SamuKata
roadtovostok
roadtovostok

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Armor System (Clarification)

Hi!

I saw few comments related to the armor system and decided to clarify some elements.

The last post where I mention how the armor system works was about how it's progressing since I like to share work-in-progress mechanics here, but I maybe wasn't that clear that the system is not ready yet, so I just listed some of the implement features so far.

This whole week is planned for the armor system, so there's a lot more features coming to that, so I should have probably mentioned it more of as "Here's what's been implemented so far".

Also few clarifications related to Armor Plates:

But yea, just wanted to highlight this that you are witnessing work-in-progress features here and "easy to understand" is not going to mean that "it's going to be simple", since this is still going to be tailored towards hardcore FPS / survival audience.

ps. I have already implement bunch of new stuff to this Armor system today since that last post, I will share those here tonight or tomorrow :)

-Antti (Developer)

Comments

Metal alloy plates should take an almost unlimited number of hits, limited by the probability of shooting through the same hole for ammo types that can penetrate. The drawback of metal plates is their weight and the risk of the wearer being damaged in the chin, face, arms and lower torso by spalling. Ceramic and soft armor plates degrade pretty quickly with continued punishment and the wearer can still be hurt by blunt trauma from back-face deformation, but they have the advantage of being lighter weight without much risk of spalling.

TacShooter

You're tireless and awesome! Excited to see the next iteration!

Dani

Thanks for the clarification and congratulation for your patience ^^ It seems armor is a sensitive subject.

Shamnolya

Yeah, I can agree with a lot of that. I don't want to be held by the hand, but I don't want to have to go and do a lot of external research to just understand that the bullets I picked up are actually useless. Don't get me wrong, I love Escape from Tarkov. I feel like there is definitely a lot of good design choices there. But even a tier system for the ammo could help with the ambiguity. And the wiki part wasn't directed as a slight or anything, not intended to twist anyone's words or anything like that, and I am definitely on the same side as you. It's just how I actually feel when I play some of these games sometimes. I feel like I'm spending a long time learning things that aren't that important to how the game plays in the end. I love complex, but sometimes I feel like people just make things extra complicated for the sake of being complicated. Some of that information can be top-loaded into the game. Tarkov already has loot tiers with background colors for different things, ammo could still fit in there, but not break the immersion of the game. An interesting thought I have about this now is to treat it like Diablo I? Maybe you pick up an item and it's unidentified. You know what it is, and maybe you can use it, with limited ability, until you take it back to your hideout and fully examine it. Once you do that, it "unlocks" the full capabilities and stats of the item (depending on what it is, Armor would just work, right?). (Don't feel like this is in anyway something I expect, but just something I thought up while having this discussion.) I just like talking about game design.

LarryThreezor

I can ask you a counter-question. Do you want to be held by the hand or do you want to learn for yourself? And no, you've twisted my words a bit, of course I don't want you to have a wiki open for everything. I'm more interested in not having everything chewed up and having to learn a bit without a pop-up telling you exactly what you have to do. People who put 1000 hours into the game will be willing to learn until it's second nature. Bullet Penetration Stats and such are a whole other Level, that's not what i'm speaking about. Antti already said that such complicated Values won't be in the Game. How is the Map build, where are the crosses, where are the best loot Spots, where are the Enemys, what is their routine? Thats Info's i dont want Ingame. So you can look for yourself or looking on the wiki. However you decide.

SavRoyale

A lot of Tarkov's "hard to master" is artificially inflated, I feel like. Your character can tell you exactly how good of an ergo boost a specific part can have, or exactly what a random drug in a syringe can do, but my character doesn't know the what kind of bullets do what kind of damage and how much? I'm all for hard and complex, but making me open a wiki is just rude. This isn't Minecraft. I'm not trying get to the end-game in 7 Days to Die. How can you be truly immersed with a wiki open on another monitor. lol.

LarryThreezor

I'm a Fan of "Easy to Learn, Hard to Master" Where Tarkov is too hard for a Gaming Dad, i really like that you have to learn the Maps simply by playing or even with a Wiki instead of a Minimap or other Visual helps like blinking exits. If Antti is getting a good mix between easy to understand and learn it by yourself or get some information, i'm happy.

SavRoyale

No worries, I also think it's totally great that people sometimes provide more critical thoughts on certain features, since developers are quite often vulnerable to slight "tunnel vision" when they are looking code all day and focusing all the small nuances, so it's easy to forget the big picture if you don't pay attention to that. I personally try to "vision check" myself almost every month, meaning if I'm doing the right decisions to get towards that original vision (Devlog #1) and I think we are still totally on that path :)

Road to Vostok

yeah, as a Petreon since the early Days i've should've known that. I even told the Discord Users that i don't forward suggestions to you since i know that you are working in Steps(Versions) for Features. I got a bit involved in the discussion that was going on in the Discord. Together with all the threads in Steam after the last demo and some of your statements about "accessibility", I overreacted a bit. I'm sorry, I should have known better.

SavRoyale

In game dev you kind of always implement features from bottom up (or at least I do), meaning you make them simple at first, since the debugging is then simple and then built those more advanced features on top of the "simplicity". Road to Vostok in many areas is now much more simple than it's going to be, for example the ammo system is super simple, because it was easy to debug for Public Demo 2, but eventually that will get much more complex (caliber based ammo, individual magazines, magazine check animations, individual bullet rendering to magazine models etc.) For me, it's not even wise to develop a "casual shooter" game/mechanics because I can't compete in that genre, so I will always direct towards hardcore features when possible since that's a niche that I personally like and where I can compete in business-wise. Thanks :)

Road to Vostok

Great clarification. It can be easy to take WIP posts at face value after a quick read through and get a bit confused when you are just really hyped to see something new, but we trust the chef!

Mello' Mike

Having the information in the game is huge to me. I love to delve into complex systems, but I really really really don't want to do it by going through a wiki. Especially a wiki made from data that was probably data-mined from the game because the developer didn't make the data accessible in game.

LarryThreezor

Thanks for the clarification. Good to hear that still everything is going in the direction the Game should be. Maybe it's a me thing but after playing hundreds of Games i'm really scared that RtV won't be as Hardcore as i wished to. I am reassured. Thanks Antti.

SavRoyale


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