Escape from Tarkov Doesn't Believe in Tears

Escape from Tarkov was developed and produced by an independent game studio from Russia. The project started as early as 2012, and two rounds of testing were started four years later-the game is still in the beta testing cycle, and according to the developer's plan, It is still at an early stage.


The rules of the game are actually simple: each player has his own character, warehouse, and bank account. The main game is to "pick up garbage" by copying. You can collect a variety of weapons, equipment, accessories, and materials in the process, and you can also useless things to trade afterward. As for the source of materials, it can be cabinets and drawers scattered throughout the map, or computer characters and the bodies of other players. With the accumulation of wealth and materials, you can gradually carry more and more powerful weapons and equipment when you make a copy later and then win at the starting line.

Each open map is equivalent to a "copy". The main way of playing is to pick up the garbage and sell tarkov roubles or money. However, the actual situation is far more complicated and painful. In fact, I was familiar with almost every game of Escape from Tarkov in the early days, it was a bitter history of blood and tears.



Escape from Tarkov doesn't believe in tears

The first time I entered the world of Escape from Tarkov, my biggest feeling was "blank". The game does not have any UI and target guidance, the map is really a paper map, which can neither help you identify the direction nor mark your location. Although I knew that I needed to search for resources and reach the evacuation point-I had no idea where the resources were and where the evacuation points were. So, logically, I gave it for the first time. And because he failed to evacuate, everything that was brought into this copy, including firearms, backpacks, food, and medicines, were all lost ...

In fact, the most appropriate way for newcomers to get started with Escape from Tarkov is this: First, you need to query the strategy and find a floor plan that details all potential resource points and evacuation points; then, compare the Click on the map. It's worth noting that on average each map has more than a dozen potential evacuation points, and the evacuation points that are actually available in each game are largely random--this means that you can play before you start playing, It takes at least several hours of investigation to have the minimum ability to play a game normally. However, compared to the actual battle in the formal battle, this preparation is probably only a warm-up.

When stepping on the map to familiarize yourself with the map, you need to query the guide and compare it with a floor plan like this, which is marked with information such as potential evacuation points, resource levels, and BOSS points.


For example, searching for resources is actually a meticulous and time-consuming process. On the one hand, after all, the space available on the character is limited, so you must memorize the approximate value of almost all items in the game in the market to make a correct judgment when you need to choose. On the other hand, whether it 's rummaging through the cabinet or licking bags to search for corpses, each location or body part takes a few seconds to search individually, and many items even need to spend extra time on the spot identification-in dangerous environments It is easy to die on the spot once such flaws are revealed. This also makes it possible that the richest resource point in the game will fall into the situation of "mantis catching cicadas and the cardinals in the back", but no one has the confidence to ensure that he is the last cardinal.

The process of fighting and firing is a double test of your marksmanship and resource management capabilities. Since the game does not have any UI, the only way to check the number of residual bombs in the magazine is to remove it for visual inspection. The method of loading is also extremely hardcore-you need to find a safe place to buckle the bullets one by one into the empty magazine. In addition, every bullet you fired was bought by you with hard-earned "hard money", and the bill will eventually fall on you. Especially for some of the more expensive bullets, it may only take a few seconds of continuous shooting, which is enough to burn out your hard work for several hours to make money back. This also requires you to carefully understand the damage and cost of different bullet types in various situations, and strive to use each bullet on the blade.

The way to check the amount of residual ammunition is like this: pull out the magazine, and then visually check how many bullets are left in the character. The character's health is subdivided into each body part. When injured, you need to target specific parts and the injured The severity is dealt with one by one. In the case of a serious injury, you may need to perform an operation on the spot with tools. Fractures will severely affect your mobility, and the severe pain associated with injuries will have a significant negative impact on the character's mental state. Without analgesics, the efficiency of action will be almost the same as that of the disabled. Note that if you join a long battle, you must always pay attention to your hunger and drinking water status, and make sure that food and water are adequate beforehand. Many times when playing Escape from Tarkov, I feel that I am not playing a "game"-many of its mechanisms are forcing me to think like a survival expert.

The authenticity of Escape from Tarkov is also reflected in the cruel "weak meat and strong food"-in most cases, it is a game that emphasizes "one input, one harvest". In this game, the defense bonuses of different gear armors and helmets are pulled very exaggeratedly. In the case of frontal confrontation, it is almost impossible for people with poor weapons to beat a full-armed man armed with teeth. And this also allows Escape from Tarkov to form several distinct "niche" according to the player's equipment status: Well-equipped players tend to be more confident to challenge the most dangerous but resource-rich places; poorly equipped players often More favored to maintain daily life by leak detection.

The richer the resources, the greater the potential danger.
However, although these conditions are general laws, they are not absolute rules. There are a lot of variables in the player's behavior, and the experience and skills of different players are very different, and the strategies and skills can indeed make up the gap in weapons and equipment. As long as players with poor equipment have proper strategies and skills, they have a chance to "get rich overnight" after killing big brothers and licking their bags, and players who are armed to the teeth often lose their money because of carelessness. Compared with other games, Escape from Tarkov's "high-risk, high-return" attributes are also more obvious: both the pleasure brought by "blood gain" and the blow brought by "blood loss" are particularly deep. From a longer-term experience, playing this game is actually going through the process of "big ups and downs"-to be honest, I feel that such steep emotional ups and downs should exceed the comfort zone of most players; but from the ornamental In terms of perspective, it is a kind of "fun" to watch others go crazy and exclaim. The principal may be similar to the popularity of the horror game live broadcast-Escape from Tarkov is at least a treasure for the live broadcaster.



Overwhelming measures

Although "big ups and downs" is the normal state in Escape from Tarkov, but after all, it is also a game that needs to face the entertainment needs of players. The minimum guarantee measures are still complete-of course, these measures are still stretched.


The portable safe is the most important security mechanism in this game, which is equivalent to the "safe area" in the player's carry-on inventory. In other words, the items stored in the safe will not fall if they fail to escape in the end. However, the number of grids in the safe is very small, and larger firearms and equipment cannot be placed; its main function is to help players store the most valuable small tarkov items. The real subtlety is that different versions of Escape from Tarkov have different safes. The more expensive version has more than double the space of the regular version-which is equivalent to disguising the higher-priced version. rate of return. In this sense, if you really like Escape from Tarkov and economic conditions permit, be sure to believe in the eternal truth of "rich money can make ghosts grind".

This is the pre-order page of Escape from Tarkov's official website, which is currently available in four different price versions. In addition to the different safes, they also have different advantages in terms of total warehouse capacity and initial merchant trust. But in general, the harder the version, the easier it will be to get started.

The insurance business is a guarantee for firearms and equipment, which are difficult to put in safes. Before the start, you can spend a small sum of money to buy insurance for your important weapons and equipment. Once you die in a war situation or fail to evacuate in time, the guarantor will find a way to help you get back the insured equipment. However, if the insured equipment is evacuated by other players and successfully evacuated, it will still not be able to be retrieved smoothly; as for those items that can be successfully retrieved, you need to wait for several hours or even more than one day in reality to return Your warehouse. Therefore, on the one hand, this insurance has a large random unknown component, and on the other hand, it requires you to evaluate what kind of equipment you should buy insurance from a psychological game perspective.

In terms of game mode, in addition to the PMC mode mentioned above with normal rules, the game also provides a SCAV mode that takes care of ordinary players more. In the SCAV mode, players do not play their own created characters, but randomly generated survivors in the game. They also carry randomly generated weapons and equipment. In this mode, the materials that players search for and successfully evacuate still belong to themselves, and will not accumulate any negative state for the characters that really belong to them. However, this mode does not allow continuous play-players need to wait for a cool-down time before entering SCAV after each round of SCAV mode. In this sense, although it reduces the economic cost of the player, it still makes you nervous during the game because of the time cost.

The game currently offers two different modes of play.



Poor optimization and future outlook

Although it has been calculated from 2012, Escape from Tarkov has been developed continuously for 8 years, but it is still in the beta testing stage, and it is not perfect either in optimization or content. Because the optimization is poor, to play this game requires a very high PC hardware configuration, and in the process will still frequently encounter problems such as stuttering and screen tearing. If you want to have a normal gaming experience, I still recommend waiting until the game is officially released or the subsequent updates are more complete.


The optimization of the game is very bad. Although the scene is not complicated and the open map is not too big, it is always accompanied by the problem of tearing the screen.

The developer has planned a lot of open maps, but currently only launched less than half of them; and each of them is large enough in size, at least just stepping on the familiar process will consume you several hours. In terms of worldview architecture, Escape from Tarkov also planned a set of grand and detailed story backgrounds. In terms of long-term planning, developers have also included development campaigns and plot modes in their plans. In terms of content, with the continuous improvement of the game, I believe there will be more and richer gameplay.



Conclusion

Few games dare to challenge the player's comfort zone so "unreasonably"-in today's environment, I don't think it is a game suitable for the mass players, even most of the so-called "core players". Even so, some of the highlights of Escape from Tarkov in terms of authenticity and game mechanics still impress me. Maybe someday in the future, it can truly shine.

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