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The Best Feature Tarkov Doesn't Have

Jun 09, 2021
In life it is difficult to think of a resource more valuable than your time. Most people don't

have

as much free time to try out and enjoy games as much as they would like. Most

have

much less than me and my content creator friends. What frustrates me the most is feeling like I'm wasting my time due to the nature of the raid system in Escape from Tarkov. The aspect of death that punishes all or nothing. The more time we spend in a raid experiencing the parts of the game that most of us love the better every minute we spend outside of raids is like waiting in line for a roller coaster.
the best feature tarkov doesn t have
Have you ever spent the entire afternoon at a theme park only to realize at the end that you waited in line for about three or four attractions? each of which lasted like 45 seconds, you spent the whole day at the park where all you wanted to do was ride some attractions and you really only ended up with a few minutes of actual content that you wanted now, in the case of a theme park , it is understandable to a certain extent, since there is limited seating on the attraction, there are limited attractions, and there are many people waiting to ride each one.
the best feature tarkov doesn t have

More Interesting Facts About,

the best feature tarkov doesn t have...

I find myself feeling the same type of annoyance quite often when playing Tarkov and due to the nature of the game this is amplified. when you know that I am already having a difficult time in my raids, although in the case of

tarkov

this is for less understandable reasons, do not be confused with what I say here, I am not asking for the experience to be softer, less harsh, more casually, I don't want the rollercoaster that is Tarkov to be easier for me, not to be as fast or intense, I just want to reduce the amount of time we all have to wait before getting back on it to experience it again for some time.
the best feature tarkov doesn t have
I've felt this quite strongly now and have tried, with varying degrees of success, to make the case that some of the biggest quality of life improvements that the Tarkov community would benefit from are also ones that no one ever talks about. They are not sexy. They are not exciting. but they are crucial to the experience we feel when we play. I'm talking about the time we spend before and after raids outside of combat and survival. Hideout. The flea market. The merchants. These are all places I bet you want. to spend as little time as possible because either you want to get back to raiding or there's a place you really enjoy a lot and would also benefit significantly from some careful attention to the design.
the best feature tarkov doesn t have
This video serves as the first. I'll be doing a possible series on my pretty in-depth proposals for ui and ux improvements for

tarkov

. My hopes for future episodes of this series are to delve into some of the history of many of the

feature

s and design decisions that exist within Escape. from tarkov why they are the way they are what was the original reasoning for adding them to the game as they are occasionally providing constructive feedback on how they could be improved. My hope here is to try to be as valuable as I am. It can for developers to provide additional ideas and perspectives that they may not have considered and also help the community understand the how, what and why behind the

feature

and software design process, depending on how this video was received, the feedback I receive and what happens if something happens.
As a result, I have many more ideas to make many more videos like this. Once you're done with the video, let me know what you think and if you like my thoughts, please spread this video and the ideas in the community. Now let's start with a quick example of a simple feature that I think will benefit greatly from a little ux. I love something that I personally spend a considerable amount of time on and that is selling the various items and equipment that I have in my warehouse now, of course, all of them. has its own workflow, your mileage may vary, but my process when it comes to selling an item is this: first I need to know if the item is worth selling at the flea market or not, the only way to do that is Check with merchants first to see if any of them are willing to buy the item and who would pay me the most now, although the more you play, the easier it will be to know which merchant will give you the most value for certain types of Sometimes you want to be Sure of the items that require you to navigate to the merchants menu and go through all the different merchants one by one, keeping mental notes of what they are willing to pay now, once you have that number in mind you can go. go to the market and search for the item, which usually involves removing all sorts of filters and other hassles with the user interface or doing the more efficient but still quite awkward process of finding the item by right-clicking and selecting the filtered search;
It is quite common for people to want to list their items at some price slightly below the cheapest currently on the market to maximize their chances of a quick sale, so that you can compare these prices with what the dealer was willing to offer you for that price. article, assuming you haven't forgotten by now, but of course, the asking price is only half the story. You need to take into account the listing fee, which you don't know now. If you want to see how much it will be, you need to click the button here to list the item.
Click here and type in the price you are looking for and then you can see what the listing fee will be now, assuming you remember which dealer will give you how much and how much it will be, then you can do the math in your head to subtract the fee from the price of sale and now you can finally determine where you want to sell the item to get the most money now, of course, if at this point you decide that the merchant is either going to give you the most money or the difference is not significant enough, for which you might prefer to be like the trade rep or something, then you'll need to go back to the trader menu to do that.
Now, this experience is not exactly the most difficult in the world. I mean, we've all been doing it for a long time, but holy hell, you can't really call it simple, intuitive, or easy to use. Can you let me propose an experience? I will refer to it as the quick sell feature. Imagine you are in your stash and you right click on any salable item and choose the sell option. This should open a dialog box listing all the prices that each trader who is willing to buy it has. You will pay for it and give you the option to sell it at the flea market.
The price here will automatically populate with a price that is lower than the current cheapest price on the market and the final rate and price will also be displayed now. This way, with just a couple of clicks, you can compare to take a look at all the available options, decide which is

best

, and with just one or two more clicks commit to the option you choose. Now compare this process to what I described before I went back and between all the merchants at the flea market and back to the merchants, don't you think this feature I just described would be something you would use frequently?
I should also mention that I would like to include these select features of similar items that the Flea Market already has now, so batch selling multiple items can benefit from this simplified process. Also, there are tons of use cases where this might not be 100, what you would like to do all the time, maybe the item you want to list is a lot. It's rarer and has lower supply on the market, so you can price it more strategically or maybe you really want to undercut the market price a ton to sell much faster. These options are still available to you in the same way they work today.
Nothing out. of this feature should change here, but if you have a particular price in mind, you can type it directly here to quickly compare this price and rate with the merchant's offers again. This is not a one-size-fits-all solution, but there is one. What I have learned from my years of ui and ux design, usually a one size fits all solution means sacrificing experience for the majority and what this design does is create an easy to use feature that allows Most people get the most value when selling. most of your stuff as easily and quickly as possible without changing the existing experience in any way for anyone else.
You also can't ignore that making the selling experience easier and more streamlined will likely increase the supply of items for sale at any given time. as it is less cumbersome and annoying which will actually also benefit buyers because there will be more supply available for sale instead of just sitting idle in people's hiding places, as we can see this design is flexible enough to handle all the use cases I mentioned. While still easy to understand and use, nothing about this design is a major paradigm shift in terms of functionality or appearance, it

doesn

't include any new data that the game client

doesn

't already have, it simply presents the same information and options. to players in a way that actually makes sense, most of the game's core features have very similar ways in which they can be improved for the vast majority of people without sacrificing the experience of anyone else who may or may not use them for any reason.
Again, if you want me to go deeper and Bsg is willing to listen, I have a lot more things like this I can do in the future Now that we've tested a relatively simple feature proposal for you, let's move on to my proposal for the full player preset system, Let's start with what a full player preset is: naming and saving a full loadout build that you can quickly load in the future Now, although conceptually similar to the weapon preset system, the hope is that in the experience and implementation will be very different and hopefully a drastic improvement compared, so what will one of these loads consist of?
I think it makes more sense to define it as all the equipment you have with you that can be lost. upon dying, including other useful things such as hotkeys, medical items, grenades in your pockets, magazines and equipment filled with the desired ammunition and even cosmetic items. Now keep in mind that this does not include anything in your character's protected slots, i.e. your protective case and its contents, the compass or melee weapon now to explain why let me describe some of the requirements I started with and the main considerations that came to mind during this design process.
What I want to do here is introduce as few new screens and UI elements as possible, similar to the quick cell. Feature I mentioned before I want to design something that simplifies the most common use case to achieve the greatest impact for the greatest number of people while still enabling the same functionality that people are used to today. The ultimate goal here is to get you back into raids. as quickly as possible to keep you immersed in the game and maximize your time. The most common use case for this feature is participating in a raid after having died, at which point we usually have to go through the process of building the kit we want.
Now let's briefly go over the process as it exists today to see how long it takes the average player to prepare, how many clicks it contains, that sort of thing, so okay, that was a recording I put out today when I wasn't trying to be particularly fast. , just the average equipment preparation time, now the double clicks I did to open boxes and containers and stuff like that, I actually counted them as single clicks now, although I managed to survive a little longer than it took uh to prepare for this raid, al At least one PMC I fought wasn't so lucky and if you take into consideration the time I spent waiting in queue, I spent almost twice as much time outside of the raid as I did inside the raid.
The ux designer for me feels like it's a bit difficult in my opinion, but let's continue, most of the kits you're going to use are going to be a combination of things you already have, as well as things you normally use. buy from merchants or the flea market, so this feature should be flexible enough to take those equipment sources into account. The weapon preset system as it exists today does this, but it's honestly pretty clunky and error-prone, so we should try to avoid the same mistakes. We want to reduce the risk of implementing this feature by limiting as much as possible how complicated it becomes in terms of logic or edge cases.
A lot of the strange and annoying behavior that exists today with features like weapon presets or safeties returns is due to the fact that they often try to automatically move or place items from a location in your inventory because there are an infinite number of ways in where a player's stashes and equipment can be distributed. This tetris game is actually extremely difficult to handlethrough software in the majority. In many cases, and it is often impossible now, this causes all kinds of problems, such as not being able to collect all the insurance at once and having to come back later because there is not enough space or being able to put together a preset because, although the weapon and the Individual pieces all fit together, forming the shape and size of an object that simply won't fit in your stash, so with this in mind, one of the requirements I had was to avoid this problem completely by never putting anything in your stash. directly, so let's take a look at the main use case here of returning to a raid after dying.
I think it's safe to say at this point that a requirement for using this feature is that your pmc not have anything equipped outside of the protected item slots I mentioned earlier in In this situation, the restriction is not an issue at all, it's the state By default, even if you want to change maps or something, all you need to do is change the document case or the key bar or do something that an automated system couldn't do. Doing it anyway is automatically something you have to do yourself, okay? But what if you don't die but want to use this system?
You want to change what you have now for a totally different saved load. Honestly, I don't think it's too much to ask that the player remove the equipment. the pmcs themselves, which can be done quickly by just clicking everything if you have the space or more meticulously if you have everything sorted and organized, this is still a lot less work than changing kits nowadays, you still have the option to do exactly that and we'll never have to worry about the game trying to automatically disable your PMC with some terrible buggy algorithm that it can't gracefully handle when there's not enough free space in your stash.
We want to make creating presets easy and intuitive. I want making changes to those presets to be the same by defining the player preset as all of their equipment and items with hotkeys except protected slots, this means that this UI here is actually all we really need , we now have all the elements in place. So why not take advantage of this and limit the amount of new UI we need to create, test and maintain? Let's add a button here that allows us to save the current upload as a preset. At this point all we really need to do is allow the person to name it and they're almost done, the rest is handled automatically under the covers, so one notable limitation of this design is that it requires you to have everything ready, which is different from the preset weapon system that allows you to put together builds that you may not be able to afford or may not have all the parts for now.
Personally, I don't see this as a major problem with this design, perhaps because I see it conceptually different. Most players know what equipment they like. They are used most of the time and as it stands today, you need to go buy and build these loadouts every raid anyway, so what the system is intended to do is not necessarily replace the current process of preparing if you want to continue. doing it. every time like you do today, of course, I don't want to change that, if you want to run a thousand raids with your four favorite equipment sets, you only need to prepare four times, saving each one as preset and then the other 996 times. you can participate in raids without everything else getting in the way now if that doesn't seem worth it to you.
In fact, I'm surprised you even watched this far into the video, given that there's potentially a huge amount of data here for any given loadout, all the items and slots and attachments and everything that's connected are these huge data trees, maybe for performance and stability reasons. When this is done at the beginning we limit each player to something like I don't know five or ten presets which depends on the battle state to resolve it but we should build it in such a way that this number is dynamic for different players that way we could initially test system adoption, fix any performance issues, any bugs and then scale appropriately. without needing to worry about a massive dump of a million preset trees clogging up the database or servers all at once and then we can add more functionality as we gain confidence in the system, we can use this as a basis for linking the number of presets you have for something like player level or merchant loyalty level or even making extra slot quest rewards.
Another idea is that this feature could be integrated directly with quests, perhaps active quests could add a pre-made preset in a different section of the list. It challenges you to perform certain tasks using specific ammo and medications while also giving you the flexibility to carry whatever you want with you in terms of keys and other things in your protective case. The sky really is the limit here, hell merchants might even offer you these. Complete presets you need for discounted missions, making repeated attempts at these missions less of a pain. Now, the ability to make changes to existing presets is an interesting challenge because you may not have the equipment you need for the preset you want to edit.
If you want to keep all elements in a given preset except one or two then you will basically need to create that kit yourself and then overwrite the existing preset using the same name now of course that would be fantastic I have the ability to do all kinds of specific minor tweaks here and there, but since this is not going to be a very common thing, creating a completely new user interface and all the complexity that accompanies it does not seem like it. Honestly, in my opinion, it's worth it right now. The use case that will make the most sense will be for the presets to last you maybe a couple of hours or something.
If you want to do five or ten runs in a row, you'll save. time of having to create that setting every time, but tomorrow you can load the game and delete all your presets and start with something else you feel like. Now this implementation also works for partial preset loads where you don't define everything, but maybe only partial things you are going to use are common between different kits, maybe you always find yourself using the same headset, backpack and armor gear, but you want to mix up the weapons or ammo you use, all you need to do is fill those spaces. save the preset and voila, voila, all you need to do is load the preset and then choose the weapon and ammo you want, it will get you like 98 of the way without much extra work, right?
So now that I've shown how easy and flexible creating the player preset can be, let's look at the process of using them once they're set up on your character screen near the save gear button I showed before there is a button of equipment, now this. The button will be enabled under two conditions, first if you have equipment saved and second, if your character does not have any items equipped in any of the slots other than the protected slots as described above if you hover over the button when it is disabled. should give you some context telling you why it's disabled so you can fix it now if the button is enabled and you press it, a familiar dialog might be displayed listing all the saved presets, as well as including a text box to allow you to type and filter if you have a decent sized list of presets and want to find a specific one as quickly as possible, now selecting an option and pressing open takes us to the final and certainly the most challenging step, now there are a couple of different design strategies that we can use.
We can choose here, the first is the easiest for developers to implement, but makes what has the potential to be an amazing feature quite annoying to use in many cases over a period of time, and the second is the which is more complicated than The design involves a little more engineering, but it is by far a much better solution experience and honestly, the dream is real again. The details of how this is built and all that is not up to me. I just want to talk about some of the options. and considerations we can all think of, so let's leave out the first one, which is basically co-opting the existing flea market scan filter feature, which would certainly suffer from the same problems as the current weapon preset system, the problem Most common is that any item that is for sale by other players can be purchased by someone else between the time it appears in an option and the time you click buy, all of which has the potential to cause the entire transaction fails at the time the list is reloaded. and you make sure all the prices are acceptable again and press buy, this happens again, you are essentially forced to spam by pressing f5 and then clicking and then confirming without giving enough time to make sure you don't get scammed. for ridiculously expensive flea market items, so a few other issues worth mentioning is the fact that this list doesn't include items you already own, which would otherwise give you important context about the whole fit pre-established as a whole, there are a lot of errors. that prevents items that should be available to merchants from not being available for some reason in this UI and more complex items like weapons and the complex accessory tree that come with them are purchased with parts that may or may not be extra desired for the feature since it exists today breaks one of the rules I established from the beginning which involves the ability to purchase items and move them to your stash, something I wanted to avoid now when using this as it can be done with a few tweaks and there are some awkward use cases that make it a bit strange, but at least it's an option to consider now, as I mentioned the second option is more complicated and can be done in many different ways to successfully accomplish what I'm going for. to describe.
As a final success criterion, these things are more than anything that matters to making this feature the

best

it can be. First, the kit should be automatically assembled with all the equipment from all the different sources I mentioned, you should prioritize the existing equipment you already have. and the remaining items should come from merchants and the flea market, prioritizing the most affordable options. The purchasing, assembly and equipping of all this equipment from different sources must be done in a single transaction and without the possibility of errors in racing conditions or any other problems. In my opinion, this feature would be a success if once the preset was selected, you had the option to review the total price and once you decided to do so with the press of a button, your character would be ready to go.
The way to achieve this I thought would be to add a new backend function which I'll call shopping cart now when you commit to having this preset what you would be doing is effectively taking the current cheapest version of each item you you need to shop at the flea market outside the market by temporarily reserving it let's save it for 30 seconds now this gives you a chance to review everything to make sure you don't get hit with some crazy overpriced ad that you didn't buy wait before finally committing to the transaction , at which point there will be no cases where the transaction fails, you are no longer in a race against anyone else to click buy now if you wait more than 30 seconds if you are going to buy then yes you will surely get an error but Otherwise, once the transaction is complete, the system should automatically assemble everything as described in your preset.
Your character should be fully loaded with everything ready to go. It is always necessary to pay special attention when creating functions like. This is because any API that affects the availability of items at a flea market has the potential to be abused, so they will probably want to implement smart protections like rate caps or even captchas to prevent this from becoming an issue where we should think. this feature as a service, perhaps as if we were paying the skier to purchase and gather all these desired items with this in mind, once he chooses a preset and commits to wanting to build it, this should be similar to making him leave and start doing your own thing, something he would be very mad at you if you told him it doesn't matter, halfway through, maybe attaching a 50 non-refundable deposit for each flea market item in your build might work, you would lose the deposit if you cancel the transaction. without creating thepreset with the item being relisted and maybe 25 for the seller and 25 for the skier, but if you proceed with the purchase, your deposit will be applied to the total transaction, of course, we're going to want to design this. in a way that prevents people from accidentally losing deposits or losing them due to other issues with the design, like maybe the only options that were available to them were ridiculously expensive and they don't want to or can't pay.
I have a lot of other ideas not only about other challenges you would face when creating this feature, but also tons of ideas on how to creatively solve them if Nikita shows interest in creating these features similar to the ones I've described, I'd love to share them. These thoughts are with them at the developers, but I don't really see much reason to get into all the nitty-gritty of it right now, before we're done. I want to suggest one more set of related changes that would also be awesome and that's it. The flow of entering a raid once you are prepared, this is another example of something that most people do exactly the same way thousands and thousands of times, over and over again, with no difference if there is something that most of people do.
Basically, no difference each time, so I don't see any reason to make that process automatic, by default, not requiring them to do those things every time, but rather having the responsibility for the extra clicks and everything fall on the people participating in the extreme cases. There will be 99 of the raids in which I will participate. I want to be completely healed, fully hydrated, full of energy. I want my armor repaired and I want all my equipment insured. Most people like me attack, in short, everything simply because it's easy and convenient, it costs almost nothing for these kinds of things that you are protecting anyway in the long term and even things that you think you wouldn't want to secure, like weapons Melee or keybars that you keep in your range container can be accidentally discarded in raids, so that's all the more reason to always guarantee them all the time.
Post-raid healing, as it exists today, is a bit backwards if you think about it, considering our characters regain their different health values ​​while we're between raids due. to skills and hideout upgrades, so if we always feel like right after dying we're not benefiting from this, there will be some time between raids, I prefer my PMC to heal automatically and then if there are any resources left to be replenished Since I'm about to go on a raid I can deal with it when it's smaller and less expensive Now removing it from the post-raid process Separating it from the combat information we get today would be very useful and placing For me, in the pre-flow to raid makes a lot more sense, so again, assuming the vast majority of the time most of us will want to completely fix healing and make sure we can combine this into a single screen where we can take care of all the pre-raid preparations at a time and then we can also allow some customizations or less common behaviors like a partial lock with buttons that allow us to access the existing screens that we have today that we already have to press buttons to access anyway and I could also have this feature to remember our choices, so if you have slightly different preferences or behaviors, the new flow will still benefit you.
Maybe you want to always heal and repair, but not always make sure it works as well. This single screen could replace some. Unlike other screens that put the most used features in the foreground and remove the least used features while still being accessible, this new design gives us interesting new potential opportunities, as well as alerting players who may be about to secure their equipment. When entering the labs, for example, many people still don't know that although you can secure your equipment on the way to the labs, like on any other map, you will never get it back if you die due to the lore of the lab location being inaccessible. .
I want to take this opportunity at the end to talk a little bit about some thoughts and feelings that I would love for the community to consider now, the more I learn about Nikita's vision for the game, the things she wants. their priorities are the constraints facing the development team, the more I feel compelled to create videos like this to try to be a reference point, a collection of ideas from the player's perspective, giving them something of value to take into account. you can hear part of all or even none of this, these videos are not lawsuits, they are not just something I sent to nikita and my offer is made, they are not there just to make my life easier and appease my content creator friends . sucks at the developers or any other nonsense I hear all the time as the community loves to pick on streamers for ruining their game and whether you like it or not all I ask is that you put aside any personal biases you have against.
I or the developers and we consider the ideas we share based on merit. The ideas must stand on their own. If you don't like them, honestly consider the ideas I propose if they come from someone else, if you have a different perspective. and I have always proposed, contrary to what the most vocal contingent of the community believes, that it is aimed at improving the game for everyone, not for me, not just for full-time streamers, not just for casual ones, not for those who strive, it is for the benefit of all players in their intended experience that I have learned from Nikita himself now not only that, but my recommendations and ideas almost always consider the engineering challenges and trade-offs in the process, something that honestly you will be hard to find in any random theorycrafting video from Reddit posts from other content creators or angry complaints about twitter tagging bsg the game experience things like navigating the menus preparing between raids navigating the market the hideout making these experiences More user-friendly, thoughtful and optimized will make the game less annoying, buggy and confusing and that's a good thing, the hardcore combat survival experience stops when you open a settings menu and want to activate a feature or change a control configuration slider.
There shouldn't be any errors or punishments when trying to navigate a confusing user interface. You shouldn't be afraid to navigate the market. fear of accidentally losing something extremely valuable due to a wrong click or a misplaced button without a confirmation dialog; You shouldn't be able to easily be scammed out of your money due to hidden or misleading information in a listing now that the onus is on the developers to make these experiences as efficient and reliable as possible. I fully believe that those of us who are paying attention, those of us who care about the future of the game and who have good ideas that they want to share, should help as much as we can. channel these ideas to them in a productive way.
Thank you all very much for staying here for so long. I really appreciate you allowing me to be honest and real with you. I really appreciate the positivity, the encouraging messages, and everything that comes with it. While you guys tell me what a big difference my content makes for you, all your positivity and encouragement makes a difference for me. I truly appreciate each of you. I hope you and yours are safe and healthy. I hope to see you soon. you

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