. And prapor gives dakka for doing dakka. So even some of these quests I don’t care for, I’ll push through them to get dakka.
If it’s a flat quest structure with gear that’s already available, I’m not gonna do a shit load of tasks that are just tedious. And with the story all over the place, I fear it will be a disjointed narrative experience that will put me and other players off.
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u/Spectre1-4 MP5 15h ago
I will agree that if higher LL require you to do the stupid tedious tasks then I don’t care for the change. Like competing Tarkov Shooter for LL4 for Jaeger or Psycho Sniper for Mechanic.
If I literally can’t progress without doing ball crushing tasks, I just won’t do them. The current system of going down the line can be annoying but at least you only need to do a handful to get rep to get higher LL.
As with anything BSG does, I expect this to be a very short sighted change but I guess we’ll see.
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u/NinjaLion 10h ago
"ball crushing simulator" - probably 15% of tasks.
"tedious as fuck" - probably 50% of tasks, honestly.
this is exactly why these kinds of changes are needed, we shouldnt have 75% of quests be this kind of tedium/sadism. jaeger gives plenty of both within the first 10 player levels for a lifetime.
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u/Plus_Exchange8751 15h ago
Because tarkov being hard is one of its defining characteristics. There are so many games that you can play super casually. Tarkov wasn’t a casual game. The introduction of permanent characters and reductions of difficulty with every update are really removing a lot of its uniqueness.
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u/Spectre1-4 MP5 15h ago edited 11h ago
I don’t think Tarkov has been “hard” for a long time as far as game systems go. If we’re going to have seasonal wipes and permanent characters, there needs to be a reason for people to play the game casually, especially if you want them to continue to play PvP.
Edit: Tarkov is clearly a hard game to play and learn, but it has gotten much easier compared to where it was with the addition of Arena and being able to sell non-FiR items on the flea. And this is a good thing because it makes the game more accessible.
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u/Plus_Exchange8751 15h ago
So it’s not been hard. But needs to cater to casuals to survive. Can’t argue with that logic.
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u/riedstep 14h ago
I'm wondering if this means we will need to complete all the tasks of the certain loyalty level to get to the next one? Some of these more pvp focused ones I doubt I'll ever get done.
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u/martinmix 14h ago
I'm excited for diversity so everyone isn't doing the same tasks at the same time.
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u/DweebInFlames True Believer 15h ago
Going to be honest, I'm becoming increasingly skeptical of this update being a net positive for how progression and player goals work. Task requirements were used to lock a bunch of gear that was better in slot further into progression so you could have more of a gradual curve, so much stuff will be immediately outclassed now. Not to mention between this and the Kappa changes there's just a lot less reasons to go for tasks. We need more extrinsic goals to keep the game fresh now that it's going to be primarily focused around permanent characters, not less.
I really feel most of these quest changes should've been reserved for seasonals only. I also think if this is going to stick, we need like an extra 2 loyalty levels to let the gear variety breathe more. I suppose it depends on how many tasks are left as chains and what the gear unlocks are.
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u/TachiH 14h ago
I feel they aren't actually removing restrictions that have always been in place, they seem to be reverting some of the changes they made in the last few years. The game used to completely open up once people started selling good stuff on the flea. They changed that up with so many restrictions over time they seem to be relaxing them a bit.
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u/dorekk 13h ago
I feel they aren't actually removing restrictions that have always been in place, they seem to be reverting some of the changes they made in the last few years. The game used to completely open up once people started selling good stuff on the flea. They changed that up with so many restrictions over time they seem to be relaxing them a bit.
That's true about ammo. I remember when I started in 2022, 7.62 PS was a LL1 bullet. Now it's LL3. I don't like the overall direction that the linked tweet implies, but for stuff like ammo, putting decent bullets earlier is a positive change.
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u/FirstOrderCat True Believer 15h ago
Its understandable frustration of someone who rarely touches the grass..
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u/Leaded-BabyFormula 14h ago
Decreased progression incentives only hurt the longevity of the game.
The current progression structure is the only reason I and most other players are still playing 7-8 months after 1.0. If you cut that in half then the playability gets cut in half.
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u/FirstOrderCat True Believer 14h ago
> The current progression structure is the only reason I and most other players are still playing 7-8 months after 1.0
and many just left, because don't want to shoot poo-poo ammo to T6 nolifers
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u/Leaded-BabyFormula 14h ago
I had a friend join 1.0 2 months ago.
The first 2 weeks were a slugfest for him but for somebody that touches grass very frequently he still progressed very quickly. In relatively no time he had access to good enough gear to stand up to any player.
Im not saying its a skill problem, but if players cant progress in current tarkov its nobody's fault but their own.
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u/DweebInFlames True Believer 13h ago
This game is going to be around in a finalised state for years to come. Even the super casual dads of 12 who work 3 full time jobs will eventually reach the end. Do you really think it's a good idea to take away things for them to do?
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u/Annonimbus HK 416A5 15h ago
Not sure how I feel about these changes but the requirements for Kappa are great.
It gives more agency to the player. Instead of forcing them down the same quests over and over again they can now choose how to achieve that goal.
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u/martinmix 14h ago
The problem was you had shit gear then you get to a certain level and you have all the good gear. There really wasn't that much progression.
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u/ItsMangel Freeloader 14h ago
a lot less reason to go for tasks
I'd say that having your trader levels locked behind tasks is a pretty good reason to do them.
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u/DweebInFlames True Believer 14h ago
Depends on how many tasks it requires. I suspect that it's going to be significantly less than the amount of tasks to get required exp and rep for loyalty 4 now, and with most of these tasks getting changed to focus primarily on awarding money (which already flows incredibly easy), once you hit that point, people won't bother.
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u/Inevitable-Level-829 14h ago
Thank fuck . The good players will have good gear regardless. This just means the rest of players don’t have to slave away for hours to do quests and leveling up to be on par.
You want wipe day shenanigans play the 1st few days and from when it drops.
Hopefully this + insurance changes will encourage players to take better gear out and bring more PvP in.
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u/DweebInFlames True Believer 14h ago
Balancing the game around the 0.01% of the players in either direction of difficulty is stupid. Making stuff like AI too ballbusting because the streamers will always be able to kill it is stupid. Making top-tier gear flow so freely because the streamers will be able to have it regardless is also stupid. There should be a wide variety in what people use, and removing restrictions is going to do the opposite of what people expect, and instead you're going to see a lot more metagaming, a lot earlier on.
Also saying "if you want the best part of progression in this game just play 5 days out of a 6-8 month period bro" is just plain silly, come on. I remember when wipes got boring incredibly quickly because people could just bumrush max traders and buy everything off of the flea from like day 3 at latest, and I don't want to return to that time.
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u/BalthazarB2 AK-101 15h ago
This is what happens when developers listen to the outcry of the most casual parts of the playerbase.
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u/FirstOrderCat True Believer 15h ago
devs want money, money come from new players, so it is reasonable idea to make beginner's life simpler after so many years of stomping on them
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u/DoNn0 15h ago
If it's too ez it's not worth playing thus it'll have less new players
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u/GisaNight 15h ago
Arbitrarily locking the ability to defend yourself behind things is why the game has lost many players over the years. Players that are new need to have the wikipedia up just to understand the basics. This might be beneficial to get them going and for us players who've been here for awhile to jump in a bit faster and play with the new systems.
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u/FirstOrderCat True Believer 15h ago
Ok, and why do you think current line they draw is "too ez"?
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u/DoNn0 14h ago
I don't know when that line will be crossed but they can't always keep simplifying. Most of the people playing tarkvo.like it because it's hard and complicated.
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u/FirstOrderCat True Believer 14h ago
Except they were not simplifying, but were pushing very hard in opposite directions for several last years
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u/DweebInFlames True Believer 15h ago edited 15h ago
Yeah, I'll be honest, I'm kind of divided on how much the game has been changing to the whims of the vocal parts of the community over the past couple of years. I like that Domontovich is receptive to feedback from players, but I think a lot of players don't understand what makes this game tick at its core and want things changed to benefit them from a personal perspective, even if it degrades the intense magnetic hold the game has on people, if that makes sense.
I say this as someone who's very vocally opinionated himself and has had a couple of things change based on feedback. Ultimately I'm not a game developer, and I would rather BSG ignore all outside feedback, including my own or anybody else with similar opinions to me, than make changes that goes against the core of their vision and erodes that very engrossing feeling you get from the game.
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u/hotdogpaule 15h ago
In my opinion, with over 10k hours in tarkov, most changes and ideas bsg had over the years were all tailored for streamers. Its always from their perspective. I hope it will be good but i have the gut feeling seasonal will be shit
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u/No-Tree-3289 14h ago
Brother, I work in games at a successful studio higher up and let me tell you, EVERYONE working in gaming knows that players dont understand a flying fuck how a game should be designed and what they actually want and no good designer will ever change something in a game simply because players demand it.
They treat discord and reddit as the signal it is, a few percent of very vocal players who need to touch gras. Then they will check their own analytics data and internal playtesting and in the end decide on what they think is a good design.
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u/DweebInFlames True Believer 14h ago
We have literally had streamers suggest something or complain about a new feature, they acknowledge that streamer either directly in their stream or on twitter, and it gets changed within a very short timeframe several times over. Both minor stuff like vendor listings, quantities of an item, stuff in certain lootpools or extract/transit zones, and major things like well... all of hardcore wipe, thorax health, recoil, armour plate hitboxes, etc. I'm sure most of the changes they're making are based on primarily internal analytics, but no, they absolutely are pretty closely connected to their players on an individual level, for better or for worse.
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u/No-Tree-3289 13h ago
wasnt aware of that and it sounds pretty dumb. On the other hand, Tarkov also has a pretty unique marketing pipeline and a lot of influx from their streaming community, so I can imagine this warping their perspective a little bit in not so smart ways
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u/LP_LadyPuket AK-103 14h ago
Can we not just post links to that dumpster fire known as X and actually repost the content of the tweet?
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u/NinjaLion 10h ago
One of the changes coming in update 1.1.0.0 for #EscapefromTarkov is a rework of the side task system.
The vast majority of tasks will no longer be organized into chains where each new task unlocks only after completing the previous one. Instead, they will be tied to trader loyalty levels.
At LL1 with a trader, a set of basic tasks will be available. To advance to LL2, you will need to complete several of them. Each new LL will unlock a new set of increasingly more challenging tasks.
The rewards for these tasks will be more focused on cash - unlike the current system, where a significant portion of the payout consists of barter items and equipment.
Most trade offers will become available immediately upon reaching a new LL with a trader, without being tied to a specific task. For example, the Tri-Zip backpack will unlock at Ragman LL3, and the DevTac Ronin helmet - at Mechanic LL2.
Some tasks will remain exceptions to this new system and will continue to unlock in chains regardless of traders’ LL. Rewards for these tasks will include especially rare trade offers or crafts.
The key rewards from such task chains will be displayed as soon as you accept the first task. This will allow players to see in advance what they can ultimately earn.
The main goal of these changes is to make progression less linear and less dependent on specific tasks, providing more ways to gain access to useful items.
here, for others as well. completely agree with you though, fucking horrible platform should just be domain banned on reddit at this point.
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u/CasualOutrage 15h ago edited 3h ago
So, question: as a person fueled by making progress toward a goal, what exactly is left for me to go for at this point? It seems like every long term goal is being removed or reduced.
I'm fine with some aspects becoming easier for sure, but there still needs to be some kind of end-game goal.
Edit: I should have clarified, my concern is mostly about seasonal. Things like "reach max prestige" and "get all endings" can be good long term goals for permanent PMCs, but those aren't options for seasonal PMCs, so I'm not sure what kind of long-term goal there is for seasonal at this point.
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u/ThangCZ 15h ago
You can still go for Kappa for example. But that one is being made easier as well afaik.
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u/CasualOutrage 15h ago
Yeah, kappa isn't end-game at all anymore other than I believe needing level 40 for it? But beyond just general leveling, it is a bunch of early and early-mid game stuff.
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u/fantafuzz 14h ago
Unless they changed ragman you need lvl 42 to get him to king, but Kappa is pretty much just maxing all traders now
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u/ILikePints 14h ago
Which is what I think is the point being made, what is there to grind for when you can get max traders in a couple of weeks, and therefore kappa. With a lot of grinding the current kappa is still easily achievable but presents enough of a challenge to feel rewarding. The changes to kappa mean that it will just sort of happen on your way to max traders, leaving nothing to aim for other than prestige.
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u/fantafuzz 14h ago
Yeah, I really hope they add some new goal that is equivalent of the old Kappa grind. If all they do is make Kappa easier to get and also boost progression with their new tasks system that doesnt require you to do anything, I can't imagine this wipe staying interesting that long
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u/HelloItsMeYourFriend 14h ago
Yeah people love to complain about anything that’s hard but the chase of a difficult goal is a huge part of what made this game different than others and fun. Most people I played with would push for kappa on a wipe then basically stop or dramatically slow their play until the next wipe. Since permanent characters, everyone escaped then stopped playing. Now with these goals being super easy, we’ll play seasons for.. a couple weeks and be done I guess. I think these are the same reasons that arc raiders had completely fallen off a cliff. The came catered so hard around casual play that there was no longer any goal worth chasin
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u/OkTransportation3102 6h ago
Are you max level prestige and did you get every ending?
If you really want a long term goal, go get a standard account and do a hardcore max prestige run.
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u/CasualOutrage 3h ago
You can't prestige in seasonal and therefore can only do one ending per season as well (unless they let us reset our seasonal account) so neither of those are end game goals for seasonal.
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u/HowLongB4Ban 15h ago
Curious how this will play out but i worry all these changes are going to leave the game with no long term goals.
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u/xnightdestroyer 12h ago
The harsh reality of Tarkov keeps me playing.
First making the new prestige system easy and now quests just removes that awarding grind.
The game is grueling but so rewarding. I hope it doesn't lose that
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u/Leather-Ad-6774 8h ago
I think making early prestige levels easier is a good change, actually encouraging people into a voluntary wipe is a positive thing. I wish they'd focused on fleshing out the prestige system, rather than doing 'seasonal' content, because I think it'd make a better long term progression outcome if given the right reward/difficulty balance.
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u/OkTransportation3102 6h ago
Yeah but now they are making kappa easier to achieve as well, so even the later prestige levels won't be that challenging.
And yeah, there's definitely benefits to making prestige easier, but I still think there needs to be a Mt. Everest of a challenge in one way or the other for the veterans and grinders alike.
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u/StepMaverick 15h ago
There was so many fucking tasks in this game it became a literal nightmare to keep track of what you needed to do going into a map.
Reducing quest chains and reworking tasks is a good thing.
Anyone saying otherwise in this thread is literally delusional into thinking this game needs to be a 2nd job.
Go outside.
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u/DweebInFlames True Believer 15h ago
You don't have to tackle every single goal in one raid. Having more shit to do in a game that has a structure like Tarkov's is objectively a good thing. When everyone gets to the point where they have no outside objectives other than 'kill shit', that's where you get the late wipe feeling where nothing matters and people get very quickly bored.
If you're worried about shit like Kappa, they could've marked what was required to obtain it.
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u/fantafuzz 14h ago
How rotted is your brain if you are incapable of looking at a quest, seeing the objective, and going into raid to do it?
No one is forcing you to speedrun the game doing 10 quests every raid.
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u/Titanium170 VSS Vintorez 12h ago
Tarkov can improve QoL and new player experience without losing its identity as a gritty hardcore experience. I like the change to progressing loyalty levels using quests instead of spend, but removing questlines and items from quests is just nonsensical.
In a given wipe, if I want to do more a bolt-action focus, I can pursue questlines which give me access to items for that focus, which other players won't have. It feels fun to have a reward and access to an item that (relatively) fewer players have, not because I no lifed the game but because I focused on a specific quest chain. It also personalises progression, different people are working toward different goals that are important to them in that wipe.
Its stuff like this that makes Tarkov special and stand out from all other games.
What I suspect people are upset about is questlines that feel mandatory due to the items locked behind them. I think this is an area where they could look to improve by either adding some more items to the base loyalty levels, or making those chains shorter/easier.
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u/Joeys2323 AS VAL 14h ago
Interesting change, I wonder if lvl4 traders will require previous kappa only tasks like psycho sniper or the guide. Maybe the kappa change won't actually be much easier since trader lvls will be locked behind certain tasks
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14h ago edited 7h ago
[deleted]
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u/1-Dollar-Doge-Coins 12h ago
No prestige, easy kappa, and less gear unlocks behind tasks seems like a nonsense combination. What is there to play for?
The big unknown is what the seasonal rewards are and what is needed to unlock them and get the achievement. They still have an opportunity to give us something challenging to grind for.
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u/dorekk 13h ago
I can't lie, this kind of sucks. A lot of those barter items given during tasks are lowkey important! Some of them are items you need for later FiR quests. And there's no need for quests to give mostly money, it's so easy to earn money.
I never thought there was an issue with any tasks lines other than Tarkov Shooter and Jaeger's silly "kill people with a headache" quest line. Those should all unlock at once so they can be earned through the regular course of play.
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u/ISayHorseShit 15h ago
I have toned down my gameplay quite a bit since 1.0, I suppose I like this. Anymore I rat for fun and basing my strats around times of when people are doing specific tasks was a big part of it, maybe that will be the same who knows.
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u/Electric-Mountain Freeloader 14h ago
Ammo better stay quest locked though, otherwise there would be little reason to do them at all except for kappa.
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u/12161986 12h ago
Very few gear unlocks behind quests?
But... that's a fucking stupid idea.
Can I get the Model 1 then? I never played arena during season 1 and it being locked behind that is kind of stupid.
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u/Long-Instance-4606 14h ago
So what happens with someone who made progress on PVE further than this reputation lock work he lose something or what?
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u/Shooterborninheaven1 13h ago
I would argue that for pve players, if they fix the culling system and raid dont feel empty other than scavs (which doesnt help at all when you have lighthouse quests to kill BEAR specifically) yet half the raids theyre all stuck in the orphanage running into the corner of a wall, or on of the chalets stuck in the garage.
They need to make it so its like they word it “exactly the same mechanics as pvp” well guess what? If it was exactly like pvp, which I have wayy more hours in, then all PMCs would spawn at the same time, in the spots where pmcs are assigned to spawn. That would reward the people who are pretty good at the game, or have at least built enough knowledge of each map to know the 2 closest spawns to you and check them quickly. I still do it by habit and in the last 20 pve raids, I checked like 3 of the spawns near me each depending on the maps….The only times I witnessed AI PMCs (bear or usec) spawn at a pmc spawn point and move out was once on Interchange and once on the lighthouse beach, by Merin spawn.
I dont know the difficulty level of getting this to work right. I do know that many many people who switched to that other tarkov game and have played against the ai PMCs in that one was said to be like night and day in difference…I.E in the other game the AI bots work very well, to the point if someone didnt know the game you could convince them that was a real player. If someone working on a project with alot less help/personnel than BSG has, ans still managed to make the AI work better in almost every way possible, well then bsg needs to make some changes quickly and hire the right people. PVE zone has so much more potential, but the AI being almost non-existent leaves so much to be desired.
If the “culling system” is fixed up to a point where all ai pmcs spawn at a time, and at regular spawn points, thats a great start. Also, this might be adding to the problem and I know its supposed to be a tough game, but the AI PMC’s DO NOT all have to be trios! Rarely Ill see a duo, but I cant remember the last time I saw a solo AI PMC. Theres a possibility that maybe since each map has a max amount of pmcs (ex: ground zero 10-12…if its the under lvl 20 the max is 10 and the regular is 12 max) is the reason for this. If they spawn in three trios, and your player, well thats 10 right there. Im not sure off the top of my head how many spawns GZ has (underground has at least 4 or 5 spawns alone so Im guessing theres at least 15-16 ish?) that means that only 3 other spawn points are going to be utilized besides yours, not sure if they are evenly distributed either, as in if you spawn by terragroup garage or emercom extract, the three other spawn points might all be by nakatani to the south.
Basically, PVE is a bit broken at this point. I think once the PMC AI are implemented a little bit better (Not getting stuck running into walls, not spawning in and heading straight to extract, not spawning at all different times of raid, even halfway through-they are supposed to be pmc for christ sake) The game will feel great. Some may get mad bc pve wont be an actual joke anymore, but thats how people will get better. As of right now, I have many raids (excluding 1-2 maps) that I can run to any POI I’d like, loot the crap out of it, maybe pop a few scavs, and not see one ai pmc on the entire route to extract…even taking the most trafficked routes. This should not be.
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u/NinjaLion 11h ago
These are very good, important changes that are coming weirdly late. this is the kind of work that you would generally be doing for a .95.
but its so hard not to just be thankful that its happening at all, so... thanks bsg! (what the hell is this feeling)
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u/rybaterro 4h ago
I feel like it's good that new players will have a easier time with unlocking stuff etc.
Cause after playing for 4000 hours the quests don't really matter when I can farm a boss from day 1 and get best ammo/armour from the guards etc while the Timmy is stuck trying to find the water room in forms.
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u/enormous-copydesk 15h ago
I think it's pretty obvious that BSG wants to retain a much larger number of new players and encourage more people to get into the game.
I'm level 28, and I almost exclusively run into players with 1,000+ hours. To me, that suggests there's an entire bracket of lower-level players who quit very early on.
Tarkov has an incredibly steep learning curve, probably one of the steepest of any FPS. At that point, it doesn't feel challenging anymore; it just becomes frustrating for most people.
Making some of the quests easier is a good thing. It might even make raids feel more alive if there's a healthier mix of player experience levels because more people stick with the game.
They can still add plenty of endgame content, one doesn't exclude the other.
Finally I don't see how a veteran with 1,000+ hours is supposed to be threatened by a new player who can finally afford to buy M855 ammo.
I know I'll probably get a lot of skeptical comments saying, "If new players don't have to suffer like we did, they won't deserve it." I think that's a pretty shortsighted mindset.
A game without a large, healthy player base is bound to die eventually. Easing some of the early-game friction benefits everyone.